Members Online»
0 Active | 72 Guests
Online:
|
LATEST FORUM THREADS»
by Welshy
Posts: 6 / 410 The Future of MODSonline
In The News by KAZAM3766
Posts: 1 / 647 CoD: Battle Royale
CoD+UO Map + Mod Releases by morgawr
Posts: 1 / 2711 Damaged .pk3's
CoD Mapping by lazygit
Posts: 1 / 3228 heli to attack ai
CoD4 SP Mapping by DrBiggzz
Posts: 11 / 1034 New Cod UO Rifle Mod.
CoD Mapping |
Polls»
|
|
Topic | Replies | Views | Last Post | |
CODuo: Design Complex [Release] Call of Duty : CoD+UO Map + Mod Releases thats the problem with a map that large. i had to go through 20 times and find surfaces that needed to be textured. i think there are about 4 or 5 that i missed. considering that there are about 10,000 textured faces, 4 or 5 is not bad. it should be fixed... [more] |
5 | 1271 | Aug 15, 2006 01:53 am by sdogg45 |
|
CODuo: Design Complex [Release] Call of Duty : CoD+UO Map + Mod Releases hey, thanks alot. its one of my first maps and im really proud of how it turned out. im glad you enjoy it. ... [more] |
5 | 1271 | Aug 13, 2006 06:13 pm by sdogg45 |
|
CODuo: Design Complex [Release] Call of Duty : CoD+UO Map + Mod Releases ----CODuo MP: Design Complex---- Well, it took over 5 months, but this map is finally done. When you play it, you'll see why. There are a few cosmetic bugs that will be fixed ina a later version. Please send me questions, comments and suggestions; they... [more] |
5 | 1271 | Aug 13, 2006 06:09 pm by sdogg45 |
|
VC Log and the game timer Call of Duty : CoDUO Mapping I'm at the point where I am making my VC log but the game timer runs out long before I can finish eating all the green dots. If the timer runs out and a new round starts, do I lose all the work I've done on the VC log? Is there a console command to change... [more] |
3 | 979 | Aug 12, 2006 07:33 pm by sdogg45 |
|
can't set base assault bombs... Call of Duty : CoDUO Mapping i once tried to follow the tutorial word for word, then read that it will only work if you copy the bases right from foy into my map. so my original map never worked. ive been messing around with the idea of creating custom bases from brushmodels and sinc... [more] |
4 | 1153 | Aug 3, 2006 06:05 pm by sdogg45 |
|
Background music Call of Duty : CoDUO Mapping http://www.modsonline.com/Tutorials-read-278.html you'll have to edit the files that are in the .pk3... [more] |
2 | 1108 | Jul 31, 2006 07:10 pm by sdogg45 |
|
can't set base assault bombs... Call of Duty : CoDUO Mapping anybody know?... [more] |
4 | 1153 | Jul 31, 2006 06:57 pm by sdogg45 |
|
can't set base assault bombs... Call of Duty : CoDUO Mapping i pretty much followed the base assault tutorial word for word except im using different models for the bases: i used this bit of gsc text that WHC_Grassy suggested: game["bas_allies_rubble"] = "xmodel/mp_toilet"; game["bas_allies_complete"] =... [more] |
4 | 1153 | Jul 27, 2006 06:14 am by sdogg45 |
|
Making Weapons Usable?! Call of Duty : CoDUO Mapping im pretty sure if you just right click on 2d view, hit mpweapon, then select whatevver weapon you want, it automatically puts in the keys and values for you. i tried it out and it works, so give it a shot. ... [more] |
5 | 1197 | Jul 26, 2006 06:58 pm by sdogg45 |
|
question about portalling Call of Duty : CoDUO Mapping your rooms are not sealed. open your map and click on file -> pointfile. follow the red line. it will show you where your portals are leaking. ... [more] |
7 | 1131 | Jul 26, 2006 08:41 am by sdogg45 |
|
is there any way to make custom bases for base assualt? Call of Duty : CoDUO Mapping ok, well i decided to try and use different models just to see if my custom model theory will work. so i used that bit of gsc file script to redefine the models that are used for each version of the bases. and then i pretty much followed the bas tutorial ... [more] |
26 | 1288 | Jul 26, 2006 06:26 am by sdogg45 |
|
question about portalling Call of Duty : CoDUO Mapping im not yelling at you or anything, but i bet if you search "portalling" you'd find the questions to most of your answers. the general message you will get from these is that everything that isnt a wall or floor should be made detail. then you portal d... [more] |
7 | 1131 | Jul 25, 2006 07:10 pm by sdogg45 |
|
2 sound files missing or in bad format Call of Duty : CoDUO Mapping i dont remember, but can you mail beer? cause theres one going out to both of you. its fixed. thanks alot guys. i was ready to go ape s***. ... [more] |
4 | 2323 | Jul 25, 2006 06:11 pm by sdogg45 |
|
2 sound files missing or in bad format Call of Duty : CoDUO Mapping ive read in the forums that this is a common error, but the circumstances that i recieve it are different. the thing is, i didnt do anything different. ive been building and testing my map for the past 4 months now with no problems. today, however, i deci... [more] |
4 | 2323 | Jul 25, 2006 08:30 am by sdogg45 |
|
is there any way to make custom bases for base assualt? Call of Duty : CoDUO Mapping great. now i looked through the entire bas.gsc file and i even looked through that _util.....gsc file. and those two bits of code are the only places where i see a reference to the bases aside from when they are first difined at the beginning of bas.gsc. ... [more] |
26 | 1288 | Jul 22, 2006 09:01 pm by sdogg45 |
|
is there any way to make custom bases for base assualt? Call of Duty : CoDUO Mapping thanks grassy. now those two commands for brushmodels, hide() and notsolid(), is there a reverse for those? such as, show() or solid()? if so, then somewhere ealier in the script the last three brushmodels, damaged, destroyed and rubble, can be hidden. th... [more] |
26 | 1288 | Jul 21, 2006 11:44 pm by sdogg45 |
|
is there any way to make custom bases for base assualt? Call of Duty : CoDUO Mapping if i figure it out, yeah. ... [more] |
26 | 1288 | Jul 21, 2006 08:57 pm by sdogg45 |
|
is there any way to make custom bases for base assualt? Call of Duty : CoDUO Mapping ok, ive had a breakthrough. i went skimming through that _util_mp_gmi.gsc file and found that it needs an entity with the targetname of "gmi_base". now in the tutorial, they give thiese values to the damaged version of the base model. so, to test it o... [more] |
26 | 1288 | Jul 21, 2006 08:26 pm by sdogg45 |
|
is there any way to make custom bases for base assualt? Call of Duty : CoDUO Mapping ok i tried it out and im stuck; its not working. here's what ive done so far: 3 bases for each side allies undamaged base: classname/script_brushmodel script_team/allies target/al_bas1 targetname/al_comp_base damaged: classname/script_bru... [more] |
26 | 1288 | Jul 21, 2006 07:56 pm by sdogg45 |
|
is there any way to make custom bases for base assualt? Call of Duty : CoDUO Mapping grassy. you are my hero. ill let you know what i find out. ... [more] |
26 | 1288 | Jul 21, 2006 05:51 pm by sdogg45 |
|
is there any way to make custom bases for base assualt? Call of Duty : CoDUO Mapping anyone know? i feel like im really close to figuring this out. i just need some script wizards to show me the way! ... [more] |
26 | 1288 | Jul 21, 2006 08:12 am by sdogg45 |
|
is there any way to make custom bases for base assualt? Call of Duty : CoDUO Mapping ok, i found that bas.gsc file i think you were talking about. i skimmed through it and found this bit of script: Code:if (!isdefined(game["bas_allies_complete"])) game["bas_allies_complete"] = "xmodel/mp_bunker_foy"; if (!isdefined(game["bas_allie... [more] |
26 | 1288 | Jul 19, 2006 10:47 pm by sdogg45 |
|
is there any way to make custom bases for base assualt? Call of Duty : CoDUO Mapping do let me know. there has to be a way to do it. im sure that all you have to do is make three brushmodels and give them different keys/values. i just dont know what those keys/values are. ... [more] |
26 | 1288 | Jul 19, 2006 10:08 pm by sdogg45 |
|
entity 891: duplicate plane; doesn't exist Call of Duty : CoDUO Mapping when i compile, i get the error, "entity 891, brush 0: duplicate plane". i searched in radiant with all filters off and the game takes me to the origin. i even went through the .map file and couldn't find any entity 891. help?... [more] |
2 | 963 | Jul 19, 2006 10:04 pm by sdogg45 |
|
search and destroy problem Call of Duty : CoDUO Mapping thanks grassy, that fixed it. ... [more] |
5 | 1049 | Jul 16, 2006 09:16 am by sdogg45 |
MODSonline.com Forums |
Latest Syndicated News»
Comments: 5
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which... Comments: 5
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ... Comments: 5
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead?
... Comments: 5
Codutility.com up and runn...
It seems to me the like the site is completely dead? Comments: 5
Codutility.com up and runn...
Yeeaahhhh.........
|
Latest Downloads»
OHMY Don Quixote
Call of Duty 2: Maps: Multiplayer (5.76Mb) OHMY Neuburg
Call of Duty 2: Maps: Multiplayer (6.84Mb) OHMY Tebessa
Call of Duty 2: Maps: Multiplayer (7.36Mb) OHMY POW Camp
Call of Duty 2: Maps: Multiplayer (2.15Mb) OHMY Valley
Call of Duty 2: Maps: Multiplayer (5.7Mb) |
Partners & Friends»
|
Site Links and Information
|
Partners
|
Friends
|
Copyright © MODSonline LLC
Tresware Content Management System © 2011
Website Designed by LKFX and Developed by Tresware