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Custom Texture Problem Call of Duty 4 : CoD4 MP Mapping I know this is an old topic but ive spent the last 20 years trying to get my custom textures to work in cod4 and now im so happy they work WOOHOO! I basically have my mapname folder in the COD4\usermaps\mp_myMap folder where i moved my two ff files... [more] |
49 | 2443 | Aug 22, 2008 12:03 pm by Maddogg8472 ![]() |
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Custom texture question Call of Duty 4 : CoD4 MP Mapping Im trying to make some custom textues for my map but dont know what format my JPEG has to be before i convert it. Can some tell me clearly what things i have to do to my JPEG picture before converting Please. I dont understand what the thing about a... [more] |
3 | 1276 | Mar 1, 2008 06:56 pm by Maddogg8472 ![]() |
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lights truble Call of Duty 2 : CoD2 MP Mapping it seems to be compiling the lighting part now.......will edit if it goes kapput... [more] |
8 | 2296 | Apr 24, 2006 10:00 am by Maddogg8472 ![]() |
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lights truble Call of Duty 2 : CoD2 MP Mapping im have ing pain in neck from trying to get lighting to work? can someone point me in right direction pleeaaassseeeee my light has these: _color / 1.000000 0.000000 0.000000 classname / light def / tunsten_lamp exponent / 0 fov_outer / 100 origi... [more] |
8 | 2296 | Apr 23, 2006 10:21 pm by Maddogg8472 ![]() |
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How i make "airwall" Call of Duty : CoDUO Mapping welol have you tried using the texture: textures/common/playerclip? im radiant it looks like a red square... [more] |
11 | 1249 | Mar 24, 2006 11:32 am by Maddogg8472 ![]() |
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model lighting Call of Duty : CoDUO Mapping hmmm i have the same problem leaf at (-208 839 -562) - (-76 960 842) ignoring light at (-163 764 317) with ma x intensity 0.166 leaf at (-160 960 -562) - (-124 992 842) ignoring light at (-163 764 317) with m ax intensity 0.0965 leaf at (-198 838 -... [more] |
3 | 1679 | Mar 22, 2006 09:46 pm by Maddogg8472 ![]() |
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custom map start spawn Call of Duty : CoDUO Mapping well what i want to really do is something like this in the MP map im building:- what i want to do is have the allies spawn into the map via a short glider ride, and maybe have the glider crash land and then the ppl get out of the wreck. so possibly ha... [more] |
4 | 1250 | Mar 16, 2006 10:10 pm by Maddogg8472 ![]() |
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custom map start spawn Call of Duty : CoDUO Mapping hey all, im nearly done with my beta version of my map and want to put something unique in it. so anyway i thought a custom map start would be a good idea. Anyone know how i can have this in my map? or can you point me in the right direction as where t... [more] |
4 | 1250 | Mar 14, 2006 01:08 am by Maddogg8472 ![]() |
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connecting stuff in script? Call of Duty : CoDUO Mapping oh well i thought origins were only for doors or breakable windows thats not too bad...thanks again grassy... [more] |
7 | 1335 | Mar 12, 2006 11:12 pm by Maddogg8472 ![]() |
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connecting stuff in script? Call of Duty : CoDUO Mapping well i was too polite to say anyting lol... i spose i should have asked this before but after i link doors to the lift do i need to unlink them for the doors to be able to open? as it stands the doors and hatch move with lift perfectly, but the doo... [more] |
7 | 1335 | Mar 12, 2006 10:55 pm by Maddogg8472 ![]() |
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connecting stuff in script? Call of Duty : CoDUO Mapping well i tried it but the doors dont seem to move with the lift but i may have made an error. Also i didnt say that i have 8 doors to move about, and four door to link to the lift. Heres my lift gsc for anyone who can help. Also i have a hatch in the top o... [more] |
7 | 1335 | Mar 12, 2006 09:45 pm by Maddogg8472 ![]() |
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connecting stuff in script? Call of Duty : CoDUO Mapping ok im making a lift in my map with doors that will have to move with the elevator as it moves. anyone know how i can connect my lift doors to the lift brush_model in my lift gsc file please? here my lift script can you show me where in the script i sho... [more] |
7 | 1335 | Mar 11, 2006 08:57 pm by Maddogg8472 ![]() |
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world model lighting error Call of Duty : CoDUO Mapping well ive searched the site but havent found anything on this error. Ive only posted the lines containing the error as the rest of the BAT log looks normal. Can anyone tell me how i can fix this error please? iLeafNum(4590) > g_Map.iClusterCount(4586) -... [more] |
2 | 1162 | Mar 9, 2006 09:07 am by Maddogg8472 ![]() |
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more sound help plz Call of Duty : CoDUO Mapping well im still having trouble getting sounds to work in my map.. when i had one sample to test the idea it worked top and bottom. now when im trying to play different sounds it dont work so can anyone answer:- 1. i have a sound script model in my m... [more] |
2 | 1162 | Mar 1, 2006 09:09 pm by Maddogg8472 ![]() |
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wierd stuff in graydient Call of Duty : CoDUO Mapping ok ive had some of these duplicate plane errors in my map for a while, and had trouble finding duplicate plane brush in graydient (misc/find brush). Now ive just looked at the common mapping errors section and seen a thing about this error, so i follow... [more] |
2 | 1183 | Feb 25, 2006 10:06 am by Maddogg8472 ![]() |
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sound trigger Call of Duty : CoDUO Mapping well its nearly working as i hear a wierd sound clip when i press the lift switch but no sound. Im not sure what to rename the trigger to in your example above as i seem to have a level.trig? And i want to trigger three different sounds when this lift gs... [more] |
4 | 1179 | Feb 23, 2006 07:18 pm by Maddogg8472 ![]() |
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sound trigger Call of Duty : CoDUO Mapping ok ive read thru the tutorial on this and have had the example map running but can figure it out. if i have a sound trigger in my map (with the sound script_model) with targetname doors what should i put in the gsc file to call the trigger? Im a tota... [more] |
4 | 1179 | Feb 23, 2006 04:35 pm by Maddogg8472 ![]() |
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elevator timing? Call of Duty : CoDUO Mapping ok ive had to have two scripts for each lift but they work fine heres theye are for anyone else whos stuck... main() { thread gate_init(); } gate_init(){ level.gatemoving=false; level.gate1 = getent("lift1DL","targetname"); level.gate2 = geten... [more] |
13 | 1514 | Feb 20, 2006 12:12 pm by Maddogg8472 ![]() |
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elevator timing? Call of Duty : CoDUO Mapping someone let me look at their example script from heavy water plant and ive been editing it. That seem to work now thanks....ive just got to fix the doors... [more] |
13 | 1514 | Feb 19, 2006 12:18 pm by Maddogg8472 ![]() |
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elevator timing? Call of Duty : CoDUO Mapping ok im still stuck on the lift doors, but heres my latest attempt which doesnt work. But the lower lift doors open but only the left one of these doors close. lift goes up but then it just sits at the top and nothing else happens. Eventually the lift go... [more] |
13 | 1514 | Feb 18, 2006 11:57 pm by Maddogg8472 ![]() |
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Can a brushmodel kill you? Call of Duty : CoDUO Mapping dont know if anyones interested but i got a reply on this at IWNation which seems to work. Im not an expert so use it at your own risk....lol I would assume that you can make any brush_model kill ppl I had this same issue in my current project. I was a... [more] |
9 | 1317 | Feb 18, 2006 01:31 am by Maddogg8472 ![]() |
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sound help plz.... Call of Duty : CoDUO Mapping oh well i finnally got the damn sound working. i got someone else to do it...... [more] |
5 | 1212 | Feb 17, 2006 10:43 pm by Maddogg8472 ![]() |
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elevator timing? Call of Duty : CoDUO Mapping ok but b4 i do i did try pasteing it into the space but when i ran map i got a script compile error - bad syntax i think. main() { level.elevatorDown = true; // elevator starts at bottom: true/false level.elevatorMoving = false; // elevator is not ... [more] |
13 | 1514 | Feb 17, 2006 10:35 pm by Maddogg8472 ![]() |
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elevator timing? Call of Duty : CoDUO Mapping dont i have to put the lift script at a certain point in the gsc file above for the lift to move at the right time? like after the top two doors close? edited on Feb. 17, 2006 05:22 pm by Maddogg8472... [more] |
13 | 1514 | Feb 17, 2006 10:20 pm by Maddogg8472 ![]() |
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Can a brushmodel kill you? Call of Duty : CoDUO Mapping well i tried it but didnt work, when i touch trigger i die. i put the lines in the gsc file after the ::main calls and even tried putting it b4. ... [more] |
9 | 1317 | Feb 17, 2006 09:34 pm by Maddogg8472 ![]() |
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