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Topic | Replies | Views | Last Post | |
Cod2 HQ Call of Duty 2 : CoD2 General Thanks for the info guys, saved me asking the same stupid question, especially "the Stryder Method" , it almost sounds too good to be true.. no "look at" or "trigger" textures. Which Radio script model do you use? Also, I was wondering how I can "publi... [more] |
18 | 1331 | Jan 27, 2007 03:16 am by FightingHellfish |
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Prefabs Suck!!! Call of Duty 2 : CoD2 MP Mapping Sorry, must have hit submit 2 times. My apologies ... [more] |
6 | 1218 | Sep 26, 2006 01:29 am by FightingHellfish |
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Prefabs Suck!!! Call of Duty 2 : CoD2 MP Mapping How can IW expect us to do anything, when they can't even make the prefabs (which everyone implies are there to teach us how to make things) right? I mean my map was great, not one single dupe plane, till I added their crap into it, I mean come on, you... [more] |
6 | 1218 | Sep 26, 2006 01:16 am by FightingHellfish |
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Portalling Open Space eg mp_matmata Call of Duty 2 : CoD2 MP Mapping Thanks for the assistance, really appreciate it. I am in the neighborhood of 2200 portal clusters, and it has been compiling vis for about 18 hours now, after 0...1...2...3...4...5...6...7...8...9... 8 average number of passages per leaf 91 mb require... [more] |
11 | 1229 | Sep 11, 2006 04:33 am by FightingHellfish |
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Portalling Open Space eg mp_matmata Call of Duty 2 : CoD2 MP Mapping Hey, thanks to ModsOnLine for all the help so far, but I am going crazy here. I can portal buildings just fine (even though pointfile doesn't do anything unless I literally make a portal "skybox" on an empty map) The problem is I have a large open ... [more] |
11 | 1229 | Sep 6, 2006 09:10 pm by FightingHellfish |
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Building Light Transport Call of Duty 2 : CoD2 MP Mapping All of a sudden I am having the same problem, light transport stops at 99.1% Would the vclog help? It is referenced at the end of the compile, so would it affect the lighting?... [more] |
7 | 2501 | Aug 2, 2006 06:04 am by FightingHellfish |
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Attn. Model Makers. $$$ on the table here. Call of Duty 2 : CoD2 MP Mapping I need someone with some Talent to help make some models for me. I need Christmas decorations, trees, wreathes, etc, the whole "Thomas Kinkade" treatment. The map is in planning stages now, so we can talk. Also I want Autumn Trees for a Hurtgen for... [more] |
1 | 1033 | Jul 3, 2006 12:05 am by FightingHellfish |
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Converting bsp's to maps.....NOT... Call of Duty 2 : CoD2 MP Mapping Ok, so I had to scrap Win XP from my machine, and lost my original map files, there is no way to edit the iwd files (which is all I have left) in the event that someone finds a glitch in the released version? Oh boy, Murphy's Law got me AGAIN! ... [more] |
16 | 7232 | Jul 2, 2006 11:55 pm by FightingHellfish |
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[Tutorial]Creating Worldspawn Settings Call of Duty 2 : CoD2 MP Mapping Thanks for this info. 1 question, why did you set spawnflags at 8? ... [more] |
13 | 1938 | Jun 16, 2006 07:51 pm by FightingHellfish |
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Walls are too "Shiny" and... Call of Duty 2 : CoD2 MP Mapping OK, I will get you the compile log, just as soon as someone tells me where to find it, but here is a little more info that may or may not be useful, Only vertical surfaces are affected by "shinyness" The surfaces that have the "wet look" are all facing... [more] |
5 | 1360 | Jun 16, 2006 06:50 pm by FightingHellfish |
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Walls are too "Shiny" and... Call of Duty 2 : CoD2 MP Mapping I would really appreciate a couple minutes of someone's time. I've searched and searched, and gone through tutorials, now I guess I need to ask for help. I have been test compiling my map regularly, to catch any problems before they are too far buried ... [more] |
5 | 1360 | Jun 15, 2006 11:51 pm by FightingHellfish |
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