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Topic | Replies | Views | Last Post | |
brushmodel moving along path of script_origins Call of Duty: World at War : CoDWW Scripting I found out this line already is there...... [more] |
10 | 3359 | Nov 17, 2011 01:38 pm by RAMIDUS |
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brushmodel moving along path of script_origins Call of Duty: World at War : CoDWW Scripting Whoa, I spent a while trying to understand what your code actually says, but finally got inspired to write my own, simpler, I think: Code: while (isdefined(node.target)) //while this node is not the last one { target_node = getent... [more] |
10 | 3359 | Nov 16, 2011 11:30 pm by RAMIDUS |
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brushmodel moving along path of script_origins Call of Duty: World at War : CoDWW Scripting well, it didn't work at the beginning, so I was getting a bit desperate, but suddenly just *click* and it works like Swiss watch... Thank you guys, you rock On the other hand, there is another thing that every tram must be able to perform: stops. So... [more] |
10 | 3359 | Nov 11, 2011 03:21 pm by RAMIDUS |
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brushmodel moving along path of script_origins Call of Duty: World at War : CoDWW Scripting Yes, it should, but it doesn't... when I write simply: next = node0.target; tram moveto (next.origin, 5, 0, 0); it compiles, but nothing happens...... [more] |
10 | 3359 | Nov 10, 2011 03:16 pm by RAMIDUS |
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brushmodel moving along path of script_origins Call of Duty: World at War : CoDWW Scripting Hi, thanks to this community I got my tramcar working even with opening doors, linked to the tram when moving now I sure want to step into having a tram performing a curve: Assuming I can't simply link my brushmodel to a chain of pathnodes (as it wo... [more] |
10 | 3359 | Nov 8, 2011 06:53 pm by RAMIDUS |
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splitting modelbrush to parts Call of Duty: World at War : CoDWW MP Mapping yes, works fine, thank you... [more] |
6 | 2155 | Oct 26, 2011 10:41 am by RAMIDUS |
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splitting modelbrush to parts Call of Duty: World at War : CoDWW MP Mapping I had a feeling it will have something to do with LinkTo, but didn't know for sure. Now I know what to focus on, thank you ... [more] |
6 | 2155 | Oct 21, 2011 01:02 pm by RAMIDUS |
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Really dark night Call of Duty: World at War : CoDWW SP Mapping well, I tried to set worldspawn settings in WaW SP map so that there was a really, really dark night (not like those semi-bright stock maps) I've searched all Modsonline by any possible keywords, but the most I could find was a list of worldspawn setting... [more] |
3 | 2790 | Oct 21, 2011 12:58 pm by RAMIDUS |
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splitting modelbrush to parts Call of Duty: World at War : CoDWW MP Mapping the streetcar is my own production (brushmodel) I know I could make doorblockers and the car two different brushmodels, give them the identical commands when moving and different when standing at station, but I just try to come up with more elegant sol... [more] |
6 | 2155 | Oct 21, 2011 08:29 am by RAMIDUS |
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splitting modelbrush to parts Call of Duty: World at War : CoDWW MP Mapping Hi, I finally made simple entity movement in WaW working, now I have an idea in my mind: If I make a streetcar like this: and want it to go from one stop to another, I make it simply a brushmodel and make it move... but, I also need to ensur... [more] |
6 | 2155 | Oct 20, 2011 10:16 pm by RAMIDUS |
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custom project recruiting Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping if this topic (and the project) are active again, I definitely want to join! I've been mapping for about 6 years (since CoD1) and still work hard. ... [more] |
9 | 2709 | Oct 18, 2011 01:12 pm by RAMIDUS |
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MAX_MAP_DRAW_VERTS Call of Duty: World at War : CoDWW SP Mapping oh, I never used non_collision option on the brushes I can't touch or walk on - maybe I should start right now...though I guess it won't affect my problem with MAX_MAP_DRAW_VERTS?... [more] |
13 | 3765 | Aug 23, 2010 08:04 pm by RAMIDUS |
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MAX_MAP_DRAW_VERTS Call of Duty: World at War : CoDWW SP Mapping BlackJack_Jonny writes...Quote:have you tried to make as many "detail" brushes as possible ? of course I did - there is about 20 structural brushes as parts of portalling - the rest is detail However, some of the decal brushes (decal on one side a... [more] |
13 | 3765 | Aug 23, 2010 07:21 pm by RAMIDUS |
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MAX_MAP_DRAW_VERTS Call of Duty: World at War : CoDWW SP Mapping and now I realized there is a patch, containing 3 layers - maybe this is it. The belt in the conveyor - cloth and two patches with "iron ore" texture - dense and less dense... It is located in both sections of the conveyor, so here we have few hundreds o... [more] |
13 | 3765 | Aug 23, 2010 06:51 pm by RAMIDUS |
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MAX_MAP_DRAW_VERTS Call of Duty: World at War : CoDWW SP Mapping um... I'm worried you're right - I have to lower the amount of stuff... However, I've spent hours by turning patches into brushes, which are, in my opinion, less demanding than patches or meshes (anyway, I didn't go as far as I would make terrain out of ... [more] |
13 | 3765 | Aug 23, 2010 06:21 pm by RAMIDUS |
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MAX_MAP_DRAW_VERTS Call of Duty: World at War : CoDWW SP Mapping vT-Ownage writes...Quote: If you want, you can send me the .map and I'll have a look. Here it is, thank you for anything you find out. copy the 4-letter code from the picture and click on the green button 'stáhnout FREE' below dundy writes...Quo... [more] |
13 | 3765 | Aug 23, 2010 09:04 am by RAMIDUS |
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MAX_MAP_DRAW_VERTS Call of Duty: World at War : CoDWW SP Mapping Hi, I'm working on a Soviet-style factory. It has been going well for few months, I managed to solve all the problems on the way, but now I got a MAX_MAP_DRAW_VERTS (524288) exceeded for layered geometry error. Of course, I googled for solutions, but none... [more] |
13 | 3765 | Aug 23, 2010 12:22 am by RAMIDUS |
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I still cant make a usable door? Call of Duty 4 : CoD4 MP Mapping sorry, my fault... I said I was tired when posting this - anyway, if I make my map an MP one and add mp_ prefix to all the files, will it work? edited on Apr. 8, 2010 09:48 am by RAMIDUS... [more] |
37 | 2809 | Apr 8, 2010 12:25 pm by RAMIDUS |
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I still cant make a usable door? Call of Duty 4 : CoD4 MP Mapping it's an SP map, so why would I put it in the maps/mp source?... [more] |
37 | 2809 | Apr 8, 2010 12:19 pm by RAMIDUS |
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I still cant make a usable door? Call of Duty 4 : CoD4 MP Mapping Hi, I'm working on WaW map, but everyone say it's 100% the same as in CoD4, and the issues are the same, too, so I have a same problem as dkbiker3501: I did it as you said :Quote:Name the script to something as such > mp_mymapname_doors.gsc Place it in ... [more] |
37 | 2809 | Apr 7, 2010 08:52 pm by RAMIDUS |
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I still cant make a usable door? Call of Duty 4 : CoD4 MP Mapping Is WaW scripting really the same as CoD4's?... [more] |
37 | 2809 | Apr 7, 2010 08:45 pm by RAMIDUS |
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Brush limit Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping I had even 32000 brushes in my map, it worked well until 15000 (all in one cell) but then, whatever I did, it didn't compile - I divided it into cells, didn't work, I deleted large coal belt conveyor (about 10000 brushes), it didn't work, when I decreased... [more] |
5 | 1377 | Oct 22, 2009 06:12 pm by RAMIDUS |
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red worldspawn light Call of Duty: World at War : CoDWW SP Mapping so, I added some reflection_probes, I put map structures to the light grid brushes and put an sky grid brush to the top of a skybox (inside of course), cause I had no idea how to use that... I renamed my skyboxmodelname from skybox_pel1 to Skybox_rhi3 ... [more] |
3 | 2829 | Sep 27, 2009 10:22 pm by RAMIDUS |
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red worldspawn light Call of Duty: World at War : CoDWW SP Mapping Hi, I'm working on another map, and after one compiling the worldlight turned red...I'm sure I didnt edit my worldspawn settings... I saw a thread solving this few months ago, but can't find it anymore...so my turn to ask. Thanks for help... [more] |
3 | 2829 | Sep 24, 2009 08:23 pm by RAMIDUS |
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Sp Seelow (Preview) Call of Duty: World at War : CoDWW SP Mapping outstanding man keep on working :-)... [more] |
10 | 3925 | Sep 24, 2009 08:15 pm by RAMIDUS |
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