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Photoshop and dds Call of Duty 2 : CoD2 MP Mapping Opps, did not see the last post. Good luck with the mapping... [more] |
13 | 1967 | Oct 31, 2006 06:39 pm by sentchy ![]() |
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Photoshop and dds Call of Duty 2 : CoD2 MP Mapping tuning19, what is important is that the image is a power of 2 in pixels. Your example shows that you made it 512cm x 512cm. The cm is a unit of measurement for printing, not for computers or the DDS conversion. Make is 512px x 512px by selecting uni... [more] |
13 | 1967 | Oct 31, 2006 06:29 pm by sentchy ![]() |
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loadscreen Call of Duty 2 : CoD2 MP Mapping what size is the generated DDS file from photoshop? Or did you use another software?... [more] |
16 | 1664 | Aug 12, 2006 02:56 am by sentchy ![]() |
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loadscreen Call of Duty 2 : CoD2 MP Mapping What have you tried so far? Describe how you created the image? What size is the DDS image? Did you create the image folder? What image size did you use? 512x512? 1024x1024? edited on Aug. 11, 2006 10:40 pm by sentchy... [more] |
16 | 1664 | Aug 12, 2006 02:34 am by sentchy ![]() |
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Having Compass Constantly Show All Players - MP Call of Duty 2 : CoD2 Scripting Good luck... [more] |
15 | 1917 | Aug 12, 2006 12:41 am by sentchy ![]() |
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see everything in one shot Call of Duty 2 : CoD2 MP Mapping I think it is the texture you are using for the so called cliff. Also to the right of your picture is some overlay problem showing. It most likely decal texture that you are using. Just to test if that's the problem, change the texture that has dis... [more] |
10 | 1433 | Aug 11, 2006 08:41 pm by sentchy ![]() |
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Moving a brush by shooting a trigger Call of Duty 2 : CoD2 Scripting ArmorMaster, A common use of a moveable trigger is the SD trigger that gets moved around. To be able to move something in script it needs to be an entity, it does not necessarily have to be a script_brushmodel. You can verify if something is an entity... [more] |
14 | 1858 | Aug 11, 2006 08:20 pm by sentchy ![]() |
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Moving a brush by shooting a trigger Call of Duty 2 : CoD2 Scripting Skyguy, did you say some work and some do not, all of them being trigger_damage? If there are really some that work from the distance than we can analyze the difference between the ones that work and those that do not. I have a feeling it might be o... [more] |
14 | 1858 | Aug 11, 2006 08:07 pm by sentchy ![]() |
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Having Compass Constantly Show All Players - MP Call of Duty 2 : CoD2 Scripting Quote:I dont got time to run through all the scripts, Im a busy guy. I think everyone is equally busy. So if you do not want to spend the time yourself why would someone else spend the approximate 5-10 hours to do the research and coding, assuming they... [more] |
15 | 1917 | Aug 11, 2006 05:23 pm by sentchy ![]() |
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Moving a brush by shooting a trigger Call of Duty 2 : CoD2 Scripting I know of the issues with trigger_damage that you have. I think its a bug in the COD2 engine that would prevent the trigger from triggering if you never were close to it before. The grenade triggers correctly since the grenade itself is a entity that move... [more] |
14 | 1858 | Aug 11, 2006 05:14 pm by sentchy ![]() |
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rotating doors Call of Duty 2 : CoD2 Scripting In radiant, did you give the door the targetname door1 and the trigger the targetname doortrigger1? You do this by selecting the door, then pressing N and entering "targetname" as the key and door1 as the value and press Enter. Do the same though with ... [more] |
13 | 1560 | Aug 8, 2006 01:04 pm by sentchy ![]() |
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moving stuff script help. Call of Duty 2 : CoD2 MP Mapping What trigger did you create? I think you want a trigger_use edited on Aug. 4, 2006 10:10 pm by sentchy... [more] |
9 | 2179 | Aug 5, 2006 02:08 am by sentchy ![]() |
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a problem with gsc files Call of Duty 2 : CoD2 MP Mapping Great, there are so many little hurdles and bumps to get started. But sounds like you are grasping the basics quick. Good luck.... [more] |
12 | 2016 | Aug 4, 2006 08:01 pm by sentchy ![]() |
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asset manager help Call of Duty 2 : CoD2 MP Mapping Search google with iwi dds and the first link points to a converter =p You could also try taking a look at the materials file. Open the materials file in a text or hex editor and you will see what image file it is linked to when you look at the ri... [more] |
4 | 1484 | Aug 4, 2006 05:11 pm by sentchy ![]() |
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a problem with gsc files Call of Duty 2 : CoD2 MP Mapping Where did you place the GSC file? It has to be in the activition/cod2/main/maps/mp folder. What editor do you use to create the GSC file? Notepad? o Press Windows-E to start the explorer o Select Tools/Folder Options from the menu o Select View... [more] |
12 | 2016 | Aug 4, 2006 01:41 pm by sentchy ![]() |
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a problem with gsc files Call of Duty 2 : CoD2 MP Mapping Is that a colon or semicolon after the main() word? It needs to be a ; rather than : ( inicially should be initially, english spelling always baffled me when I learned it in high school =p) edited on Aug. 4, 2006 08:43 am by sentchy edited on A... [more] |
12 | 2016 | Aug 4, 2006 12:42 pm by sentchy ![]() |
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a problem with gsc files Call of Duty 2 : CoD2 MP Mapping Did you create a basic GSC file with the name of your custom map you created? The GSC file needs to have a main function in it. edited on Aug. 4, 2006 08:22 am by sentchy... [more] |
12 | 2016 | Aug 4, 2006 12:21 pm by sentchy ![]() |
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moving stuff script help. Call of Duty 2 : CoD2 MP Mapping Question: Do you have two GSC files and what are their names? As veef suggested if you have two GSC files and want to call a function in the second GSC from the main GSC file, there is a certain syntax to follow. This is basically the name of the GSC and ... [more] |
9 | 2179 | Aug 4, 2006 12:19 pm by sentchy ![]() |
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Trapdoor goes up but not down Call of Duty 2 : CoD2 Scripting If caretakers's recommendation does not work, you could do what IW mostly does in its script. They basically use a wait statement after each move/rotate with the duration that was specified on the motion function rather than waiting for a event notific... [more] |
4 | 1758 | Aug 4, 2006 12:08 pm by sentchy ![]() |
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making placed weapons respawn in cod 2 Call of Duty 2 : CoD2 MP Mapping You need to keep the lines for ambient play and others in the main function. Not add the to the subroutines that get called for each spawned weapon. See the corrected code I posted. I also modified the call to weaponrespawner a little by creating a ... [more] |
48 | 2216 | Jul 27, 2006 11:00 pm by sentchy ![]() |
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dds file with windows paint Call of Duty 2 : CoD2 MP Mapping Btw, the nvidia plugin also works for photoshop elements which is more affordable and you frequently get it when you buy a camera or a tablet. Photoshop Elements is a huge step up from MS Paint and not that bad compared to CS2. Keep your eyes out if yo... [more] |
7 | 1311 | Jul 22, 2006 11:31 am by sentchy ![]() |
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dds file with windows paint Call of Duty 2 : CoD2 MP Mapping You convert the image file you created in windows paint. Also if you use Windows Paint, you need to ensure that you save the image you made with a size that is compatible with DDS. DDS image files can only be created from images that have a width and l... [more] |
7 | 1311 | Jul 21, 2006 10:31 pm by sentchy ![]() |
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dds file with windows paint Call of Duty 2 : CoD2 MP Mapping You can use the following conversion tool: http://eliteforce2.filefront.com/file/DDS_Converter;29412 Alternatively the Microsoft DirectX SDK also has a conversion program in it. You can get it from Microsoft as part of the SDK or just the file you n... [more] |
7 | 1311 | Jul 21, 2006 07:34 pm by sentchy ![]() |
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General tutorial for beginning scripting Call of Duty 2 : CoD2 Scripting Little question, tbrotrip and Newfie: Do you two have any experience coding in any other programming languages or not? The reason picking up COD2 scripting was so easy for me and those that do not seem to struggle is that we know other programming lang... [more] |
9 | 2222 | Jul 21, 2006 05:11 pm by sentchy ![]() |
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question about winter effects Call of Duty 2 : CoD2 Scripting Ok, much easier to add the snow. This is from the mp_downtown_fx.gsc. All you need is two lines after the call the multiplayer load: Code: level._effect["snow_light"] = loadfx ("fx/misc/snow_light_mp_downtown.efx"); maps\mp\_fx::loopfx("snow_li... [more] |
10 | 1469 | Jul 16, 2006 04:51 pm by sentchy ![]() |
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