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See thru the map Call of Duty : CoD Mapping also make sure that you are not using a texture with a white border around it...you'll be able to walk through those ones!... [more] |
12 | 1347 | Mar 24, 2005 11:33 pm by getmapsfergy ![]() |
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COD UO Tools Instalation Problem Call of Duty : CoDUO Mapping first off...when you installed the tools, I'm betting that you had the install program install it to your c: drive. Check in C:/program files for a call of duty folder, and there should be a uotools folder there. If these are there then you have to d... [more] |
13 | 1570 | Mar 19, 2005 04:21 pm by getmapsfergy ![]() |
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CnQ--How? Call of Duty : CoDUO Mapping with the orginal CNQ map - Gun Assult, there is a readme file that will tell you exactly what you need to do...it's really not that hard, just a matter of keeping track of what keyvalues you give the different spawns and objectives. ... [more] |
5 | 1602 | Mar 19, 2005 04:13 pm by getmapsfergy ![]() |
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Pro help needed here: Outdoor Portals question Call of Duty : CoDUO Mapping okay now i need someone with the know-how (or anyone that wants to help). I understand these portals, except for one thing...how do they work with workable doors? I know that when the door is closed, the door will block the tris from being seen on the... [more] |
36 | 1931 | Mar 6, 2005 02:55 am by getmapsfergy ![]() |
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commons Call of Duty : CoDUO Mapping First off, make sure that since you are going to reinstall everything (COD, COD:UO, Graydiant), that after you uninstall what you have already that you check and delete the Call of Duty folder (if it still remains! This happens alot). Then make sure you... [more] |
8 | 1094 | Mar 2, 2005 05:41 pm by getmapsfergy ![]() |
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Non-Playable SP level Call of Duty : CoDUO Mapping Is there a way to load a sp layer in the game, and not have all the game actually "Run" the level. I want to look around some of the levels....any ideas?... [more] |
2 | 1090 | Feb 18, 2005 04:23 am by getmapsfergy ![]() |
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Best way to make curved railings. Call of Duty : CoDUO Mapping OKay here's my delima... In my map there's going to be a lighthouse...and I want to be able to walk around the top. (no big problem). Now I want to create a railing so that you can't jump (or fall) off. I could go the easy way and just clip the rai... [more] |
4 | 1162 | Feb 8, 2005 08:32 pm by getmapsfergy ![]() |
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New map by Azz: (mp_nonameyet) Call of Duty : CoD+UO Map + Mod Releases Hey Azz, Looking good man, been away for a while, just got back, and can start finishing up on my own map. For a name for this "snowy village" how about "mp_snowy village" Or what about "mp_karitzwa" (just a made up name). Keep up the good ... [more] |
47 | 2675 | Feb 8, 2005 08:16 pm by getmapsfergy ![]() |
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Fast auto download Call of Duty : CoD+UO General Quote: Here's what I have set up - please tell me where I'm going wrong. Maps on the server: /uo Maps on my download site: my.domain.com/aa/uo dedicated.cfg set up: set sv_allowdownload "1" set sv_dl_maxRate "84000" set sv_wwwDownlo... [more] |
15 | 2740 | Dec 19, 2004 06:29 pm by getmapsfergy ![]() |
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Is this possible? Call of Duty : CoD Mapping i know that this won't help much, but maybe just lead in a direction to look into, but the same happens if you put anything on a brush and make it move, whatever is not part of the script_brushmodel will just stay there. (although as a player..if you go o... [more] |
9 | 2095 | Dec 16, 2004 03:52 am by getmapsfergy ![]() |
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Help needed with script... Call of Duty : CoDUO Mapping is this not just like the s&d gametype? I know that you can put multiple RE objectives, and the game will use random ones (via scripting?), wondering if it might be fessible to make this a RE gametype, but instead of putting an object in one place and ne... [more] |
4 | 1306 | Dec 16, 2004 03:44 am by getmapsfergy ![]() |
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My W.I.P. map for 2005 (screen shot) Le_Pont_Valentre_Cahors Call of Duty : CoD+UO Map + Mod Releases kewl azz...can't wait to play this map. I'm almost at a point where i can put up some screenies of my WIP. That should be in another month or so.... [more] |
43 | 3502 | Dec 15, 2004 05:13 pm by getmapsfergy ![]() |
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GIF ANIMATION Call of Duty : CoDUO Mapping best bet is to extract the movie file into individual .tga files and then create a patch or brush for each .tga file, then create a script to 1) hide all of these brushes, then 2) quickly show 1 brush, 3) hide that brush and show another, and continue unt... [more] |
5 | 2041 | Dec 15, 2004 05:09 pm by getmapsfergy ![]() |
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Fast auto download Call of Duty : CoD+UO General this is a UO function only!... [more] |
15 | 2740 | Dec 14, 2004 03:44 pm by getmapsfergy ![]() |
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Fast auto download Call of Duty : CoD+UO General oops, screwed up the last post... try this Krunch Where the maps are on the server: c:/program files/Call of duty/UO Where the maps are on your site: ftp://what.ever.com/call of duty/maps/uo (anything here...aslong as the UO is there. What t... [more] |
15 | 2740 | Dec 13, 2004 09:09 pm by getmapsfergy ![]() |
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Little scripting help please. Call of Duty : CoD Mapping i would suggest taking a look at the elevator tut/map/prefab. Pretty sure you need to put if..then statements in the script..so that its basically... if train is at switch A..move forward if train is at switch B...move backward don't know the scri... [more] |
16 | 1814 | Dec 13, 2004 04:48 am by getmapsfergy ![]() |
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metal catwalks Call of Duty : CoDUO Mapping Okay here's my question...what do you do to get nades (smoke and explosive) to stop going through metal grated catwalks? I tried using a "weapon clip" but that stopped the nades but i got a black and grey checkered texture in my grating...wrong clip mayb... [more] |
2 | 1224 | Dec 6, 2004 05:33 am by getmapsfergy ![]() |
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bunker color Call of Duty : CoDUO Mapping Select all patches and brushes you want to be a specific texture, then hit "s" and click on "natural" or "axial" which ever works. Just make sure all the brushes and patches as selected!!!... [more] |
16 | 1602 | Nov 24, 2004 12:16 am by getmapsfergy ![]() |
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My W.I.P. map for 2005 (screen shot) Le_Pont_Valentre_Cahors Call of Duty : CoD+UO Map + Mod Releases Very good Azz...a warning for you though...put a back-up copy of the map in a safe location...preferably off-computer if you can. I spend the last month working on my map, and lo-and-behold, today i deleted it by accident, when i went to move the backups... [more] |
43 | 3502 | Nov 19, 2004 05:29 am by getmapsfergy ![]() |
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moving objects with a trigger! Call of Duty : CoDUO Mapping okay well get this...i'm the world's biggest idiot....after spending months on this map, and days getting this bridge to move...what do you know I go and delete the whole directory with all my map files :-( How i do this...accediently when i went to move... [more] |
16 | 1562 | Nov 19, 2004 05:25 am by getmapsfergy ![]() |
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moving objects with a trigger! Call of Duty : CoDUO Mapping okay i got it working the way i want it now...yahoo!!!! Now i just have to figure out how to make it make noise when it moves...(almost got that down i think), and how to make the switch animate from the down position to the up position and vise versa! ... [more] |
16 | 1562 | Nov 17, 2004 11:53 pm by getmapsfergy ![]() |
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moving objects with a trigger! Call of Duty : CoDUO Mapping i will try that...once i reinstall COD and UO...last night right after i got it moving..when i was compiling...i went to rename Call of Duty to Game to finish the compile process, and accidently deleted the Call of Duty files. So...I'll let you know if t... [more] |
16 | 1562 | Nov 17, 2004 09:36 pm by getmapsfergy ![]() |
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moving objects with a trigger! Call of Duty : CoDUO Mapping well azz and stryder...i got it working...well sort of!!! the bridge now retracts...but it goes back to where it started! I used the .gsc from the tutorial on scripting...and changed the wait (4) to a higher number to make it take longer. But that's j... [more] |
16 | 1562 | Nov 17, 2004 06:10 am by getmapsfergy ![]() |
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moving objects with a trigger! Call of Duty : CoDUO Mapping to styder...thanks for the suggestions. I have three "script_brushmodels" these are: 1) the bridge floor 2) the left railing, and 3) the right railing. So what i'm getting is to make em so they are 1 "script_brushmodel". I didn't know that! Also a... [more] |
16 | 1562 | Nov 17, 2004 02:10 am by getmapsfergy ![]() |
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Scripting Help Please Call of Duty : CoD Mapping see tuts on moving along the z access...like doors, and x acces like the sliding door up..but how about along the y access...want to use it to slide a bridge across a canal! and i'm having the same problem here...help would be appreciated!... [more] |
21 | 1671 | Nov 16, 2004 11:46 pm by getmapsfergy ![]() |
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