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Latest Posts by Schis
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CoD4 Xmodels to CoD:WaW
Call of Duty: World at War : CoDWW General
zeroy writes...Quote:Some Xmodel dont need the first letter remove, some do. In any case it simple to find out, create a dummy map using the Launcher, add the xmodel in the Zone File and compile. On compile .ff the Linker_pc will output whats missing or n... [more]
17 4946 Nov 2, 2009 12:09 pm
by Schis
Snapping Verticies (CTRL K?)
Call of Duty: World at War : CoDWW MP Mapping
to weld two (or more) verts together into one, select verts and press "w" to weld two patches together just select both patches (not verts) and press "w"... [more]
4 1334 Oct 14, 2009 10:30 pm
by Schis
dark water
Call of Duty 2 : CoD2 MP Mapping
Water effects only work in DX9, even with a colour patch overlayed on top in DX7 it makes absolutely no difference. DX9- nice water, can play about change colour etc DX7- crappy water cannot do anything with it. Its a shame really considering in Uo... [more]
18 1169 Jan 22, 2007 10:38 am
by Schis
dark water
Call of Duty 2 : CoD2 MP Mapping
wouldnt work as its a patch you would have to resize it which would cock the texture up and stuff its dead easy to do though. Give it a try. If you have no luck let me know and ill see if i can do it on two patches then all you have to do is overlay... [more]
18 1169 Jan 21, 2007 09:21 pm
by Schis
dark water
Call of Duty 2 : CoD2 MP Mapping
You have to make the water into a patch, alpha blend it so you can see the muddy bottom texture (do not blend too much). Then colour blend it - the water in the picture is blended with brown. Play around with colours, swampy would be a greeny/brown col... [more]
18 1169 Jan 21, 2007 08:47 pm
by Schis
dark water
Call of Duty 2 : CoD2 MP Mapping
It looks like the normal crappy dx7 water . It is worth noting that nice watery effects only work in dx9. Rogue (Schis)... [more]
18 1169 Jan 21, 2007 02:35 pm
by Schis
dark water
Call of Duty 2 : CoD2 MP Mapping
How do you mean darker? Something like this?: or do you mean lose the shinyness (I think I made that word up) btw picture is from benouville2 which will be released in the next couple of weeks when I can be arsed to let the computer compile i... [more]
18 1169 Jan 21, 2007 11:11 am
by Schis
black textures no teams help
Call of Duty 2 : CoD2 MP Mapping
One more thing in your .gsc you have both types of fog set. You can only have one. This can cause all sorts of problems. Either delete or comment out one of those lines. Rogue (Schis)... [more]
8 1163 Jan 21, 2007 10:58 am
by Schis
compile error
Call of Duty 2 : CoD2 MP Mapping
That error does not necesserily mean your computer doesnt have enough memory, it means that the compiler cannot allocate enough memory for the compile. Clear as mud eh? Effectively what this means is either you have a brush somewhere in your map tha... [more]
16 1685 Jan 21, 2007 10:52 am
by Schis
clips
Call of Duty 2 : CoD2 MP Mapping
Player Clip as people have said will only stop the player, Clip on the other hand stops the player and ai. That is all they stop - the model itself - they both however do not stop bullets and grenades and do not block sight. So in multiplayer they ba... [more]
8 1392 Jan 21, 2007 10:38 am
by Schis
Can models be made detail??
Call of Duty 2 : CoD2 MP Mapping
Pedro is right models are classed as detail just as patches are. This cannot be changed. However there is a problem wih them with regards to portalling - they can disappear in game (a bombsite in Caen does this). Now as I understand this it can be c... [more]
5 1619 Jan 13, 2007 07:59 am
by Schis
Textures disappearing on rotated clipped brushes
Call of Duty 2 : CoD2 MP Mapping
It may be that the brushes are badly clipped thus a face will not be shown in game - it wont exist. This happens most often if they are rotated at angles that arnt 45 degrees. On a patch once you have moved the vertices use shift+control+n to cycle thr... [more]
4 2822 Jan 5, 2007 06:43 pm
by Schis
Portalling woes
Call of Duty 2 : CoD2 MP Mapping
Portalling to the skybox does seal a portal cell, however just using a portal brush as you have described will probably not give any fps advantage. If you can see from one portal to another (ie theres no structural brushes obscuring the view) then it w... [more]
14 1485 Jan 5, 2007 11:13 am
by Schis
Name of textur Swastikaflag
Call of Duty 2 : CoD2 MP Mapping
If you are using a stock texture then it will be localised and the german version of the game will not show the swastika, just make sure it doesn't appear on your loading screen though.... [more]
6 2628 Jan 5, 2007 12:32 am
by Schis
need a pro's help
Call of Duty 2 : CoD2 MP Mapping
Not sure on that particular mod but most mods will work out where to put the planes start/finish point by using the extremes of your map ie your skybox. You will have to look at the particular script and find out how it places them. Look for where t... [more]
4 1157 Jan 4, 2007 08:10 am
by Schis
Portalling woes
Call of Duty 2 : CoD2 MP Mapping
Just looked at the picture Andrew and noticed that the building is at an angle. If it is a prefab you have built and then imported into the map and then rotated it will be very difficult infact damn right impossible to portal up to it. To portal correc... [more]
14 1485 Jan 4, 2007 08:05 am
by Schis
Portalling woes
Call of Duty 2 : CoD2 MP Mapping
Sorry Cybershot I didnt make that very clear. Portals will only connect to structural brushes. So to complete a "portal cell" it must be made up from portal brushes and structural brushes not detail or meshes. However a portal can go through/touch d... [more]
14 1485 Jan 4, 2007 07:50 am
by Schis
Portalling woes
Call of Duty 2 : CoD2 MP Mapping
Portalling does take some time to master but its worth sticking at it. You will find that it all suddenly clicks into place. Just one thing though, to correct Cybershot, portals ignore all brushes except structural so it doesnt matter if they touch or ... [more]
14 1485 Jan 3, 2007 02:27 pm
by Schis
Patch/Primitives/Square Cylinder
Call of Duty 2 : CoD2 MP Mapping
Regarding the square cylinder question. The cylinder(square) will be made up of 3 meshes top, bottom and side. ie the side is one mesh bent in 3 places to make the square. When adding vertices they will be added between the last two vertices to the... [more]
11 2661 Dec 11, 2006 10:44 am
by Schis
visdatasize - what is it dependant on ?
Call of Duty 2 : CoD2 MP Mapping
Firstly portalling does not really affect vis dramatically it does because it uses structural brushes. vis is not going to increase fps, thats what portals are for, but it will stop lag. one thing regarding vis is that if you have a large skybox exp... [more]
5 1205 Dec 11, 2006 10:31 am
by Schis
tree help
Call of Duty 2 : CoD2 MP Mapping
Sorry I have to disagree here a script_model does not have a collmap ie the player can walkthrough however the model itself will still stop bullets and grenades will bounce off it. Its easy to try just load a tank as a script model with a patch behind ... [more]
14 1164 Oct 28, 2006 07:23 pm
by Schis
error
Call of Duty 2 : CoD2 MP Mapping
In the menu goto misc and then goto go to position type in the co-ords with no commas just spaces and the 2d view will go to that position. Rogue (Schis)... [more]
7 1619 Oct 28, 2006 07:14 pm
by Schis
[Help] **Compile Error**
Call of Duty 2 : CoD2 MP Mapping
I know it doesnt seem logical but tbh I was clutching at straws trying to save your work. I really can't think of anything else as you say its weird because its happening on all the backups when it didnt happen before. There has to be something that... [more]
7 1550 Oct 27, 2006 09:37 pm
by Schis
[Help] **Compile Error**
Call of Duty 2 : CoD2 MP Mapping
Thats not what I said, I didnt say recompile an earlier map. Copy everything from an earlier save and paste into a new map and put in new worldspawn settings. Have you tried that? Rogue(Schis) edited on Oct. 27, 2006 08:21 am by Schis... [more]
7 1550 Oct 27, 2006 12:19 pm
by Schis
[Help] **Compile Error**
Call of Duty 2 : CoD2 MP Mapping
Have you tried loading the .map before you made the changes. Pressing I to select everything and then copy it. Deslect it all and then open a new map. Paste it in and save it. It will mean that you will have to re-enter your worldspawn settings but it may... [more]
7 1550 Oct 27, 2006 08:59 am
by Schis
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