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Topic | Replies | Views | Last Post | |
Textures tweaking out after compiling Call of Duty : CoDUO Mapping liltc64 writes...Quote:that last pic looks like u went into paint and just started scribbling lol edited on Nov. 18, 2010 05:49 pm by liltc64 oh wow lol i thought that said missing with colors didnt read what u said my bad lol. Haha.. yeah, I'd b... [more] |
6 | 2159 | Nov 19, 2010 12:35 pm by JTG2003 |
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Textures tweaking out after compiling Call of Duty : CoDUO Mapping The terrain brush is only there temporarily as I lay out the rest of the map. In fact, most of the structures are just placeholders. I'll check out the patch editor. I haven't touched any blend textures.... [more] |
6 | 2159 | Nov 18, 2010 10:33 pm by JTG2003 |
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Textures tweaking out after compiling Call of Duty : CoDUO Mapping For some reason, random textures don't appear after compiling my map. Some textures become really stretched/skewed, some just never show up. I've replaced the texture multiple times.. I'm not sure what's triggering it. Is there something I should be do... [more] |
6 | 2159 | Nov 18, 2010 07:48 pm by JTG2003 |
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Mass Resizing/Scaling Call of Duty : CoDUO Mapping I just spent about 6 hours building a town layout using the player spawn box as a reference for size. But when I play through it.. I feel like a giant. The buildings are just too small. There's not a ton of detail yet, it's easy enough to select every wal... [more] |
2 | 2355 | Nov 18, 2010 12:32 pm by JTG2003 |
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Good GSC Values for adequate fog Call of Duty : CoDUO Mapping I'll try it, but I thought it needed to be packed into a pk3 in order for it to read the gsc file... [more] |
20 | 1157 | Mar 11, 2009 06:57 pm by JTG2003 |
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Good GSC Values for adequate fog Call of Duty : CoDUO Mapping Well I've been packing it all into a PK3 file each time I change the GSC file... [more] |
20 | 1157 | Mar 11, 2009 05:11 pm by JTG2003 |
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Good GSC Values for adequate fog Call of Duty : CoDUO Mapping It's strange, I used yours and it didn't seem to change a thing. I'm doing this right.. right? I'm just modifying the [mapname].gsc file that's in the MP folder along with my [mapname].bsp, right? I shouldn't have to recompile it... no that woul... [more] |
20 | 1157 | Mar 11, 2009 04:25 pm by JTG2003 |
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Good GSC Values for adequate fog Call of Duty : CoDUO Mapping I replaced it with 500 setCullFog (500, 8000, 0.8, 0.8, 0.8, 0); then 4000 setCullFog (4000, 8000, 0.8, 0.8, 0.8, 0); and nothing changed.... [more] |
20 | 1157 | Mar 11, 2009 03:13 pm by JTG2003 |
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Good GSC Values for adequate fog Call of Duty : CoDUO Mapping Currently my GSC is setCullFog (0, 8000, 0.52, 0.58, 0.63, 0); I want to add a little bit of fog, currently there is none. Any ideas?... [more] |
20 | 1157 | Mar 11, 2009 03:09 am by JTG2003 |
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Double Models (And Lights) ... AGH! Call of Duty : CoDUO Mapping I think it must have happened a while ago. I don't think it could have been space. It would have been like I went through and individually selected every light and model (not brush) and pressed space .. but there was absolutely no way I would have gone th... [more] |
4 | 842 | Mar 10, 2009 12:46 am by JTG2003 |
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Double Models (And Lights) ... AGH! Call of Duty : CoDUO Mapping So I've been working on this map for a while now.. and I was editing some old stuff and I noticed that there were 2 models exactly on top of eachother. Then there were lights the exact same way. After some inspection, I noticed most of my models and li... [more] |
4 | 842 | Mar 9, 2009 10:09 pm by JTG2003 |
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Invisible in exitor, random door frame in game. Help!! Call of Duty : CoDUO Mapping That did it, thanks... [more] |
3 | 832 | Mar 3, 2009 01:24 am by JTG2003 |
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Invisible in exitor, random door frame in game. Help!! Call of Duty : CoDUO Mapping I loaded a prefab of a 'working door' from this site and used it in my map. I thought it was good, so I copied/pasted the door to 2 other locations. However, after that, all the doors functioned strangely, rotating on a 'hinge' that was like 30 feet away ... [more] |
3 | 832 | Mar 2, 2009 03:04 am by JTG2003 |
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'Layer 'Layer1' has been changed. Would you like to reload it?' o.O Help ... Call of Duty : CoDUO Mapping This didn't seem to change anything ... only one instance of Gradiant open and I changed the map name... ... [more] |
3 | 817 | Feb 27, 2009 01:16 am by JTG2003 |
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'Layer 'Layer1' has been changed. Would you like to reload it?' o.O Help ... Call of Duty : CoDUO Mapping I dont know why, but suddenly every couple seconds this message Layer 'Layer1' has been changed. Would you like to reload it? pops up. I don't know what layer 1 is .. I didnt even know there was layers!! I'm just editing the same way I always d... [more] |
3 | 817 | Feb 26, 2009 06:31 pm by JTG2003 |
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Vehicles (MP) - Sounds Call of Duty : CoDUO Mapping Ok.. even after the edit (another MP folder), I was still wrong. Here's what I have now Base Folder: folder: mp folder: maps >>mp Folder: mapname.arena >>maps folder: folder: mp >>>>mp folder: mapname.bsp mapname.gsc folder: soundloadsp... [more] |
5 | 829 | Feb 26, 2009 04:21 am by JTG2003 |
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Vehicles (MP) - Sounds Call of Duty : CoDUO Mapping Ok.. I tried what i thought you said and it didnt work..so.. here's what i have Base Folder: folder: mp folder: maps >>mp Folder: mapname.arena >>maps folder: folder: mp >>>>mp folder: mapname.bsp mapname.gsc folder: soundloadspecs ... [more] |
5 | 829 | Feb 26, 2009 03:56 am by JTG2003 |
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Vehicles (MP) - Sounds Call of Duty : CoDUO Mapping I was reading the tutorial Here and it mentioned editing a .csv file to add sounds: Code:To enable the vehicle movement sounds you need to add to your soundloadspecs/mp/yourmapname.csv EG: #DEFAULTS dialog_mp.csv gmi_dialog_mp.csv generic_mp_sound... [more] |
5 | 829 | Feb 25, 2009 07:19 pm by JTG2003 |
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I hate to ask .. but I need help (Lighting issue on compile) Call of Duty : CoDUO Mapping Yeah.. I edited it down a bit. I think the problem is the X'ing beams. It's like that but with about 15 X's per side. That's a lot of beams .. and it's a lot of beams to keep remaking. It now compiles, but when I go into the game, for the bot... [more] |
4 | 1017 | Feb 23, 2009 12:05 am by JTG2003 |
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I hate to ask .. but I need help (Lighting issue on compile) Call of Duty : CoDUO Mapping I've been messing around with the editor for a while now.. and I have a map that used to compile fine and it incorporated all my lighting (i have a skybox and worldspawn settings and lights, etc). Recently I built a sort of radio tower .. and after abo... [more] |
4 | 1017 | Feb 22, 2009 09:00 pm by JTG2003 |
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Walking Through Trees Call of Duty : CoDUO Mapping Wait .. so I need to add a 'clip' brush around every single tree? .. It would seem there would just .. be a tree with clipping. That and I went into 'textures' and saw no tools but I'll assume you meant 'common' and 'clipfull' in there. Is this the ... [more] |
5 | 884 | Apr 27, 2008 01:30 am by JTG2003 |
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Walking Through Trees Call of Duty : CoDUO Mapping It seems like no matter what tree model I load up, in the game I can walk through it. Bullets and grenades wont go through, but people can. Any idea why? Do I have to use a specific tree? Thanks, Jeremy... [more] |
5 | 884 | Apr 26, 2008 11:09 pm by JTG2003 |
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Painting Terrain? (road) Call of Duty : CoDUO Mapping Thank you, I will try this... [more] |
3 | 1016 | Apr 23, 2008 03:32 pm by JTG2003 |
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Painting Terrain? (road) Call of Duty : CoDUO Mapping I have seen on quite a few maps roads that look as through they were painted on rather than a separate brush. I noticed in the advanced patch editing options box you can select RGB colors.. and it seems as though you should be able to paint a terrain patc... [more] |
3 | 1016 | Apr 23, 2008 01:54 pm by JTG2003 |
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CTF Mode Will Not Load Call of Duty : CoDUO Mapping That did it :) Thanks... [more] |
3 | 840 | Apr 16, 2008 07:03 pm by JTG2003 |
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