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Latest Posts by Cover_Fire
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Mapwall Outside
Call of Duty : CoDUO Mapping
Howdy :) A big chunk of skybox seems to work good so far. It's solid, you can't run through it or drive a jeep through it. Bullets vanish in it... not explode on edge like a wall.. just go in and doesn't come out the other side. Grenades and smoke ... [more]
5 915 Jul 2, 2009 07:06 am
by Cover_Fire
Mapwall Outside
Call of Duty : CoDUO Mapping
Cool.. the Hollywood main street "curve" so to speak. That would work good with the map edge. A clip on the edge and make everything detail since it's just scenery. What about inside the map? I've got some different color water that's clipped... be... [more]
5 915 Jun 20, 2009 07:54 am
by Cover_Fire
Mapwall Outside
Call of Duty : CoDUO Mapping
Looking for easiest way to build outdoor map wall for a forest/swamp. Links to thread or topic ideas i'm not seeing? Search for outdoor / outside ... mapwall / map wall isn't pulling up much. Detail patch mesh with a clip so you can't go through it... [more]
5 915 Jun 19, 2009 06:37 am
by Cover_Fire
mp_Accursed
Call of Duty : CoD+UO Map + Mod Releases
Originally built to be the middle flank of an imaginary town on the edge of the Biesbosch marsh in the Netherlands growing into a 3 vs 3 base assault map. This took up all my build space though, Accursed seemed a fitting name for the end product. For C... [more]
1 1458 Sep 12, 2008 11:09 pm
by Cover_Fire
How Team Deathmatch
Call of Duty : CoDUO Mapping
I haven't tested yet so no errors to report. It's a 1 vs 1 base (30 spawns 2X15) and a DM map (30 spawns). Got more than one saying it would make a good TDM but I don't really play it so no real idea on how to set it up... and I haven't mapped for tdm y... [more]
3 827 Sep 10, 2008 11:51 am
by Cover_Fire
How Team Deathmatch
Call of Duty : CoDUO Mapping
I have been asked to add team deathmatch to my map since it is so small... I went to spawns and there are 3 different types all named the same? I'm not familiar with it.. .don't play much.. so add TDM to .arena file? add tdm intermission... there ... [more]
3 827 Sep 10, 2008 10:08 am
by Cover_Fire
max polys exceeded
Call of Duty : CoD Mapping
this was supposed to be in UO ... not CoD crawled through the map and changed everything down to detail and all it seemed to do was drop vista size... 890,000... max poly still exceeded... [more]
4 1031 Sep 8, 2008 04:13 pm
by Cover_Fire
max polys exceeded
Call of Duty : CoD Mapping
howdy Max Polys Exceeded (1,048,576) I am making a 1 vs 1 base assault I was hoping to expand into a 3 vs 3 eventually but I am already over it would seem. Is there something in building that eats up lots of polys? I am not using any patch meshes... [more]
4 1031 Sep 8, 2008 02:23 pm
by Cover_Fire
_soldiertype
Call of Duty : CoDUO Mapping
wow... trying to mess with the AWE getting beyond me... I still have to look at the forums to figure out vehicles Trying to make this map work with server that runs Stock CoD UO and work my way up. So I take it without AWE this combination of winter_s... [more]
9 1717 Aug 12, 2008 06:14 pm
by Cover_Fire
_soldiertype
Call of Duty : CoDUO Mapping
Yes... it's AWE... I noticed it hijacked some stuff with screenshots from UO the exact error message was: 'playerbody_german_wehrmact_winter' not cached I changed them to: game["american_soldiertype"] = "airborne"; game["american_soldier... [more]
9 1717 Aug 10, 2008 11:54 am
by Cover_Fire
_soldiertype
Call of Duty : CoDUO Mapping
Both winter types... so that should of worked? Would a tester who had an old copy of my map in UO trying to join the server make that error then? It crashed the whole map... You could spec... and look and such... but once we joined to start the rou... [more]
9 1717 Aug 8, 2008 11:29 pm
by Cover_Fire
_soldiertype
Call of Duty : CoDUO Mapping
Is there a post somewhere listing what type goes with what type? I tried: game["american_soldiertype"] = "airborne"; game["american_soldiervariation"] = "winter"; game["german_soldiertype"] = "waffen"; game["german_soldiervariation"] = "winte... [more]
9 1717 Aug 8, 2008 04:02 pm
by Cover_Fire
Total World Brush
Call of Duty : CoDUO Mapping
So far most of my patches are 3x3 , ocean side netherlands is thankfully rather flat :) Only large 10 x 10 patches I have used is for terrain blending footpath wear in greenery. Is triangle count indicated somewhere in this list of compile jargon? The... [more]
4 799 Jul 5, 2008 11:38 am
by Cover_Fire
Total World Brush
Call of Duty : CoDUO Mapping
Total World Brushes : How many are allowed? Assuming this is TOTAL brushes included patch / detail and the like? thx :) ... [more]
4 799 Jul 4, 2008 10:22 pm
by Cover_Fire
Hiding a Portal
Call of Duty : CoDUO Mapping
Sry.. maybe I worded the topic title wrong. It's the gap between the buildings where the portal runs I am trying to hide. [/url]... [more]
4 854 Apr 15, 2008 06:02 pm
by Cover_Fire
Hiding a Portal
Call of Duty : CoDUO Mapping
Urban map... the only way thus far this portal has worked properly is in the config shown. No prob other than it leaves a 4 inch gap you can see through as you walk past. Models don't mess with portals so I could stack some boxes up on the sidewalk or ... [more]
4 854 Apr 15, 2008 12:11 am
by Cover_Fire
Subtracting a segment of Terrain Mesh?
Call of Duty : CoDUO Mapping
1 - your hill 2 - "V" for ROWS 3 - add + subtract rows as needed 4- cut out tunnel mouth along the rows 5 - one tunnel mouth.. put your tunnel in the hill and match up [/url]... [more]
8 1136 Apr 6, 2008 05:15 am
by Cover_Fire
Stuck on Custom Sound
Call of Duty : CoDUO Mapping
TY much.. that fixed it 12.000 kHz 16-bit mono /.wav ... [more]
3 1244 Apr 4, 2008 08:41 am
by Cover_Fire
Stuck on Custom Sound
Call of Duty : CoDUO Mapping
Ok. I have followed the adding custom sound tutorial trying to add a .mp3 sound to a field radio. It works like it is supposed to if i use a sound from the game: Renaming "amb_radio_loop.wav" from the game to "radio_cover.wav" it works fine. radio... [more]
3 1244 Apr 3, 2008 10:18 am
by Cover_Fire
Building Area
Call of Duty : CoDUO Mapping
Posted this up on another forum, thought I would add it here too. The Unreal tutorials used to have you build a "building box" then work from there. I have found this to be a good method so far with CoD. Posting it up if anyone else can use the method ... [more]
1 928 Mar 31, 2008 04:32 pm
by Cover_Fire
Help! Please! I am a beginner
Call of Duty : CoDUO Mapping
setting up editor part 1 http://www.modsonline.com/Tutorials-read-231.html setting up editor part 2 http://www.modsonline.com/Tutorials-read-289.html Then Editor Basics part 1-4 to get started http://www.modsonline.com/Tutorials-read-188.html ... [more]
3 798 Mar 27, 2008 06:48 am
by Cover_Fire
Brush/Trees Rustle Sounds
Call of Duty : CoDUO Mapping
Too obvious ! thx !... [more]
4 770 Mar 24, 2008 01:23 am
by Cover_Fire
Brush/Trees Rustle Sounds
Call of Duty : CoDUO Mapping
Good looking trees and brush models to use, but they are Silent when I walk through them. \Call of Duty\Main\pak2.pk3 "folder misc" bush_mvmnt01.wav Is the sound for it. Can I add a world value for the models to rustle when you walk through them... [more]
4 770 Mar 23, 2008 03:03 pm
by Cover_Fire
Making Bases
Call of Duty : CoDUO Mapping
You can save yourself the time of ripping it out of Foy, it's already up. http://www.modsonline.com/Downloads-full-4141.html ... [more]
6 1035 Mar 23, 2008 02:25 pm
by Cover_Fire
Thicket / Wesel 2 conflict
Call of Duty : CoDUO Mapping
ok.. pulled out wesel and nothing happened... found 2 textures I was using.. hurm.. ok.. pulled out wesel 2 and hey.. that no texture showed up in the backup copy.. that is a nice trick.. if i had done it right the first time wouldn't of taken all mo... [more]
6 1227 Mar 6, 2008 01:38 am
by Cover_Fire
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