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different player models/also: sp and mp Q Valve's Source : HL2 Mapping ahhh cool... I get ya... thanks for your help swampy... yeah cant wait for sven coop toi come out :P... might just work on sp for the moment ---> :) ... [more] |
6 | 1407 | May 10, 2005 04:54 am by JBAM ![]() |
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some advice on optimising Valve's Source : HL2 Mapping Hi, another quick Q that might be a bit easier to answer... I'm used to using a thing called "r_speeds" to measure my polygon budget throughout my HL1 maps (entity and world polygons)... this was measured in the No. of polys rendered on screen Now t... [more] |
2 | 1303 | May 9, 2005 12:48 pm by JBAM ![]() |
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different player models/also: sp and mp Q Valve's Source : HL2 Mapping oh well... thanks anyway for your responses... I have some good mod ideas that I'm getting down atm... most will probably never get finished, so I'm currently making levels that suit a range of game styles that with just a few closed/opened doors or un-b... [more] |
6 | 1407 | May 9, 2005 12:35 pm by JBAM ![]() |
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different player models/also: sp and mp Q Valve's Source : HL2 Mapping Could someone please help me with changing player models... I havent seen any tutes on it...for example, in single player, changing the model of the combine soldiers to a civilian model, allowing the "civilian" to take the AI of an offensive combine soldi... [more] |
6 | 1407 | May 8, 2005 03:31 pm by JBAM ![]() |
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.map into XSI --> .mdl ??!! Valve's Source : HL2 Mapping Hello all Is this by some amazingly lucky coincidence possible... That is, making a textured window frame (or whatever) in hammer, and then exporting it as .map (or something), then import it into XSI where you can simply save it as a model (with curr... [more] |
1 | 1295 | May 8, 2005 03:18 pm by JBAM ![]() |
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How do you get the trees of de_dust?? Valve's Source : HL2 Mapping I dont think that should matter Xinos, as the model files used between the two are the same (I should presume!)... What you might need to do however is copy the model file from the cstrike\models (or whatever it is - I havent started modding HL2) into ... [more] |
4 | 1659 | Jan 11, 2005 05:26 am by JBAM ![]() |
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is the contest only for mp, or also sp? Valve's Source : MODSCON - ALL I'm not here to say that sp is or is not better than mp... they are verrry different... however I can suggest that: More people map for multiplayer because it is a lot less complicated, annnnnd more importantly, they can play and play test with many pe... [more] |
9 | 3979 | Dec 13, 2004 04:31 am by JBAM ![]() |
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func_explosion / splash damage... DOOM III : DOOM III Mapping Done and done!!!! YAY! man I was getting worried about this one, casue it was starting to look like they had meant it to damage you but it was just bugging out... (this was in fact the case, but finally there was a very simple way around it!) Basica... [more] |
5 | 1636 | Nov 11, 2004 04:42 am by JBAM ![]() |
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advice from the community Call of Duty : CoD Mapping :P fine service my friend :) (sorry I'm used to various other terms for things)... ... [more] |
8 | 1155 | Nov 10, 2004 05:08 pm by JBAM ![]() |
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advice from the community Call of Duty : CoD Mapping I wasnt aware that you had to remake portals! I'll keep that in mind... My interpretation of the advice to me was to keep things localised, and remember to keep things simple... so I'd just stick to that... Just so things dont go too off topic, I'm... [more] |
8 | 1155 | Nov 10, 2004 04:05 pm by JBAM ![]() |
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advice from the community Call of Duty : CoD Mapping great.. thanks... yeah I kind of had a feeling that one big patch would be a nightmare :) Just while we're at it, is there a scrolling water tex? Or any scrolling tex's? No relevant threads when I searched :( I'll hit those tutes asap... thanks ... [more] |
8 | 1155 | Nov 10, 2004 02:23 pm by JBAM ![]() |
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advice from the community Call of Duty : CoD Mapping I've never mapped for COD, but as I want to enter in the comp, I'm seeking advice from you: "the community" :) At this stage I have some cute test buildings, and have begun to consider terrain between them (ground couldn't hurt!)... I'm not used to ... [more] |
8 | 1155 | Nov 10, 2004 01:36 pm by JBAM ![]() |
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Redrum or Foyleman: Help me :) Call of Duty : CoD Mapping Those unpredictable mapping gods that have smited me on so many occasions seem to be raining down good fortune upon me... not once have I had to redo the qe4 file... this is strange since it always died after each time I left the program or compiled... or... [more] |
4 | 1298 | Nov 10, 2004 06:42 am by JBAM ![]() |
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Redrum or Foyleman: Help me :) Call of Duty : CoD Mapping oops... :( sorry stryder, but thanks aye :) gw ... [more] |
4 | 1298 | Nov 10, 2004 02:45 am by JBAM ![]() |
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Redrum or Foyleman: Help me :) Call of Duty : CoD Mapping Hi guys... I cant remember the basic way to get around this, but ages ago redrum helped me: COD rad crashes everytime i load after a complile... I'm scared of doing anything/much in regedit! so can you guys help me: what do i delete from the reg... [more] |
4 | 1298 | Nov 9, 2004 04:29 pm by JBAM ![]() |
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Welcome to the Contest Valve's Source : MODSCON - ALL I'm surprised to see so many posts without people asking what the project entails: rules etc. theme?!? So I presume theyre somewhere else? Note: I have had many major problems with COD rad --> mainly that the qe4 files screws up the program, and... [more] |
30 | 5037 | Nov 2, 2004 04:50 pm by JBAM ![]() |
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func_explosion / splash damage... DOOM III : DOOM III Mapping hehe... damn! I was hoping you wouldnt say that!!... bloody hell --> a completely "safe" ground-shaking, ear-breaking explosion... what good is that! yeah I've actually got a func_damage in there too, but that provides no radius either, and only kil... [more] |
5 | 1636 | Oct 31, 2004 12:40 pm by JBAM ![]() |
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func_explosion / splash damage... DOOM III : DOOM III Mapping This is wierd... I thought i had this sorted a while ago... but now that i return to my zombie catapult idea for some fun scripting, I find myself quite confused indeed... for a func_explosion I have set my: key: def_damage value: damage_triggerh... [more] |
5 | 1636 | Oct 30, 2004 07:04 am by JBAM ![]() |
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simultaneous scripting functions solved :) DOOM III : DOOM III Mapping Hey guys... a little while ago I had a query on how to incorporate simultaneous functions into a script... The original problem was that the "main" function would operate each section in order, one after another - waiting for each function to finish befor... [more] |
2 | 1678 | Oct 29, 2004 10:32 am by JBAM ![]() |
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anyone know... DOOM III : DOOM III Mapping heheh I had this brightness prob too! just check if: type in console (F2 --> ~ ---> console) "r_brightness 1" does that make it better? if so, go to the shortcut you made and add: "+r_brightness 1" to your command list (target)... or put that ... [more] |
8 | 1583 | Oct 29, 2004 04:51 am by JBAM ![]() |
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texture lighting DOOM III : DOOM III Mapping Hi all... sorry, still just finding my way around the engine! Is there a form of "texture lighting" I can use and adjust via a lights.rad file equivilent? (HL language ) Theredoes seem to be in many levels. Also is there a way to adjust the brightn... [more] |
2 | 1646 | Oct 28, 2004 04:34 pm by JBAM ![]() |
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testers please DOOM III : DOOM III Mapping all in all, gw... I'll get straight to the point though: I found it really hard - I died at the two fireball imps (entering the room with 1 hlth after clearing out the gaurds mind you!) But ahhh oh so familiar!... Something to keep in mind is that th... [more] |
10 | 1671 | Oct 28, 2004 04:17 pm by JBAM ![]() |
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moveable objects from brushes DOOM III : DOOM III Mapping Quote:It's not until I jumped or did something jarring that the platform would then make it's way to the floor. yep.... full of bugs... guess it's best used for props only.... that is - things your not going to pay to much attention to, or aren't too c... [more] |
7 | 1408 | Oct 26, 2004 11:44 am by JBAM ![]() |
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moveable objects from brushes DOOM III : DOOM III Mapping ahhh cool... thanks :)... I'll check em out... I was trying to make a collapsable shelving system... Man, I'm getting alot of bugs with the physics for the longer thin/flat objects (I think its more suited to boxes/more equal dimensions)... Like ser... [more] |
7 | 1408 | Oct 26, 2004 01:23 am by JBAM ![]() |
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moveable objects from brushes DOOM III : DOOM III Mapping awsome... gw foyleman :)... [more] |
7 | 1408 | Oct 26, 2004 12:13 am by JBAM ![]() |
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