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cod2 compile problems Call of Duty 2 : CoD2 MP Mapping make sure that the main/ folder is clean. that is, it contains only the iw_ and localized_ .IWD files NO other .IWD files should be there... (if there are, just move them somewhere else temporarily.)... [more] |
11 | 943 | Jan 29, 2007 10:44 pm by Ice_Blade ![]() |
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Puzzled.... Call of Duty 2 : CoD2 MP Mapping The_Caretaker writes...Quote:That script will not work, Ice, you've puit stuff in arrays, but called them without the [k]'s to tell the script which entity in the array you want to have moved. ok... this should work.... you've got: Oops... Change ge... [more] |
18 | 894 | Jan 29, 2007 05:38 pm by Ice_Blade ![]() |
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cod2 compile problems Call of Duty 2 : CoD2 MP Mapping Post the compiler log, and we'll check the error. In dutch-> Kopieer en plak even de tekst die in het venster van de compiler verschijnt. (Copy and paste the text that appears in the compiler window)... [more] |
11 | 943 | Jan 29, 2007 04:01 pm by Ice_Blade ![]() |
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Can the moon be done as a map for COD2 ??? Call of Duty 2 : CoD2 MP Mapping Capt.Com writes...Quote:You have to OPEN the .map and not LOAD. It works #1 here. Yeah, it works in radiant, compiling however didn't. Open and Load are both for Radiant. ;) Cod2rad is the compiler ;) Proof of crash: Screenshot... [more] |
21 | 874 | Jan 29, 2007 01:42 pm by Ice_Blade ![]() |
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Can the moon be done as a map for COD2 ??? Call of Duty 2 : CoD2 MP Mapping I tried, but his .map crashed cod2rad.exe here.. Probably a small error in the .map file somewhere...... [more] |
21 | 874 | Jan 29, 2007 01:26 pm by Ice_Blade ![]() |
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Puzzled.... Call of Duty 2 : CoD2 MP Mapping something along these lines should work. I'm not going to tell you how it works, because it's pretty basic. Code:main() { thread lift (); } lift() { lift = getentarray ("lift","targetname"); trig = getentarray ("lift_trig","targetname"); ... [more] |
18 | 894 | Jan 29, 2007 01:23 pm by Ice_Blade ![]() |
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Alpha texture transparency is wrong... Call of Duty 2 : CoD2 MP Mapping No problem ;) @ stryder, thanks for helping! Setting Blend to add is ignoring the alpha channel and making the entire texture semitransparent. Screenshot... [more] |
11 | 1013 | Jan 28, 2007 06:21 pm by Ice_Blade ![]() |
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Alpha texture transparency is wrong... Call of Duty 2 : CoD2 MP Mapping StrYdeR writes...Quote:@ice - try changing the blendfunc from blend to replace Setting blend to replace* causes it to render like a solid texture. It looks like it's ignoring the alpha channel. Screenshot... [more] |
11 | 1013 | Jan 28, 2007 04:25 pm by Ice_Blade ![]() |
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Alpha texture transparency is wrong... Call of Duty 2 : CoD2 MP Mapping OLD_MAN_WITH_GUN writes... Quote:The first model is the original egypt_bunker_tanker (the left one on the pics) and the second is the the egypt_bunker_tanker i reimported to the game by my own (the right one on the pics). You see, only the original disa... [more] |
11 | 1013 | Jan 28, 2007 03:17 pm by Ice_Blade ![]() |
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Alpha texture transparency is wrong... Call of Duty 2 : CoD2 MP Mapping Current settings for the .dds .dds Settings (I have a newer version of the .dds plugin from Nvidia... I updated because the old version was giving the same problems.) The .dds file itself The .iwi file I've also tried with DXT3 (Explicit Alpha)... [more] |
11 | 1013 | Jan 28, 2007 12:50 pm by Ice_Blade ![]() |
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Need Door help ASAP!!! Call of Duty 2 : CoD2 MP Mapping Search? Tutorial As wel as this forum, 4-5 topics below this one is about a moving door... Edit: Here edited on Jan. 27, 2007 07:54 pm by Ice_Blade... [more] |
3 | 1047 | Jan 28, 2007 12:53 am by Ice_Blade ![]() |
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Alpha texture transparency is wrong... Call of Duty 2 : CoD2 MP Mapping *bump* Anyone have a clue as to what's going wrong here? ... [more] |
11 | 1013 | Jan 28, 2007 12:50 am by Ice_Blade ![]() |
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Duplicate Planes Call of Duty 2 : CoD2 MP Mapping you could try cutting it using the clipper tool (X) that might work to achieve the same effect. :)... [more] |
11 | 1036 | Jan 26, 2007 01:40 pm by Ice_Blade ![]() |
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[Release] Mirage Map Pack Call of Duty 2 : CoD2 Map + Mod Releases it looks excellent, though may I suggest that you retexture the watertower. I feel that it doesn't really fit in the scene the way it is right now...... [more] |
10 | 1940 | Jan 26, 2007 01:39 pm by Ice_Blade ![]() |
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Alpha texture transparency is wrong... Call of Duty 2 : CoD2 MP Mapping Hello, I've been creating a couple of ARGB 8 bit alpha textures in Photoshop, saved as .dds and converted to .iwi However when I use them in both the editor and ingame they 'look' right, but the 'solid' parts are letting other textures shine through. ... [more] |
11 | 1013 | Jan 25, 2007 11:35 pm by Ice_Blade ![]() |
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Adding Rain Call of Duty 2 : CoD2 Scripting not sure how you're using the rain, but if its an effect, you could set it as a loopfx or just shorten the time between plays, so it gets played immediately after the previous effect finishes. Code: level._effect["rain"] = loadfx ("fx/rain/customrain.ef... [more] |
22 | 1459 | May 26, 2006 08:31 pm by Ice_Blade ![]() |
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How to identify coordinates for effects Call of Duty 2 : CoD2 Scripting Cypher2004 writes...Quote:You dont need to load your map in CoD... you can get the Co-ords from the Editor... Hold your mouse over the location you want an effect... On the bottom (above the white box will say: X: 0.0, Y: 0.0, Z: 0.0 To get th... [more] |
6 | 1415 | May 26, 2006 08:18 pm by Ice_Blade ![]() |
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How to identify coordinates for effects Call of Duty 2 : CoD2 Scripting You could save the .gsc for that map in a different iwd and give it a name that will be loaded after map.iwd that way, the custom map will be kept intact, along with it's iwd People that have downloading disabled will still be able to play (though witho... [more] |
6 | 1415 | May 26, 2006 03:11 pm by Ice_Blade ![]() |
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Quicksand Call of Duty 2 : CoD2 Scripting I've changed the script to: Code:////////// // INIT // ////////// quicksands() { quicksands = getentarray("quicksand", "targetname"); for(i = 0; i ... [more] |
12 | 1136 | May 24, 2006 05:29 am by Ice_Blade ![]() |
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Higgins Call of Duty 2 : CoD2 MP Mapping your missing the function... unless you copied the setflaggedaminknobrestart() function to your maps.gsc file, you'll have to reference the file while calling the function. Now you're just saying, do those instructions, while your not telling the game w... [more] |
16 | 1034 | May 23, 2006 09:28 pm by Ice_Blade ![]() |
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Next Question:D Call of Duty 2 : CoD2 MP Mapping Your sky texture isn't clipping, so you'll need to add another set of walls around your map. Texture them with the 'clip_player' texture. ;) Use: create a brush, select it, select the player_clip or clip_player texture (forgot which its called), and yo... [more] |
4 | 741 | May 23, 2006 01:20 pm by Ice_Blade ![]() |
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Quicksand Call of Duty 2 : CoD2 Scripting Thanks sentchy! as far as I can tell its working :D 1 last question. How would I go about having the deathanimation sink into the ground as wel? now its: sink, sink. pop to surface, kill, leave body at surface the body remains lieing on TOP of the qu... [more] |
12 | 1136 | May 23, 2006 07:11 am by Ice_Blade ![]() |
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Quicksand Call of Duty 2 : CoD2 Scripting I was going to try calling another function in think, which gets the clientid and saves it to a variable. This function would also get called after the player gets killed. The function will set a variable with the clientid when the player enters a deathz... [more] |
12 | 1136 | May 22, 2006 10:25 pm by Ice_Blade ![]() |
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How to make underwater player be drowned Call of Duty 2 : CoD2 MP Mapping Im currently working on a set of 3 triggers that will kill you if you go underwater. Checks for prone, crouch and standing. Im using a piece of the AWE mod's script to check the player's stance, but the rest of the script is pretty much complete... It ... [more] |
15 | 1043 | May 22, 2006 10:12 pm by Ice_Blade ![]() |
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Quicksand Call of Duty 2 : CoD2 Scripting ok. I wrote a script that works, Just have 2 questions. 1. Why are the below scripts crashing the server after a couple of minutes (maximum variables exceeded...) 2. How would I have the death animation sink, and have the body turned so it remains 'sta... [more] |
12 | 1136 | May 22, 2006 07:02 pm by Ice_Blade ![]() |
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