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Bipod and Zombie maps.. Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping Hello techno2sl, Thanks for answering . One thing I forgot to mention: I haven't installed the mod-tools. I just wanted to check out the maps and mods that where already made B.t.w. I once tried some mapping for COD2 myself and that was quite nice ... [more] |
25 | 1931 | Mar 13, 2009 03:54 pm by V4friend ![]() |
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Bipod and Zombie maps.. Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping Hey techno2sl, I've downloaded your singleplayer mg-map and placed all the folders in the right folder. Now I'm trying to give it a go, but I cannot get it to run. In the .txt file you state: Quote:Load your game, load mods>usermaps. My question... [more] |
25 | 1931 | Mar 12, 2009 06:05 pm by V4friend ![]() |
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Selecting part of terrainpatch Call of Duty 2 : CoD2 MP Mapping Sorry, splitting on non-even rows or columns only applies to curved terrain-patches. ... [more] |
5 | 829 | Jun 26, 2007 08:18 am by V4friend ![]() |
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Selecting part of terrainpatch Call of Duty 2 : CoD2 MP Mapping Hello XICXAC and Caretaker, I'm also busy with terrainpatches and have something to add here. Indeed you can cut a patch the way Caretaker describes using "v" etc. You can however only split a patch at non-even rows or columns (at least that's what Rad... [more] |
5 | 829 | Jun 25, 2007 08:21 am by V4friend ![]() |
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control-k? Call of Duty 2 : CoD2 MP Mapping Hello Rasta and others, I thought that "welding" two patches with "w" would result in one bigger patch. If I weld the patches they are "aligned" properly but are still seperate patches. Is there a way to create one patch using two smaller ones? V... [more] |
9 | 2089 | Jun 25, 2007 08:07 am by V4friend ![]() |
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Alpha Blend Call of Duty : CoD Mapping Thanks Caretaker, You're really taking care... Earlier I had focussed on getting vehicles, AI etc. to work and that already took quite some time. Now I am trying to get some patchwork done and I must say, getting that right is maybe even more diffic... [more] |
11 | 1024 | Jun 23, 2007 09:18 am by V4friend ![]() |
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Alpha Blend Call of Duty : CoD Mapping Hello Caretaker, I have spent some time looking for settings that would perhaps change the way the textures are visualized. Doing so I found the way to "filter" the textures. Using "P" (for Preferences) and ticking the checkbox "Texture subset" a Textb... [more] |
11 | 1024 | Jun 23, 2007 07:07 am by V4friend ![]() |
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Alpha Blend Call of Duty : CoD Mapping Hello Caretaker, Sorry, my mistake . I thought the 2 Radiants were (quite) similar and so I responded to this thread. The first question was not from me and was in the right forum. I have also read the thing about the "_blend" part. However I was ex... [more] |
11 | 1024 | Jun 22, 2007 12:05 pm by V4friend ![]() |
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Alpha Blend Call of Duty : CoD Mapping Hello Caretaker and DarkDilbert, I am trying alpha rendering in COD2Radiant and I have actually the same question for COD2: how can you tell which textures are alpha? None of the textures have a "@" in the name. Question for The_Caretaker: when do y... [more] |
11 | 1024 | Jun 22, 2007 11:41 am by V4friend ![]() |
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vehicle problem Call of Duty 2 : CoD2 SP Mapping Hello XICXAC and Tristan, I have also tried that tutorial but found that the GSC-script caused an error. In another GSC-source I found that the script for spawning the vehicle was a bit different: level.armoredcar = getent("armoredcar87","targetname... [more] |
4 | 842 | Jun 22, 2007 11:29 am by V4friend ![]() |
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Driveby (without shooting!) Call of Duty 2 : CoD2 MP Mapping Hello Scharfschuetze, I have browsed the scripts that are used in the stock and though it's quite hard to find exactly what I wanted, I succeeded in taking the weapon from the driver. Therefore I used the function animscripts\shared::putGunInHand ("non... [more] |
6 | 734 | Jun 18, 2007 02:15 pm by V4friend ![]() |
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Driveby (without shooting!) Call of Duty 2 : CoD2 MP Mapping Hello Caretaker, Thank you for your reaction: it's nice to know someone acknowledges your problem. I have indeed tried the dropweapon function, but somehow I cannot get it to work. The actor I have created to drive the car is a spawner. I gave it a ... [more] |
6 | 734 | Jun 17, 2007 04:19 pm by V4friend ![]() |
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Need some help Call of Duty 2 : CoD2 MP Mapping Hello Ramidus and Old_Man, I also want to use a Flak4ling (in my SP-map) so I've read this tutorial: Here Mind you, it's not completely accurate: for some reason the modelname is misspelled as "german_artillery_flakveirling" even though 4 in German... [more] |
5 | 1332 | Jun 17, 2007 04:10 pm by V4friend ![]() |
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Driveby (without shooting!) Call of Duty 2 : CoD2 MP Mapping Hello mapping/modding fanatics, I have made some progress in my experiments with various tutorials, one about using vehicles in my SP-map. That works allright and even the sounds are now working fine. I created a script_vehicle with a script_vehicl... [more] |
6 | 734 | Jun 17, 2007 02:44 pm by V4friend ![]() |
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[TUTORIAL] Ai and mg42 Call of Duty 2 : CoD2 SP Mapping Hello to all, I know it's not the "Forum way", but I don't let go of a problem that easy, so I found the solution myself. While exploring the Newvillers map I found that both the AI and the trigger need the key "script_killspawner". This way you ca... [more] |
14 | 1460 | Jun 14, 2007 10:11 am by V4friend ![]() |
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[TUTORIAL] Ai and mg42 Call of Duty 2 : CoD2 SP Mapping Hello djheps, Thanks for your reply. The problem is, that you have to enter the right number ("#") as value for the key "script_killspawner". I would expect that this number would be the value of a key from the AI-entity. Could someone tell me where... [more] |
14 | 1460 | Jun 13, 2007 06:35 pm by V4friend ![]() |
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[TUTORIAL] Ai and mg42 Call of Duty 2 : CoD2 SP Mapping Hello again to all COD fans. As I mentioned earlier I am experimenting with some of the many tutorials found here and that seems to raise as many questions as answers (can be my curious nature?) What I (and maybe many others) regret is that Radient ... [more] |
14 | 1460 | Jun 13, 2007 03:32 pm by V4friend ![]() |
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Sign that says Call of Duty 2 : CoD2 SP Mapping Thanks StrYdeR, no signs that your memory is fading (yet). There is indeed an impressive amount of props in the models. Next time I will search the models first. ... [more] |
3 | 789 | Jun 13, 2007 01:05 pm by V4friend ![]() |
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Sign that says Call of Duty 2 : CoD2 SP Mapping Hello to you all! I am new at mapping and modding and I started experimenting with some of the tutorials. I have now successfully created a small minefield. When I step on it, death is my fate and I get the warning: "Watch for the red/white signs". So ... [more] |
3 | 789 | Jun 13, 2007 11:52 am by V4friend ![]() |
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