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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Zombie/Co-Op Mapping
CoD: World at War co-op mapping and level design. Zombie maps and other co-op mapping help.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, supersword, playername, novemberdobby
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Author Topic: Old town blue fog ?
EyEControL
General Member
Since: Jun 6, 2008
Posts: 27
Last: Oct 25, 2009
[view latest posts]
Level 2
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, Oct. 8, 2009 12:06 pm
Hey all =)
I have used the scrips from the latest old town release and changed all lines that need my map name and have them in all the correct places.
The prob is that when i run my map i have this OVER powering light blue fog every where =/

Ive deleated the blizzard effect in my map/mymap.gsc and changed the line to reflect false on snow effect.

I thought maybe it was my .art and .vision files so i changed them to factory art and vision that i got from the.ff files

to no help=/

any ideas of how to git rid of this

also to an extream i have even tried to change ALL files to reflect the factory scripts and only get the nice exceed 400 fx .

Thanks for any help=)
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eganwotv
Deactivated Account
Since: May 28, 2007
Posts: 961
Last: Oct 31, 2010
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, Oct. 8, 2009 02:06 pm
Can you post your mapname_fx.gsc, might be an FX causing it or the stock fog settings in the .gsc
As for the exceeded fx limits remove the line that says impactfx,yourmap or similar.
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EyEControL
General Member
Since: Jun 6, 2008
Posts: 27
Last: Oct 25, 2009
[view latest posts]
Level 2
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, Oct. 8, 2009 02:17 pm
yea i know about the impact/ the 400 limit also happens when theres a prob in your zonesource/mapname.csv
go figure =/



sure this is the maps/_fx.gsc
#include maps\_utility;
#include common_scripts\utility;

main()
{
precache_scripted_fx();
precache_createfx_fx();
footsteps();
maps\createart\nazi_zombie_factory_art::main();
spawnFX();
}

footsteps()
{
animscripts\utility::setFootstepEffect( "asphalt", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "brick", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "carpet", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "cloth", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "concrete", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "dirt", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "foliage", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "gravel", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "grass", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "metal", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "mud", LoadFx( "bio/player/fx_footstep_mud" ) );
animscripts\utility::setFootstepEffect( "paper", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "plaster", LoadFx( "bio/player/fx_footstep_dust" ) );
animscripts\utility::setFootstepEffect( "rock", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "sand", LoadFx( "bio/player/fx_footstep_sand" ) );
animscripts\utility::setFootstepEffect( "water", LoadFx( "bio/player/fx_footstep_water" ) );
animscripts\utility::setFootstepEffect( "wood", LoadFx( "bio/player/fx_footstep_dust" ) );
}

precache_scripted_fx()
{
level._effect["large_ceiling_dust"] = LoadFx( "env/dirt/fx_dust_ceiling_impact_lg_mdbrown" );
level._effect["poltergeist"] = LoadFx( "misc/fx_zombie_couch_effect" );
level._effect["gasfire"] = LoadFx("destructibles/fx_dest_fire_vert");
level._effect["switch_sparks"] = loadfx("env/electrical/fx_elec_wire_spark_burst");
level._effect["wire_sparks_oneshot"] = loadfx("env/electrical/fx_elec_wire_spark_dl_oneshot");

// rise fx
level._effect["rise_burst"] = LoadFx("maps/mp_maps/fx_mp_zombie_hand_dirt_burst");
level._effect["rise_billow"] = LoadFx("maps/mp_maps/fx_mp_zombie_body_dirt_billowing");
level._effect["rise_dust"] = LoadFx("maps/mp_maps/fx_mp_zombie_body_dust_falling");

level._effect["dog_eye_glow"] = loadfx("maps/zombie/fx_zombie_dog_eyes");
level._effect["dog_gib"] = loadfx( "maps/zombie/fx_zombie_dog_explosion" );
level._effect["dog_trail_fire"] = loadfx("maps/zombie/fx_zombie_dog_fire_trail");
level._effect["dog_trail_ash"] = loadfx("maps/zombie/fx_zombie_dog_ash_trail");
level._effect["dog_breath"] = Loadfx("maps/zombie/fx_zombie_dog_breath");

level._effect["lght_marker"] = Loadfx("maps/zombie/fx_zombie_factory_marker");
level._effect["lght_marker_flare"] = Loadfx("maps/zombie/fx_zombie_factory_marker_fl");

level._effect["betty_explode"] = loadfx("weapon/bouncing_betty/fx_explosion_betty_generic");
level._effect["betty_trail"] = loadfx("weapon/bouncing_betty/fx_betty_trail");

level._effect["zapper_fx"] = loadfx("misc/fx_zombie_zapper_powerbox_on");
level._effect["zapper"] = loadfx("misc/fx_zombie_electric_trap");
level._effect["zapper_wall"] = loadfx("misc/fx_zombie_zapper_wall_control_on");
level._effect["zapper_light_ready"] = loadfx("maps/zombie/fx_zombie_light_glow_green");
level._effect["zapper_light_notready"] = loadfx("maps/zombie/fx_zombie_light_glow_red");
level._effect["elec_room_on"] = loadfx("fx_zombie_light_elec_room_on");
level._effect["elec_md"] = loadfx("env/electrical/fx_elec_player_md");
level._effect["elec_sm"] = loadfx("env/electrical/fx_elec_player_sm");
level._effect["elec_torso"] = loadfx("env/electrical/fx_elec_player_torso");

level._effect["elec_trail_one_shot"] = loadfx("misc/fx_zombie_elec_trail_oneshot");
level._effect["wire_spark"] = loadfx("maps/zombie/fx_zombie_wire_spark");
level._effect["powerup_on"] = loadfx( "misc/fx_zombie_powerup_on" );
}

precache_createfx_fx()
{
level._effect["mp_battlesmoke_lg"] = loadfx("maps/mp_maps/fx_mp_battlesmoke_thin_lg");
level._effect["mp_fire_distant_150_150"] = loadfx("maps/mp_maps/fx_mp_fire_150x150_tall_distant");
level._effect["mp_fire_distant_150_600"] = loadfx("maps/mp_maps/fx_mp_fire_150x600_tall_distant");
level._effect["mp_fire_static_small_detail"] = loadfx("maps/mp_maps/fx_mp_fire_small_detail");
level._effect["mp_fire_window_smk_rt"] = loadfx("maps/mp_maps/fx_mp_fire_window_smk_rt");
level._effect["mp_fire_window_smk_lf"] = loadfx("maps/mp_maps/fx_mp_fire_window_smk_lf");
level._effect["mp_fire_window"] = loadfx("maps/mp_maps/fx_mp_fire_window");
level._effect["mp_fire_rubble_small"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_small");
level._effect["mp_fire_rubble_md_smk"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_md_smk");
level._effect["mp_fire_rubble_md_lowsmk"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_md_lowsmk");
level._effect["mp_fire_rubble_detail_grp"] = loadfx("maps/mp_maps/fx_mp_fire_rubble_detail_grp");
level._effect["mp_ray_fire_thin"] = loadfx("maps/mp_maps/fx_mp_ray_fire_thin");
level._effect["mp_ray_fire_ribbon"] = loadfx("maps/mp_maps/fx_mp_ray_fire_ribbon");
// level._effect["mp_fire_column_sm"] = loadfx("maps/mp_maps/fx_mp_fire_column_sm");
level._effect["mp_fire_column_lg"] = loadfx("maps/mp_maps/fx_mp_fire_column_lg");
level._effect["mp_fire_furnace"] = loadfx("maps/mp_maps/fx_mp_fire_furnace");

// level._effect["mp_ray_light_xsm"] = loadfx("maps/mp_maps/fx_mp_ray_moon_xsm");
level._effect["mp_ray_light_sm"] = loadfx("maps/mp_maps/fx_mp_ray_moon_sm");
// level._effect["fx_mp_flare_med"] = loadfx("maps/mp_maps/fx_mp_flare_med");
// level._effect["fx_mp_flare_md"] = loadfx("maps/mp_maps/fx_mp_flare_md");
level._effect["mp_ray_light_md"] = loadfx("maps/mp_maps/fx_mp_ray_moon_md");
level._effect["mp_ray_light_lg"] = loadfx("maps/mp_maps/fx_mp_ray_moon_lg");
level._effect["fx_mp_ray_fire_ribbon"] = loadfx("maps/mp_maps/fx_mp_ray_fire_ribbon");
level._effect["fx_mp_ray_fire_ribbon_med"] = loadfx("maps/mp_maps/fx_mp_ray_fire_ribbon_med");
level._effect["mp_ray_light_lg_1sd"] = loadfx("maps/mp_maps/fx_mp_ray_moon_lg_1sd");

level._effect["mp_smoke_fire_column"] = loadfx("maps/mp_maps/fx_mp_smoke_fire_column");
level._effect["mp_smoke_plume_lg"] = loadfx("maps/mp_maps/fx_mp_smoke_plume_lg");
level._effect["mp_smoke_hall"] = loadfx("maps/mp_maps/fx_mp_smoke_hall");
level._effect["mp_ash_and_embers"] = loadfx("maps/mp_maps/fx_mp_ash_falling_large");
level._effect["mp_light_glow_indoor_short"] = loadfx("maps/mp_maps/fx_mp_light_glow_indoor_short_loop");
level._effect["mp_light_glow_outdoor_long"] = loadfx("maps/mp_maps/fx_mp_light_glow_outdoor_long_loop");
level._effect["mp_insects_lantern"] = loadfx("maps/mp_maps/fx_mp_insects_lantern");
level._effect["fx_mp_fire_torch_noglow"] = loadfx("maps/mp_maps/fx_mp_fire_torch_noglow");

level._effect["a_embers_falling_sm"] = loadfx("env/fire/fx_embers_falling_sm");

// level._effect["a_tracers_flak88_amb"] = loadfx("maps/ber3/fx_tracers_flak88_amb");
// level._effect["mp_flak_field"] = loadfx("maps/mp_maps/fx_mp_flak_field");
// level._effect["mp_flak_field_flash"] = loadfx("maps/mp_maps/fx_mp_flak_field_flash");

level._effect["transporter_beam"] = loadfx("maps/zombie/fx_transporter_beam");
level._effect["transporter_pad_start"] = loadfx("maps/zombie/fx_transporter_pad_start");
level._effect["transporter_start"] = loadfx("maps/zombie/fx_transporter_start");
level._effect["transporter_ambient"] = loadfx("maps/zombie/fx_transporter_ambient");
level._effect["zombie_mainframe_link_all"] = loadfx("maps/zombie/fx_zombie_mainframe_link_all");
level._effect["zombie_mainframe_link_single"] = loadfx("maps/zombie/fx_zombie_mainframe_link_single");
level._effect["zombie_mainframe_linked"] = loadfx("maps/zombie/fx_zombie_mainframe_linked");
level._effect["zombie_mainframe_beam"] = loadfx("maps/zombie/fx_zombie_mainframe_beam");
level._effect["zombie_mainframe_flat"] = loadfx("maps/zombie/fx_zombie_mainframe_flat");
level._effect["zombie_mainframe_flat_start"] = loadfx("maps/zombie/fx_zombie_mainframe_flat_start");
level._effect["zombie_mainframe_beam_start"] = loadfx("maps/zombie/fx_zombie_mainframe_beam_start");
level._effect["zombie_flashback_american"] = loadfx("maps/zombie/fx_zombie_flashback_american");
level._effect["gasfire2"] = Loadfx("destructibles/fx_dest_fire_vert");
level._effect["mp_light_lamp"] = Loadfx("maps/mp_maps/fx_mp_light_lamp");
level._effect["zombie_difference"] = loadfx("maps/zombie/fx_zombie_difference");
level._effect["zombie_mainframe_steam"] = loadfx("maps/zombie/fx_zombie_mainframe_steam");
level._effect["zombie_heat_sink"] = loadfx("maps/zombie/fx_zombie_heat_sink");
level._effect["mp_smoke_stack"] = loadfx("maps/mp_maps/fx_mp_smoke_stack");
level._effect["mp_elec_spark_fast_random"] = loadfx("maps/mp_maps/fx_mp_elec_spark_fast_random");
level._effect["zombie_elec_gen_idle"] = loadfx("misc/fx_zombie_elec_gen_idle");
level._effect["zombie_moon_eclipse"] = loadfx("maps/zombie/fx_zombie_moon_eclipse");
level._effect["zombie_clock_hand"] = loadfx("maps/zombie/fx_zombie_clock_hand");
level._effect["zombie_elec_pole_terminal"] = loadfx("maps/zombie/fx_zombie_elec_pole_terminal");
level._effect["mp_elec_broken_light_1shot"] = loadfx("maps/mp_maps/fx_mp_elec_broken_light_1shot");
level._effect["mp_light_lamp_no_eo"] = loadfx("maps/mp_maps/fx_mp_light_lamp_no_eo");

level._effect["zombie_packapunch"] = loadfx("maps/zombie/fx_zombie_packapunch");


//ESM - added for perk machines
level._effect["electric_short_oneshot"] = loadfx("env/electrical/fx_elec_short_oneshot");
}

spawnFX()
{
maps\createfx\nazi_zombie_diekirche_fx::main();
}

edited on Oct. 8, 2009 05:17 pm by EyEControL
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eganwotv
Deactivated Account
Since: May 28, 2007
Posts: 961
Last: Oct 31, 2010
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, Oct. 8, 2009 02:27 pm
Ok, to limit down the possibility of the _fx.gsc causing this remove the line calling on it in urmapname.gsc If the blue goes away this tells us right away is infact something in that .gsc If it doesn't go away we can move onto another possibilty.
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EyEControL
General Member
Since: Jun 6, 2008
Posts: 27
Last: Oct 25, 2009
[view latest posts]
Level 2
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, Oct. 8, 2009 02:31 pm
sorry i was using a genereric name its called nazi_zombie_diekirche_fx.gsc
this is the same as the factory_fx.gsc

edited on Oct. 8, 2009 05:32 pm by EyEControL
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 13, 2010
[view latest posts]
Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, Oct. 8, 2009 02:48 pm
Go to maps/createart/yourmapname_art.gsc and change the fog settings to your liking... OR

Comment out the art line from your yourmapname.gsc.

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EyEControL
General Member
Since: Jun 6, 2008
Posts: 27
Last: Oct 25, 2009
[view latest posts]
Level 2
Category: CoDWW Zombie/Co-Op Mapping
Posted: Friday, Oct. 9, 2009 11:54 pm
Well when i did this in my .gsc
// level.DLC3.createArt = maps\createart\nazi_zombie_diekirche_art::main;

I get undefined pointer error =/

And sadly when i make changes in my .art file all i can manage is to change the color of what im guessing is fog. As i can see my weapon and about 3 feet infront of me.
I tried changing the .art contens with other .art files to no avail =/
ahh makes me long for the days mapping for duke 3d and quake 1 lol No scrips =)
Any other thoughts where i could me messing up?
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EyEControL
General Member
Since: Jun 6, 2008
Posts: 27
Last: Oct 25, 2009
[view latest posts]
Level 2
Category: CoDWW Zombie/Co-Op Mapping
Posted: Saturday, Oct. 10, 2009 01:24 am
Humm thanks to techno2sl i have been testing changes in my art.gsc i changed these so far
fog_settings()
{
start_dist = 2;
halfway_dist = 1;
halfway_height = 1;
base_height = 1;

Now YEAA i can see the map still needs a LOT of tweeking as lol some modles dont show till your right up on them but im wondering when the hell hounds start the map goes Blue and the fog is back and much darker i cant even see in front of me =/
i Must have something way out of wack or are the hounds fog in the same art.gsc im working with?
Much thanks=)
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 13, 2010
[view latest posts]
Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Saturday, Oct. 10, 2009 03:00 am
Maybe it's the vision file, you'll notice the Art file loads a vision set and in raw/vision there are a bunch of these vision files including one for Dog rounds. (I think you can actually just make them blank to not use them or leave at least 1 setting in it, never tried doing that though).

There are probably fx settings in either your raw/maps/yourmapname_fx.gsc or raw/clientscrits/yourmapname_fx.gsc for dog rounds too.

Overall just doing this, reading stuff etc will get you used to finding and dealing with scripts, which is worth it in the end [thumbs_up]
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EyEControL
General Member
Since: Jun 6, 2008
Posts: 27
Last: Oct 25, 2009
[view latest posts]
Level 2
Category: CoDWW Zombie/Co-Op Mapping
Posted: Saturday, Oct. 10, 2009 03:20 am
thx ill look at them now
It seems after Hours 2night and this AM that these 2 lines in the art.gsc are whats causing the prob for me

halfway_height = 10;
base_height = 10;
the base_height has to be 8 or less or i get that fog.

one other ? may sound stupid here i noticed someone say they could creat a nazi_zombie map from the launcher???
When i try all i can do is hit Sp then type nazi_zombie_***
the *** stands for only 3 spaces can be typed so to get a map name with more then 3 letters is impossible from the launcher. Is this right?
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