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Latest Posts by JBAM
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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
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
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
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
.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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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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