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Topic | Replies | Views | Last Post | |
How to change the default 1024 BSP split (blocksize) ? Soldier of Fortune : SoFII Mapping For the hint brushes you should have a look at mp_jor1 map file pleaseMYOB has them on his site as most people will not say how to decompile a bsp any more as it stirs up so many bad feelings so he has the converted maps for people to study. And you shou... [more] |
15 | 2831 | Aug 11, 2005 11:25 pm by J4FswampyG |
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How to change the default 1024 BSP split (blocksize) ? Soldier of Fortune : SoFII Mapping I just did a search and I think I found your problem in sof 2 it is chopsize not blocksize well that is what was said in some of the old posts do a search for blocksize or chopsize and you should find them they might shed some light on your problem. Sor... [more] |
15 | 2831 | Aug 11, 2005 06:34 pm by J4FswampyG |
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How to change the default 1024 BSP split (blocksize) ? Soldier of Fortune : SoFII Mapping You can make a bat file or use Q3map2 and Q3map2 toolz and in that make your own compile line to add the _blocksize you want. You can get Q3map2 from the link in my last post and here are some links to the toolz and more info to help you. http://www.p... [more] |
15 | 2831 | Aug 10, 2005 07:57 pm by J4FswampyG |
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Good Mod Tutorials????? where Soldier of Fortune : SoFII Scripting For the prone have a look for the man down mod as you could go prone in that and I think the author did release the source code for that mod to help people that wanted to add some of the bits to there mods ... [more] |
6 | 5526 | Aug 10, 2005 05:09 pm by J4FswampyG |
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single player help Valve's Source : HL2 Mapping I don’t map for sp but I can think of if you did not put an item_suit in and some weapons then you would not see the hud like you want. ... [more] |
9 | 1829 | Aug 10, 2005 05:03 pm by J4FswampyG |
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First map Valve's Source : HL2 Mapping I would not use the carve tool if I was you use the clipper tool and some of the tools from the drop down list were it says primitives block like arch cylinder sphere spike torus wedge that way you can get the shape you want without the damage the carve t... [more] |
3 | 2126 | Aug 10, 2005 04:58 pm by J4FswampyG |
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How to change the default 1024 BSP split (blocksize) ? Soldier of Fortune : SoFII Mapping If you use Q3map2 you might find it works better for you I found this in the read me Worlspawn _blocksize key now supports 3 elements for setting X Y and Z splits You can get Q3map2 from here and a lot of info on how to get the best from it http... [more] |
15 | 2831 | Aug 10, 2005 04:37 pm by J4FswampyG |
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Destroyable moving brushes. Valve's Source : HL2 Mapping 2 go along a set path and 1 is just a rotating brush 1 of them you have to start it with a button the other will start moving when you load it. I just put the 3 ways in to give you a choice on how to do it not sure if you can parent the rotating brush t... [more] |
5 | 2121 | Aug 6, 2005 04:11 pm by J4FswampyG |
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Destroyable moving brushes. Valve's Source : HL2 Mapping I found a tutorial for this but I could not get it to work the way it was said to after a little time I got it to work two different ways. 1 it moves by it self 2 you have to press the button on the right 3 is a rotating brush you can make the rotati... [more] |
5 | 2121 | Aug 6, 2005 09:07 am by J4FswampyG |
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creating sky textures Soldier of Fortune : SoFII Mapping I did a quick search and found this old tutorial on making a custom sky and here is a link to terrasky that you will need to make your sky tile correct. http://www.modsonline.com/Forums-top-1822-.html#9947 http://www.planetpointy.co.uk/editing/files... [more] |
3 | 2226 | Aug 3, 2005 06:00 pm by J4FswampyG |
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rotating doors not working Soldier of Fortune : SoFII Mapping You can use rotating doors in a mp mod called man down and go prone it. narc made a custom def file for it have a look in the sof2 downloads for that. The mod has not had any work done on it in some time but here is a link to it if you want to have a l... [more] |
4 | 2206 | Aug 2, 2005 09:43 am by J4FswampyG |
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Respawning arrow. Valve's Source : HL2 Mapping Here are two links to show you how to as they put it better than I could but if you have any problems with the tutorials just say and I will make you a VMF of what you want to study or use as you want. http://www.hl2world.com/wiki/index.php/Spawn_Stuff... [more] |
2 | 3966 | Jul 28, 2005 09:58 am by J4FswampyG |
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Bad FPS,errors in compile,upload BSP later... Valve's Source : HL2 Mapping i have redone you sky box and used some skip/hint and put some env_cubemaps in now it takes about 6 hours but my fps were 30 at lowest 70 most of the time and 100+ in a lot of places so not bad I don’t think on my pc. When you run it look at your tower... [more] |
10 | 2327 | Jul 28, 2005 09:43 am by J4FswampyG |
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Cannons? Valve's Source : HL2 Mapping I got it to work kind of the trigger push will not rotate with the cannon so I had to make it smaller and set the watermelon to re spawn so you can aim it an use it as many times as you want. It is on a 3 second delay it was fun. Test_cannon_4... [more] |
9 | 2263 | Jul 26, 2005 10:06 pm by J4FswampyG |
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Bad FPS,errors in compile,upload BSP later... Valve's Source : HL2 Mapping Hi I got your map to compile on normal in about 4 hours on my slow pc so it should be a bit faster for you. I had to make a lot more brushes detail than I wanted as I kept getting a error saying leaf with too many portals there are some ways to fix this ... [more] |
10 | 2327 | Jul 26, 2005 08:55 pm by J4FswampyG |
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Scaling models? Valve's Source : HL2 Mapping I have found these two links not sure how much help they will be not had time to look at the much but they are for scaling models http://www.hl2world.com/bbs/scaling-hl2-models-vt37605.html?highlight=scali ng+models http://forum.interlopers.net/view... [more] |
3 | 2149 | Jul 26, 2005 11:28 am by J4FswampyG |
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How to make it dark out side? Valve's Source : HL2 Mapping You can also change the amount of light in your light_environment the brightness is 300 by default and the ambient is 25 you can also change the colour of the light in them settings. ... [more] |
4 | 2029 | Jul 26, 2005 11:22 am by J4FswampyG |
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Cannons? Valve's Source : HL2 Mapping Hi for you env explosion here is a tutorial map I have been working on now and then it has a crossbow in it and now a env_explosion with it thanks for the idea so when you press the button it will shoot a arrow then explode and disappear and re spawn to u... [more] |
9 | 2263 | Jul 26, 2005 11:15 am by J4FswampyG |
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Bad FPS,errors in compile,upload BSP later... Valve's Source : HL2 Mapping You have 3 main errors that I see here are some links to help you understand them and show you how to fix them as each site says different things. It is up to you what you like cluster portal some say leave it some say fix it each person has there own vi... [more] |
10 | 2327 | Jul 25, 2005 07:06 pm by J4FswampyG |
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my compile time. Valve's Source : HL2 Mapping No you do not want to make everything detail just most of the brushes in side and some out side like the walk ways. And you should cut down on your prop physic as I was getting 10 fps out side and 15 in side. And the walls you used the carve tool on re ... [more] |
17 | 1916 | Jul 20, 2005 08:13 pm by J4FswampyG |
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Castle on Clouds? Valve's Source : HL2 Mapping I found some cloud textures on the web this is the only 1 I liked I set the scroll rate to 0.05 it was 0.01 and I found 2 cloud textures in hammer for you to look at you can use the 1 I made or find 1 of your own to use I have put in valves cloud vmt for ... [more] |
5 | 2011 | Jul 15, 2005 12:56 am by J4FswampyG |
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Castle on Clouds? Valve's Source : HL2 Mapping In css there is a cloud model if you got XSI and can use it to convert the model over to hl2 use that or you can make a 3D sky box or make you own cloud texture or search for a free cloud texture on the web and use that. To speed up portal flow func_de... [more] |
5 | 2011 | Jul 14, 2005 10:47 pm by J4FswampyG |
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Compiling... Valve's Source : HL2 Mapping If you have not done so already use func_detail for all the small brushes like steps window frames and any think that will not block the players view main walls like house walls should be world brushes and sloped roofs should be detail brushes. By usin... [more] |
5 | 2268 | Jul 14, 2005 10:38 pm by J4FswampyG |
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custom sound Valve's Source : HL2 Mapping Try this link see if it is any help to you http://www.hl2world.com/wiki/index.php/MP3s_and_custom_sounds_on_your_map... [more] |
3 | 1575 | Jul 14, 2005 10:21 pm by J4FswampyG |
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getting sounds in MP Valve's Source : HL2 Mapping For your zombie give it a name then make a env_soundscape and parent that to the zombie and in the sounscape put this NPC_FastZombie.Moan1 There is no browse for sounds in a env_soundscape so you will have to find the name by using a ambient_generic an... [more] |
2 | 3792 | Jul 11, 2005 04:42 pm by J4FswampyG |
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