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Topic | Replies | Views | Last Post | |
creating and importing new content into CryTek Crysis : Crysis Mapping Does anyone know what the process is for creating 3D models externally and importing them as static or animated assets into CryEngine? Is there a standard 3d model/animation format it accepts? Is there a conversion process to translate standard 3D formats... [more] |
1 | 2448 | Nov 22, 2007 07:24 am by hondaman900 |
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D3 total conv. - How long does it take? DOOM III : DOOM III Mapping If we looked at this as a well-funded startup, would you hazard a guess as to how many team members you would employ to build a total conversion in 1 year?... [more] |
6 | 3068 | Nov 5, 2007 10:56 pm by hondaman900 |
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D3 total conv. - How long does it take? DOOM III : DOOM III Mapping Thanks Foyleman. For two years, what would be the typical makeup of that team? How many positions and what roles?... [more] |
6 | 3068 | Oct 30, 2007 07:06 am by hondaman900 |
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D3 total conv. - How long does it take? DOOM III : DOOM III Mapping So, when embarking on a new Doom3-based total conversion game, how long should one budget for developers? For instance, how many hours for a static ragdoll? How long for an animated character (human)? How long for a vehicle? How long for an apartment-size... [more] |
6 | 3068 | Oct 30, 2007 12:48 am by hondaman900 |
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adding a "follower" bot Quake 4 : Q4 Mapping I want to add one of those "follower" bots from Q4 into my level. You know, the marine that follows you everywhere, and is very helpful in a firefight. How can I go about that, and how modifyable is that model while retaiing it's "behavior"? Thx... [more] |
1 | 2475 | Sep 27, 2007 04:36 am by hondaman900 |
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RoQ shader help Quake 4 : Q4 Mapping Thanks for the info Foleyman. In the meantime, I downloaded Switchblade and though it's crude, it rendered a 512 x 512 RoQ for me (it matches whatever input AVI dims are) and the gui popped up. You were right, the non-2x size was the issue. Works great... [more] |
10 | 3153 | Sep 3, 2007 06:30 pm by hondaman900 |
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RoQ shader help Quake 4 : Q4 Mapping I keep getting "bad size, must be 512 by 384" error from QVM. Doesn't seem to let me use another video size for RoQ output. This is independent of the input AVI size, as I tried converting from a 512 x 512 AVI, in case there was an issue with scaling. ... [more] |
10 | 3153 | Sep 3, 2007 03:05 am by hondaman900 |
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RoQ shader help Quake 4 : Q4 Mapping In addition, I solved the preview issue and the RoQ creation with Quake Video maker. I reencoded the source AVI to be 512x384 at 24fps and Indeo codec, and QVM liked that a lot better. However, I'm not getting the video playing in my in-game gui. An... [more] |
10 | 3153 | Sep 2, 2007 07:24 am by hondaman900 |
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RoQ shader help Quake 4 : Q4 Mapping Here are some specifics that may help unravel this: I have the following files q4base\materials\mymaterials.mtr q4base\guis\movies\fusion.gui q4base\sound\VO\video\custom\fusion.roq Here's the material file shader code Code: video/fusion ... [more] |
10 | 3153 | Sep 2, 2007 06:39 am by hondaman900 |
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RoQ shader help Quake 4 : Q4 Mapping I'm thinking maybe it's my creation of the RoQ that's the issue. I'm using Quake Video Maker to convert AVI to RoQ. When I start a new project and import the AVI, and even when I create the RoQ, I get a black screen for the preview. I don't know if this i... [more] |
10 | 3153 | Sep 2, 2007 01:17 am by hondaman900 |
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RoQ shader help Quake 4 : Q4 Mapping Does anyone have an example of a shader for a RoQ video gui in Q4? I have a D3 shader, but it doesn't perform as expected, and I'm not sure how similar they are to an equivalent Q4 RoQ video shader. If I knew the required parameters I could figure out wha... [more] |
10 | 3153 | Sep 1, 2007 05:39 am by hondaman900 |
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Increasing number of player limits Quake 4 : Q4 Scripting Anyone know of a script or process to increase the max number of users in a multiplayer level? I believe the current Q4 limit is 32. Thx... [more] |
1 | 3837 | Aug 27, 2007 10:53 pm by hondaman900 |
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What games use what engines? General Gaming Topics : General Mapping Thank folks - exactly what I was looking for.... [more] |
4 | 2545 | Aug 27, 2007 10:51 pm by hondaman900 |
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Linking to external data and/or media? Quake 4 : Q4 Scripting Is it possible, or programmable, to link the Q4 environment to external data or content? For instance.... Could a video GUI use an Internet-based video source? Could Internet-based IMs be linked to internal game messaging? Could a screenshot be... [more] |
2 | 2384 | Aug 27, 2007 08:56 pm by hondaman900 |
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What games use what engines? General Gaming Topics : General Mapping Does anyone know of a list of mainstream games and the underlying engine used? I'd like to get a perspective of the industry and how work/skills/assets for one game may be transferrable to another. Thanks... [more] |
4 | 2545 | Aug 27, 2007 08:49 pm by hondaman900 |
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q4 radiant and Windows Vista Quake 4 : Q4 Mapping I found this posted at qeradiant.com for GTKradiant, current version: "Special note for Vista-users: You have to disable the desktop-styling in the properties of GtkRadiant.exe! In case of wrong menu-rendering you can switch to the "Raleigh" gtk-skin.... [more] |
11 | 5399 | Jul 8, 2007 12:55 am by hondaman900 |
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importing ASE models into Q4 Radiant Quake 4 : Q4 Mapping Following an online video tutorial from trepaning.com, which reinforces that what I've been doing is correct, I created a pk4 (699.pk4) file and placed it into my q4base folder along with Q4's native pk4's. It has one file in it, my ASE file, which uses n... [more] |
5 | 2996 | Jul 7, 2007 06:14 am by hondaman900 |
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q4 radiant and Windows Vista Quake 4 : Q4 Mapping foyleman writes...Quote:Radiant has almost always been a community effort so you can't rely on upgrades. You need to hope that there is something in Vista for opengl support. That would solve these problems. Vista I'm using the Q4Radiant 1.1 that c... [more] |
11 | 5399 | Jul 7, 2007 12:57 am by hondaman900 |
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Help Please. Noob modeling question Quake 4 : Q4 Mapping I've been searching for days for info on the steps to import a model from a 3D app (OBJ, LWO or ASE) into Q4 Radiant. I can find info on exporting from Radiant, and details about texture mapping, but the steps to get from an LWO file to an object in Radia... [more] |
3 | 3207 | Jul 5, 2007 06:42 am by hondaman900 |
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q4 radiant and Windows Vista Quake 4 : Q4 Mapping Thanks for the quick response. I think I'll keep my older XP Pro system fr Q4Radiant build and use the new system for graphics and 3D modeling work. Thanks for the help... [more] |
11 | 5399 | Jul 4, 2007 02:52 am by hondaman900 |
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importing ASE models into Q4 Radiant Quake 4 : Q4 Mapping Good question, but I have no idea. Let me ask another way, how are 3D models imported into a new mod? I can create OBJ, LWO or ASE files, but just need to know how to start using my 3D modeling program to create models for Q4. This is such a commo... [more] |
5 | 2996 | Jul 4, 2007 02:45 am by hondaman900 |
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q4 radiant and Windows Vista Quake 4 : Q4 Mapping Any sign or word of a fix for Radiant to work under Vista? I just bought a loaded kick-ass system primarily for mod dev and it comes with Vista Premium. Do I need to buy WinXPpro? I see that id's idtech5 new engine doesn't use Radiant for it's inbuilt ... [more] |
11 | 5399 | Jul 3, 2007 04:41 pm by hondaman900 |
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importing ASE models into Q4 Radiant Quake 4 : Q4 Mapping I want to import my own ASE models into my Q4 project. The model has no texture. Just a simple import test. I can find many references to correcting the "BITMAP" texture path, but little on the steps for locating for importing. Here's what I believe shoul... [more] |
5 | 2996 | Jul 3, 2007 04:30 pm by hondaman900 |
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