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| Topic | Replies | Views | Last Post | |
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"ambientFog" Soldier of Fortune : SoFII Mapping actually, you can use worldeffects if you start them from the console fraco... [more] |
11 | 1234 | Oct 29, 2003 04:17 pm by ![]() |
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Two more simple questions... Soldier of Fortune : SoFII Mapping oops ... [more] |
8 | 2140 | Oct 21, 2003 11:34 am by ![]() |
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Lighting Problem Soldier of Fortune : SoFII Mapping Quote: Lightmaps exceed max memory (8454144 > 8388608) [\quote] yeah, must be your problem. Using q3map2 (www.shaderlab.com or www.splashdamage.com/forums) might help some (as it uses lightmaps more efficiently), but it may be a structural problem du... [more] |
11 | 1148 | Oct 20, 2003 12:24 pm by ![]() |
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Two more simple questions... Soldier of Fortune : SoFII Mapping @brutus: i think you are referring to q3map2's -meta switch. I'm not 100% sure what it does, but i do know that it will never ever merge two faces from separate brushes. @Drach: I've been wondering that same thing: multiple brushes is in most cases be... [more] |
8 | 2140 | Oct 20, 2003 12:20 pm by ![]() |
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Thread removel/sof2mp.cfg editing. Soldier of Fortune : SoFII Mapping Unfortunately, noone ever does that...... [more] |
10 | 1153 | Oct 9, 2003 02:49 pm by ![]() |
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Hiii all lights out?! Soldier of Fortune : SoFII Mapping Quote:and is that compiler good? LOL It's like using paint and then moving to photoshop. Is photoshop good compared to paint? fraco... [more] |
6 | 1345 | Oct 7, 2003 01:30 pm by ![]() |
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Shader Probs. Soldier of Fortune : SoFII Mapping baltic, I'm not really a shader wizard, but I do tinker around with my own shaders. AFAIK that shader of yours is perfectly all right (if the texture really lives at that location). Drop it in dr.shader into the shaders dir and add it to shaderlist.txt... [more] |
7 | 977 | Oct 1, 2003 07:45 am by ![]() |
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Ummmm ! Soldier of Fortune : SoFII Mapping these external .tga files are external lightmaps generated by q3map2. They can be created for some reasons, related to lightstyles. q3map2 can handle lightstyles for even vanilla q3 if I'm not mistaking and does this by creating external lightmaps. If ... [more] |
8 | 936 | Sep 30, 2003 11:47 am by ![]() |
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13 hour fullvis bsp so far and counting!!! Soldier of Fortune : SoFII Mapping make the terrain detail and put caulk underneath fraco... [more] |
4 | 1472 | Sep 18, 2003 02:05 pm by ![]() |
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GtkRadiant or SOF2SDK Soldier of Fortune : SoFII Mapping definately pro GTK because: * it still is maintained (a bit) * has more features imho but i don't care as much about the version of Radiant as i do about the compiler use q3map2 - ditch the old sof2map compiler * it is maintained, improved, en... [more] |
21 | 1746 | Sep 17, 2003 07:41 am by ![]() |
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FRAME RATE Soldier of Fortune : SoFII Mapping * made too many brushes detail? * have a leak? * that mirror of yours is like seeing the entire map? fraco ... [more] |
3 | 1412 | Sep 17, 2003 07:36 am by ![]() |
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MIRRORS Soldier of Fortune : SoFII Mapping mwa, I have a mirror in an upcoming mp map, and through extensive tweaking the vis and hinting around it I could keep the r_speeds below 12000. That is high, but should be still ok. So if you're carefull with mirrors, you can use them. fraco... [more] |
8 | 1485 | Sep 17, 2003 07:34 am by ![]() |
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EasyGen Texture Issues Soldier of Fortune : SoFII Mapping unknown surfaceparm: sounds like easygen generated terrain for q3map2, but you are still using the sdk compiler. You will have to edit your terrain shaders and make them like existing sof2 terrain shaders (cfr metashader.shader). Or use GTK + q3map2. ... [more] |
2 | 1207 | Sep 16, 2003 07:56 am by ![]() |
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Can someone please tell me.... Soldier of Fortune : SoFII Mapping this is because the compiler from GTK works for a lot of games, for sof2 it needs a param -game sof2. fraco... [more] |
9 | 1064 | Sep 13, 2003 11:45 am by ![]() |
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Strange lighting problem Soldier of Fortune : SoFII Mapping if you used misc_model for hanging light and it is both textured and lit properly, you must have made a non-stock blabla_hanging_light_bsp shader. This is not in the default sof2 distribution so include the shaders in the pk3. fraco... [more] |
11 | 1119 | Sep 13, 2003 11:43 am by ![]() |
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Strange lighting problem Soldier of Fortune : SoFII Mapping shader not included in pk3. try running the map locally with sv_pure 1 ....... [more] |
11 | 1119 | Sep 12, 2003 09:46 am by ![]() |
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RAIN THAT WORKS Soldier of Fortune : SoFII Mapping except for the .tga extension that is not needed and might give trouble in sof2, this shader looks perfectly ok. drop the .tga, and it should work fraco... [more] |
7 | 977 | Sep 9, 2003 02:36 pm by ![]() |
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RAIN/SNOW Soldier of Fortune : SoFII Mapping in SP you should be able to use the actual weather engine. There is some documentation in the SDK docs (a .doc file on the weather system) basically, as i understand it (was trying this for mp, as somewhere the docs suggest it might be possible in mp, ... [more] |
5 | 1384 | Sep 8, 2003 04:15 pm by ![]() |
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weather effects param Soldier of Fortune : SoFII Mapping r_we snow what is to be filled in for that parameter? I'm unfamiliar with the weather system, hoping someone could give me a quick response. To have a simple test of it: I make a map, with a brush textured with _outside. compile it, devmap it an... [more] |
1 | 767 | Aug 29, 2003 02:23 pm by ![]() |
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bsp fullvis.. Soldier of Fortune : SoFII Mapping Run time was 0 hours, 0 minutes and 0 seconds i think those paths may be a problem. I don't know SDK all that well (GTK + q3map2 rox), but S:\ is that normal. isn't the compiler in the SDK\bin dir somewhere (would be c drive) fraco... [more] |
14 | 1247 | Aug 28, 2003 11:56 am by ![]() |
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target_location Soldier of Fortune : SoFII Mapping thats funny. only yesterday i had the exact same problem of having too many target_locations and the game trying to load a non-existant bsp like that. It seems to pick up part of a target_location message and load that as a bsp. Anyone got a clue how many... [more] |
7 | 1120 | Aug 27, 2003 08:23 am by ![]() |
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BSP help Soldier of Fortune : SoFII Mapping don't think compiler options can change that. I think what you did is the only right way to go, Brutus. regards fraco... [more] |
13 | 1253 | Aug 26, 2003 10:03 am by ![]() |
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need someone to check my junk.txt file Soldier of Fortune : SoFII Mapping vis size is on the big side. Do you have a lot of empty space in that map? That may be causing the vis size, and you can tweak it using chopsize. Actually recently I had something similar, because I used a big box (hull) around my map. That obviously p... [more] |
5 | 1095 | Aug 26, 2003 10:01 am by ![]() |
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mapacker Soldier of Fortune : SoFII Mapping Can't get mapacker to work for sof2. I just doesn't pick up all my shaders. Has anybody succeeded in using mapacker for sof2. Could he/she drop the command line he/she used here? thnx fraco... [more] |
2 | 1069 | Aug 24, 2003 07:29 am by ![]() |
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I am stuck and need help badly...... Soldier of Fortune : SoFII Mapping righty, sorry, i do mp mapping and sp mapping is so different. For sp mapping you best NOT use the -rename switch. I don't even know if the q3map2 compiler is supposed to support sp models correctly. You best check with ydnar over at www.splashdamage.... [more] |
7 | 1251 | Aug 20, 2003 11:51 am by ![]() |
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