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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Start Here for COD Mapping
={W}=DEVIL
General Member
Since: Aug 23, 2004
Posts: 1670
Last: Dec 14, 2007
[view latest posts]
Level 8
Category: CoD Mapping
Posted: Thursday, Mar. 10, 2005 02:39 am
First and foremost...this is technically Wyatt's idea.


The one link that can help most of you with your everyday mapping problems is the search function, found here.
Please use the search function on these forums as much as possible! We are all here to help you guys out with mapping and we don't have a problem with answering your questions, but it would really help everyone out if you searched the forums for your particular question before creating a post about it. I've seen a lot of duplicate questions that are taking up forum space - and they all could have been answered by using this link. Enough said. On to the ub3r n00bz.

First, download Radiant (the editor) here.


Some helpful tutorials that will get you squared away:
*note* These are all located in this site's tutorial section (located here.)

Installing and Setting up the Editor
Also check this out for more info on how to set your folders up for Radiant.

Learning the interface
Also, check out this for another tutorial on the interface.

Basic Room: Building with brushes

Worldspawn and Skybox

Adding Models
A tutorial that guides you through the proccess of adding models (such as trees, cars, tables, etc) to your map.

Compiling and Testing Your Map

Official Worldspawn Settings
These are the settings used in the worldspawn of each stock map


That all the info you need to really get your mapping career started. Those are NOT the only tutorials out there - remember to check the tutorial section itself to get in depth info on how to map. I personally found Wyatt Earp's video tutorials extremely helpful with the more advanced functions in Radiant.

COMMON MAPPING VALUES
I see these kinds of questions asked very often. Below are the basic values used to keep your map in proportion (this comes from the FAQ section, I did NOT write this)

Quote:
The unit scale in CoD seems to be about 1 unit : 1 inch. (roughly)

1 unit = 1 inch in CoD.
1 foot = 12 units in CoD.

Players are 72 units or 6 feet high.
Players are 32 units wide.

Stairs in CoD are 8-12 units high.
Doors are 52x96 units in CoD (dawnville). Door thickness is 4-6 units.

Ladder rungs on a ladder that is in Dawnville are 24 units appart.It looks kind of silly. In real life this would be more like 12 units.

Outter walls are 8 units thick. I made inner walls 6.

Sidewalks 64 units wide and 8 units high

Height to ceiling is normally 128, but then again it all depends if its a anormal room, warehouse or what your creating.

Player Height Clearance =< 71 units
Player Crouch Clearance =< 51 units
Player Prone Clearance =< 31 units
Player Max Jump =< 39 units
Player Width Clearance =< 31 units

The unit scale o­n this game seems to be about 1 unit : 1 inch. Most of the models I look best when scaled to 75%.

*To change the size of a model, add the modelscale key with a decimal value - 0.75 for 75% - in the entity box for the model.

Thanks to n00bCODmapper and the forums here.
by foyleman



Remember, that above all mapping takes patience. If you have trouble with your map, this site is the place for you to be. Check tutorials for an easy answer, and then search these forums to see if anyone else has had this problem or question before. If you don't find anything, post your question or problem and someone will help you as soon as possible! We are a community here, not some 'experts only' club. I still have occassional questions about certain mapping functions (I'll admit it...I got totally lost doing a search and destroy set up last week....).


My fingers hurt. If anyone has any comments about this post, reply here. If you have a mapping question, please search the forums and then - if your search is fruitless - post a new topic.

[pimp] (<----That's my little thing I do to make me look more like Stryder)
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GlumBum2
General Member
Since: Sep 8, 2004
Posts: 224
Last: Apr 25, 2006
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Friday, Mar. 11, 2005 02:57 am
I was hoping this would get in there but I don't mind posting it myself... It's a complete down and dirty nooblist for any beginners out there :) Put this in the UO forum too, man, alot of new mappers will go directly there without thinking about CoD.
I WROTE...
Quote:
Welcome to the site, man. Here are some mapping links to streamline you along--you'll need some,if not all of this poo-poo. If you're maping straight for UO, with all the UO stuff included, then just skip the CODTools and grab Graydiant. You should also skip over the beginning part of the first COD Mapping page and refer to the introduction and setup instructions for the COD UO Mapping Tutorial page. Make sure you read all the other COD Mapping Tutorials, though, as nearly all of them apply to Graydiant as well. Wyatt Earp's tutorials are fantastic, it helps alot to see someone actually do some of the things called for in the tutorials as well. Good luck! I suggest you bookmark all the tutorial pages, you'll be needing them. [smokin]

COD
CODTools - Contains COD Raydiant, the COD Mapping Tool

COD Mapping Tutorial Page

Wyatt Earp's COD Mapping Video Tutorials


UO Just get Graydiant if you are starting from scratch with the expansion pack installed.
Graydiant - The COD UO Mapping Tool

COD UO Mapping Tutorial Page

Wyatt Earp's COD and CODUO video tutorials are separate pages, with separate files, so check them both.
Wyatt Earp's COD UO Mapping Video Tutorials

... enjoy, and be patient!

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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD Mapping
Posted: Tuesday, Mar. 29, 2005 09:48 pm
A basic .gsc file:

Quote:
main()
{
setCullFog (1200, 7000, .32, .36, .40, 0);
ambientPlay("ambient_mp_rocket");

maps\mp\_load::main();

game["layoutimage"] = "name of the .dds file";

game["allies"] = "american";
game["axis"] = "german";

game["american_soldiertype"] = "airborne";
game["american_soldiervariation"] = "normal";
game["german_soldiertype"] = "fallschirmjagergrey";
game["german_soldiervariation"] = "normal";
game["attackers"] = "allies";
game["defenders"] = "axis";
}



Put this in a .txt file. Save it and rename it to yourmapname.gsc, then move it to your /maps/mp folder where your .bsp file should be located to.

Cullfog sets the fog in your map. The first number is where the fog starts, the second where you can't see through the fog anymore (basically your level gets cut off after this). The next three numbers are the RGB values of the fog. The last '0' is a timer. I'm not sure what it does, but I always leave it to zero. Fog can also be left out by deleteing the entire line.

Ambient sounds are the sounds which are played in the background. It can be set to about any level you want.
Ambient sounds can also be left out by deleting the whole line.

game["layoutimage"] displays the file named after it as the loadingscreen. Make sure the picture is located in your /levelshots folder

Alterations can be made to the soldier types:

Quote:
Optional level script settings
------------------------------
Soldier Type and Variation:
game["american_soldiertype"] = "airborne";
game["american_soldiervariation"] = "normal";
game["german_soldiertype"] = "wehrmacht";
game["german_soldiervariation"] = "normal";
This sets what models are used for each nationality on a particular map.

Valid settings:
american_soldiertype airborne
american_soldiervariation normal, winter

british_soldiertype airborne, commando
british_soldiervariation normal, winter

russian_soldiertype conscript, veteran
russian_soldiervariation normal, winter

german_soldiertype waffen, wehrmacht, fallschirmjagercamo, fallschirmjagergrey, kriegsmarine
german_soldiervariation normal, winter

Make sure to set your "allies" accourdingly if you're not using Americans.

ALterations shamelessly copied from a post by StrYder.

edited on May. 19, 2005 05:30 am by The_Caretaker

edited on May. 19, 2005 11:32 am by The_Caretaker
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M@DCROW @CHILLES
General Member
Since: Dec 3, 2004
Posts: 519
Last: Nov 21, 2007
[view latest posts]
Level 6
Category: CoD Mapping
Posted: Sunday, Jun. 19, 2005 01:21 am
madcrow reporting in...

I thought I would just add a little information for the newbies that would like to get a hold of either official or custom made .map files... So before you ask.. NO.. you wont get them unless you beg activision or iw to release it or the creator of the custom maps..and best of luck to you trying to get them..

The only official .map files that you are able to go through and pull apart for learning purposes are mp_foy ( Availiable from downloading Gradiant ) and sp_dawnville ( Availiable from downloading Radiant ).. There are a few custom maps that provided the .map file for learning like a community map which was lead by Wyatt Earp called mp_uo_vierville.. there are also shotguns_rooms and zielgle which are by shogun which shows breakable windows sliding doors and some fx etc, doortest by Dad of Azz and Azz... there are more to be found that are specific .map files like tutorials for lifts etc.. just look around on this site in the download section and you will be able to find other little .map files that will be ale to help you learn to do things..

There is no .bsp to .map decompiler either, and probably never will be! So the only way is to beg the creator of the .map you want to look at.. Hope this helps you understand the question you want to ask.. which every mapper does ask starting out...

[sniper] madcrow signing off... [machine_gun]

edited on Jun. 18, 2005 08:21 pm by madcrow
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoD Mapping
Posted: Sunday, Jun. 26, 2005 04:47 pm
it is stuck[angryalien]
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={W}=DEVIL
General Member
Since: Aug 23, 2004
Posts: 1670
Last: Dec 14, 2007
[view latest posts]
Level 8
Category: CoD Mapping
Posted: Sunday, Jun. 26, 2005 10:32 pm
StrYdeR writes...
Quote:
it is stuck[angryalien]


Say whaaaa?
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tac_element
General Member
Since: Dec 6, 2004
Posts: 130
Last: Jun 21, 2006
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Sunday, Jun. 26, 2005 10:34 pm
lol[casanova]
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Maxine
General Member
Since: Apr 1, 2005
Posts: 40
Last: Aug 15, 2006
[view latest posts]
Level 2
Category: CoD Mapping
Posted: Wednesday, May. 10, 2006 05:32 pm
Can someone then type an normal .gsc file for CoD single player....?
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babycop
General Member
Since: Feb 18, 2006
Posts: 488
Last: Feb 27, 2010
[view latest posts]
Level 5
Category: CoD Mapping
Posted: Wednesday, May. 10, 2006 05:56 pm
sorry to say but there is no typical gsc for sp...the best u can do is download an sp map and then open up the .pk3 file and study the gsc file there...it all depends what ur sp map is....so no typical things here...but just for fun, heres the begining of one of my gsc for sp (CoDUO):

#using_animtree("generic_human");
main()
{
precacheShellshock("default");
maps\_load_gmi::main();

//Map settings

//Fog
setCullFog (0, 28000, .5254, .6117, .7215, 0 );

//snow
level.atmos["snow"] = loadfx ("fx/atmosphere/snow_light.efx");
//playfxonplayer(level.atmos["snow"]);

level.atmosphere_fx = level.atmos["snow"];
level.atmosphere_speed = 0.05;
level.atmosphere_dist = 512;
level thread maps\_atmosphere::_spawner();

//ambient sound
level.ambient_track ["yourmap"] = "your sound";
thread maps\_utility::set_ambient("yourmap");

// Player setup
level.player takeallweapons();
level.player giveWeapon("m1garand");
level.player giveWeapon("colt");
level.player giveWeapon("fraggrenade");
level.player switchToWeapon("m1garand");

level.player setWeaponSlotAmmo("grenade", 4);

level.player setViewmodel( "xmodel/viewmodel_hands_uswinter" );

//here u call ur threads
ex: thread tankpaths();

}

tankpaths()
{

blablabla
}

edited on May. 10, 2006 01:57 pm by babycop
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FateLess
General Member
Since: May 12, 2006
Posts: 1
Last: May 12, 2006
[view latest posts]
Level 0
Category: CoD Mapping
Posted: Friday, May. 12, 2006 02:11 am
ok i try downloading the video tuturals for cod2 mapmaking and my internet crashes everytime i click download. So im wondering how i can change my active x controls so it wont crash everytime i press activate active x. it only does it here. its never done it anywhere else
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