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by KAZAM3766
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Topic | Replies | Views | Last Post | |
(WIP) mp_rhinevalley Call of Duty: World at War : CoDWW Map + Mod Releases hey dud I am very interested in vehicles but have been on holidays for 5 weeks :D will pop in and check out the work asap ... [more] |
55 | 3548 | Sep 7, 2009 10:58 pm by eggbeast |
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(WIP) mp_rhinevalley Call of Duty: World at War : CoDWW Map + Mod Releases you can play it /download it here 91.192.210.5:28931 ... [more] |
55 | 3548 | Sep 7, 2009 12:26 pm by eggbeast |
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need mega help(me = noob Call of Duty : CoD+UO General Quote:Boltwared | Rage/clzz: lol i dont suppose you know how to make a custom md5 tool thought isn't this a hack? in which case i won't help you d oanything at all sorry. ... [more] |
8 | 2876 | Jul 17, 2009 04:08 pm by eggbeast |
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need mega help(me = noob Call of Duty : CoD+UO General hmmm. you need to take apart a mod and learn how to do it - look in the gfx folder for the scopes, the weapons/mp folder for the weapons, the xmodel and related x... folders for the models, the ui_mp folder for the menus, the sound folder for the weapon s... [more] |
8 | 2876 | Jul 17, 2009 01:05 pm by eggbeast |
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(WIP) mp_rhinevalley Call of Duty: World at War : CoDWW Map + Mod Releases ok we have opened a few back doors to the spawn houses and decreased the armour of the tanks. new fog and foliage and clutter/cover will reduce tank ownage significantly. we have opened up some new buildings and all of the castle roof is now accessibl... [more] |
55 | 3548 | Jun 21, 2009 12:33 am by eggbeast |
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(WIP) mp_rhinevalley Call of Duty: World at War : CoDWW Map + Mod Releases cheers man yeah rthe background hills did look great and then we had a compiling error so have had to make the skybox much smaller - will remake with segmented brushwork in future - but for now we just squeezed the surrounding mountains hence they look... [more] |
55 | 3548 | Jun 7, 2009 09:46 pm by eggbeast |
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(WIP) mp_rhinevalley Call of Duty: World at War : CoDWW Map + Mod Releases in SP/co-op the map "Their land their blood" Seelow outskirts has respawning panzerschreks in it - they are the glowing ones using this model weapon_ger_panzerschreck_at_obj which i guess with the right fx is able toglow and flash. I'm not bothered... [more] |
55 | 3548 | Jun 7, 2009 11:06 am by eggbeast |
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(WIP) mp_rhinevalley Call of Duty: World at War : CoDWW Map + Mod Releases hmm i'm trying to understand what SPAWNFLAG values mean here's what i found so far What do the spawnflags mean (from q3map2 wikibook): Spawnflag 1 Toggles the model casting shadows on the map surfaces. Spawnflag 2 Sets ... [more] |
55 | 3548 | Jun 7, 2009 10:22 am by eggbeast |
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(WIP) mp_rhinevalley Call of Duty: World at War : CoDWW Map + Mod Releases thanks mate please REPORT ANY BUGS at www.gitsclan.co.uk In terms of the mod here's my current troubleshooting to-do list: TURRET OVERHEAT the MG turrets at the docks don't overheat. I tried re-making them in asset manager with the same overhea... [more] |
55 | 3548 | Jun 7, 2009 09:07 am by eggbeast |
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(WIP) mp_rhinevalley Call of Duty: World at War : CoDWW Map + Mod Releases BETA released on our server - here - has all gametypes on for test 91.192.210.5:28931 GITS Rhinevalley 24/7 edited on Jun. 6, 2009 04:59 pm by eggbeast... [more] |
55 | 3548 | Jun 6, 2009 08:58 pm by eggbeast |
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cod 5 Creating a turret Call of Duty: World at War : CoDWW General http://www.modsonwiki.com/index.php/World_at_War:_SP/MP_Static_And_Deployab le_Turrets http://wiki.modsrepository.com/index.php/Call_of_Duty_5:_MP_-_Adding_Turret s edited on Jun. 6, 2009 07:38 am by eggbeast... [more] |
2 | 1971 | Jun 6, 2009 11:37 am by eggbeast |
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(WIP) mp_rhinevalley Call of Duty: World at War : CoDWW Map + Mod Releases having a few probs getting the following to work: placed bazooka/ satchels - requires perk 1 mod - trying to develop atm. placed flamer - may have it working, needs more testing jeeps - needs collaboration with RGN to port over whatever they have... [more] |
55 | 3548 | Apr 1, 2009 02:07 pm by eggbeast |
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[WIP] mp_Neuville & mp_Chateau Call of Duty: World at War : CoDWW MP Mapping good stuff... [more] |
8 | 2482 | Mar 30, 2009 09:40 pm by eggbeast |
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flamethrower Call of Duty: World at War : CoDWW MP Mapping bah!!!! lol... [more] |
9 | 1472 | Mar 24, 2009 02:47 pm by eggbeast |
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Weapons mod Call of Duty: World at War : CoDWW MP Mapping ok i added it to zonesource like this: Code:col_map_mp maps/mp/mp_mg.d3dbsp rawfile maps/mp/mp_mg.gsc impactfx mp_mg sound common sound generic sound voiceovers sound multiplayer character char_usa_raider_player_rifle character char_usa_raider_pl... [more] |
18 | 1512 | Mar 24, 2009 02:43 pm by eggbeast |
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flamethrower Call of Duty: World at War : CoDWW MP Mapping i notice there is a specific csv file in zone_source called flamethrower_mp.csv which contains the following: Code:rawfile flameconfigs/flame_firstperson_mp.cfg rawfile flameconfigs/flame_thirdperson_mp.cfg rawfile flameconfigs/flame_sherman_mp_FL... [more] |
9 | 1472 | Mar 24, 2009 01:25 pm by eggbeast |
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flamethrower Call of Duty: World at War : CoDWW MP Mapping I'm using a stock flamer with stock values: WEAPONFILE\weaponType\gas\weaponClass\gas\inventoryType\offhand\displayName \WEAPON_M2_FLAMETHROWER\damage\50\damageDuration\300\damageInterval\300\mel eeDamage\135\ so its offhand, this might be the problem. ... [more] |
9 | 1472 | Mar 24, 2009 01:03 pm by eggbeast |
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flamethrower Call of Duty: World at War : CoDWW MP Mapping hmmm I placed the flamer in my mp map // entity 59 { "origin" "-832.0 184.0 24.0" "spawnflags" "9" "model" "weapon_usa_flamethrower" "classname" "weapon_m2_flamethrower_mp" } then i added this to mymapname.csv in zone_source include flamet... [more] |
9 | 1472 | Mar 24, 2009 10:33 am by eggbeast |
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Weapons mod Call of Duty: World at War : CoDWW MP Mapping its weird - i can place a newly made primary slot bazooka or panzerschrek in the map and pick them up and use them fine, and i can place a standard satchel (offhand slot) in the map and pick it up anduse it fine, but if i place a standard offhand bazooka ... [more] |
18 | 1512 | Mar 24, 2009 12:34 am by eggbeast |
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Weapons mod Call of Duty: World at War : CoDWW MP Mapping got it - i discovered that even though the converter says it aborted, it still works, so when you restart radiant the new weapon now appears in the weapon menu the keys are pretty much the same as UO although obviously the new classname (created in ass... [more] |
18 | 1512 | Mar 23, 2009 08:30 pm by eggbeast |
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Weapons mod Call of Duty: World at War : CoDWW MP Mapping thanks man - it works ok i just need to work out now how to pre-place it as the keys/values seem different to uo ... [more] |
18 | 1512 | Mar 23, 2009 07:51 pm by eggbeast |
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Weapons mod Call of Duty: World at War : CoDWW MP Mapping ah its ok its weapon,mp/bazookauo_mp weapon,mp/panzershrekuo_mp ... [more] |
18 | 1512 | Mar 23, 2009 07:21 pm by eggbeast |
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Weapons mod Call of Duty: World at War : CoDWW MP Mapping thanks man - all help most appreciated I had made a mod like you say but didn't know what to put in the mod.csv file when i add my 2 weapons to the csv it says weapons,mp/bazookauo_mp weapons,mp/panzershrekuo_mp in the fastfile mod csv box, w... [more] |
18 | 1512 | Mar 23, 2009 07:05 pm by eggbeast |
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Weapons mod Call of Duty: World at War : CoDWW MP Mapping hmmm been trying this stuff out - trying to port over a primary slot bazooka for our rhine-valley map. some interesting problems that also apply to this thread, hence not starting a new one... in asset manager, I opened a copy of C:\Program Files\Ac... [more] |
18 | 1512 | Mar 23, 2009 01:24 pm by eggbeast |
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MG42 Turret Call of Duty: World at War : CoDWW MP Mapping success! the Treyarch wiki was actually correct and i was stupid for doubting it * Type 92 Heavy Machine Gun - Standing model = weapon_jap_mg_type92_notripod Weaponinfo = type99_lmg_bipod_stand_mp * Type 92 - Crouch model = weapon_jap... [more] |
13 | 2166 | Mar 21, 2009 12:42 pm by eggbeast |
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