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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: Learning to make objectives in SD
sYmp
General Member
Since: May 22, 2005
Posts: 16
Last: Jul 24, 2005
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Sunday, Jun. 5, 2005 07:51 pm
Well I've watched this video tutorial on making SD objectives a few times now, and followed it a few times, but for some reason after I plant an explosive by the tank, after it blows up the normal tank model is still there, when the destroyed version should have replaced it, does anyone know what could be wrong? I've redone it time and time again but it doesn't seem to want to show the destroyed tank after the bomb explodes. I'm refering to the SD_V_3 video btw.
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DadofAzz
General Member
Since: May 24, 2005
Posts: 1233
Last: Oct 17, 2009
[view latest posts]
Level 8
MODSCON
Category: CoD Mapping
Posted: Sunday, Jun. 5, 2005 08:34 pm
Happened to me many many many times,, so your not alone m8

Just check and recheck all your targetnames and script_brushmodels.....

I messed on for ages once and eventually spotted I had called one a scrip_brushmodel

Spot the mistake? its sooo easy to get just one spelling wrong and that will give the result your getting.

[rocking]
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Wyatt_Earp
Preferred Member
Since: Jan 20, 2004
Posts: 628
Last: Jun 6, 2008
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Level 6
Category: CoD Mapping
Posted: Sunday, Jun. 5, 2005 08:47 pm
script_exploder problem

check the good tank values
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sYmp
General Member
Since: May 22, 2005
Posts: 16
Last: Jul 24, 2005
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Monday, Jun. 6, 2005 02:36 pm
Well after watching the tutorial lots and lots of times, I went over to the IW forums to look around and saw a few values written out, it was hard to see them in the tutorial. The problem was script_noteworthy.

It sounded to me like script_notworthy in the tutorial, but now I've corrected it and it works lovely. Woot.

Does anyone know why my tanks aren't lit up? Just dark and black..

edited on Jun. 6, 2005 09:38 am by sYmp
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DadofAzz
General Member
Since: May 24, 2005
Posts: 1233
Last: Oct 17, 2009
[view latest posts]
Level 8
MODSCON
Category: CoD Mapping
Posted: Monday, Jun. 6, 2005 03:43 pm
Glad you got one sorted. dark models! sounds like you may have a compile and flare problem or sumpin like that.

try posting your compile log here, someone may spot if you have a prob.

regards dadofazz[rocking]
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sYmp
General Member
Since: May 22, 2005
Posts: 16
Last: Jul 24, 2005
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Monday, Jun. 6, 2005 05:35 pm
I'm not too sure how to copy it all from the compile box, or where to locate a log, how would I go about this?
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
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Level 9
Category: CoD Mapping
Posted: Monday, Jun. 6, 2005 05:52 pm
try right clicking in the log-box, then select all, copy
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sYmp
General Member
Since: May 22, 2005
Posts: 16
Last: Jul 24, 2005
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Monday, Jun. 6, 2005 07:46 pm
Thanks.


C:\Program Files\Call of Duty\Main\maps>cd ..\..\tools\bin

C:\Program Files\Call of Duty\Tools\bin>q3map ../../main/maps/te
Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- q3map ----
----- FS_Startup -----
Current search path:
C:/Program Files/Call of Duty/\main\_cookable_grenades.pk3 (6 files)
C:/Program Files/Call of Duty/\main\zzz_rifle_range.pk3 (66 files)
C:/Program Files/Call of Duty/\main\vikings_omaha_1.pk3 (24 files)
C:/Program Files/Call of Duty/\main\UserTextures.pk3 (13 files)
C:/Program Files/Call of Duty/\main\range.pk3 (14 files)
C:/Program Files/Call of Duty/\main\pakb.pk3 (60 files)
C:/Program Files/Call of Duty/\main\paka.pk3 (41 files)
C:/Program Files/Call of Duty/\main\pak9.pk3 (149 files)
C:/Program Files/Call of Duty/\main\pak8.pk3 (235 files)
C:/Program Files/Call of Duty/\main\pak6.pk3 (3 files)
C:/Program Files/Call of Duty/\main\pak5.pk3 (4858 files)
C:/Program Files/Call of Duty/\main\pak4.pk3 (1668 files)
C:/Program Files/Call of Duty/\main\pak3.pk3 (1992 files)
C:/Program Files/Call of Duty/\main\pak2.pk3 (694 files)
C:/Program Files/Call of Duty/\main\pak1.pk3 (2642 files)
C:/Program Files/Call of Duty/\main\pak0.pk3 (12816 files)
C:/Program Files/Call of Duty/\main\hill.pk3 (7 files)
C:/Program Files/Call of Duty//main
C:/Program Files/Call of Duty/\main\localized_english_pak5.pk3 (46 files)
C:/Program Files/Call of Duty/\main\localized_english_pak3.pk3 (7 files)
C:/Program Files/Call of Duty/\main\localized_english_pak2.pk3 (9 files)
C:/Program Files/Call of Duty/\main\localized_english_pak1.pk3 (3736 files)
C:/Program Files/Call of Duty/\main\localized_english_pak0.pk3 (1204 files)

File Handles:
----------------------
30290 files in pk3 files
Loading map file C:/Program Files/Call of Duty/Tools/bin/../../main/maps/te.map
writing C:/Program Files/Call of Duty/Tools/bin/../../main/maps/te.prt
2 unique shaders
1 actual shaders
finding triangle windings...
merging into concave windings...
added 0 points for thin polygons (0.0% more points)
fixing t-junctions...
finding index mapping and snapping vertices...
triangulating all windings...
0 self-tjunctions fixed
0 degenerate tris removed
simplifying triangles...
0 tris simplified away (0.0%)
emitting triangles...
0 vertices couldn't be merged because the textures point different ways
Writing C:/Program Files/Call of Duty/Tools/bin/../../main/maps/te.bsp
0 seconds elapsed

C:\Program Files\Call of Duty\Tools\bin>q3map -vis ../../main/maps/te
Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- vis ----
----- FS_Startup -----
Current search path:
C:/Program Files/Call of Duty/\main\_cookable_grenades.pk3 (6 files)
C:/Program Files/Call of Duty/\main\zzz_rifle_range.pk3 (66 files)
C:/Program Files/Call of Duty/\main\vikings_omaha_1.pk3 (24 files)
C:/Program Files/Call of Duty/\main\UserTextures.pk3 (13 files)
C:/Program Files/Call of Duty/\main\range.pk3 (14 files)
C:/Program Files/Call of Duty/\main\pakb.pk3 (60 files)
C:/Program Files/Call of Duty/\main\paka.pk3 (41 files)
C:/Program Files/Call of Duty/\main\pak9.pk3 (149 files)
C:/Program Files/Call of Duty/\main\pak8.pk3 (235 files)
C:/Program Files/Call of Duty/\main\pak6.pk3 (3 files)
C:/Program Files/Call of Duty/\main\pak5.pk3 (4858 files)
C:/Program Files/Call of Duty/\main\pak4.pk3 (1668 files)
C:/Program Files/Call of Duty/\main\pak3.pk3 (1992 files)
C:/Program Files/Call of Duty/\main\pak2.pk3 (694 files)
C:/Program Files/Call of Duty/\main\pak1.pk3 (2642 files)
C:/Program Files/Call of Duty/\main\pak0.pk3 (12816 files)
C:/Program Files/Call of Duty/\main\hill.pk3 (7 files)
C:/Program Files/Call of Duty//main
C:/Program Files/Call of Duty/\main\localized_english_pak5.pk3 (46 files)
C:/Program Files/Call of Duty/\main\localized_english_pak3.pk3 (7 files)
C:/Program Files/Call of Duty/\main\localized_english_pak2.pk3 (9 files)
C:/Program Files/Call of Duty/\main\localized_english_pak1.pk3 (3736 files)
C:/Program Files/Call of Duty/\main\localized_english_pak0.pk3 (1204 files)

File Handles:
----------------------
30290 files in pk3 files
reading C:/Program Files/Call of Duty/Tools/bin/../../main/maps/te.bsp
reading C:/Program Files/Call of Duty/Tools/bin/../../main/maps/te.prt
6 portalclusters
7 numportals
22 numfaces
14 active portals
0 hint portals
visdatasize:56
0...1...2...3...4...5...6...7...8...9... (0)
2 average number of passages per leaf
0 MB required passage memory
0...1...2...3...4...5...6...7...8...9... (0)
0...1...2...3...4...5...6...7...8...9... (0)
creating leaf vis...
Average clusters visible: 7
writing C:/Program Files/Call of Duty/Tools/bin/../../main/maps/te.bsp
0.00 seconds elapsed

C:\Program Files\Call of Duty\Tools\bin>flare -extra -sundiffusesamples 10 -dump
options ../../main/maps/te
----- FS_Startup -----
Current search path:
C:/Program Files/Call of Duty/\main\_cookable_grenades.pk3 (6 files)
C:/Program Files/Call of Duty/\main\zzz_rifle_range.pk3 (66 files)
C:/Program Files/Call of Duty/\main\vikings_omaha_1.pk3 (24 files)
C:/Program Files/Call of Duty/\main\UserTextures.pk3 (13 files)
C:/Program Files/Call of Duty/\main\range.pk3 (14 files)
C:/Program Files/Call of Duty/\main\pakb.pk3 (60 files)
C:/Program Files/Call of Duty/\main\paka.pk3 (41 files)

C:/Program Files/Call of Duty/\main\pak9.pk3 (149 files)
C:/Program Files/Call of Duty/\main\pak8.pk3 (235 files)
C:/Program Files/Call of Duty/\main\pak6.pk3 (3 files)
C:/Program Files/Call of Duty/\main\pak5.pk3 (4858 files)
C:/Program Files/Call of Duty/\main\pak4.pk3 (1668 files)
C:/Program Files/Call of Duty/\main\pak3.pk3 (1992 files)
C:/Program Files/Call of Duty/\main\pak2.pk3 (694 files)
C:/Program Files/Call of Duty/\main\pak1.pk3 (2642 files)
C:/Program Files/Call of Duty/\main\pak0.pk3 (12816 files)
C:/Program Files/Call of Duty/\main\hill.pk3 (7 files)
C:/Program Files/Call of Duty//main
C:/Program Files/Call of Duty/\main\localized_english_pak5.pk3 (46 files)
C:/Program Files/Call of Duty/\main\localized_english_pak3.pk3 (7 files)
C:/Program Files/Call of Duty/\main\localized_english_pak2.pk3 (9 files)
C:/Program Files/Call of Duty/\main\localized_english_pak1.pk3 (3736 files)
C:/Program Files/Call of Duty/\main\localized_english_pak0.pk3 (1204 files)

File Handles:
----------------------
30290 files in pk3 files
models in world bsp: enabled
model shadows: enabled
model alpha shadows: enabled
occluder merging: disabled
area light backsplash: enabled
smooth normals: enabled
visual debugging: disabled
keep visual only polys: disabled
verbose messages: disabled
debug lightmap areas: disabled
debug lightmap bleeding: disabled
poly in solid correction: enabled
diffuse sunlighting: enabled
point-sampled diffuse sun: enabled
single-sample diffuse sun: disabled
lightmap calculation: enabled
extra alpha check: enabled
max alpha pixels: 1024
find leafs for lights: enabled
max polys: 1048576
max vertices: 4194304
max brushes: 262144
max occluders: 0
bsp poly split cost: 8
axis-aligned bsp threshold: 500
point light scale: 7500
linear light scale: 0.000125
light grid scale: 1
overbright scale: 2
one over min intensity: 255
hemicube edge size: 10
surface light step world: 16
surface light step sky: 128
sunlight = 1
ambient = 0
----------------------------------------
Building flare's bsp from all polygons...
Finished in 0 seconds.
----------------------------------------
Finding portals in flare's bsp...
Finished in 0 seconds.
----------------------------------------
Filtering solid brushes into tree...
Finished in 0 seconds.
Finding non-solid part of flare's bsp...
----------------------------------------
Removing areas in solid...
Finished in 0 seconds.
----------------------------------------
Performing sample-based diffuse lighting...
Using 300 samples with hemicube form factor approximation
Finished in 9 seconds.
----------------------------------------
Performing world and model lighting...
Finished in 0 seconds.
----------------------------------------
More thorough check for model diffuse sunlighting areas...
used 63 polys and 233 verts total

C:\Program Files\Call of Duty\Tools\bin>cd ..\..\

C:\Program Files\Call of Duty>pause
Press any key to continue . . .

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Wyatt_Earp
Preferred Member
Since: Jan 20, 2004
Posts: 628
Last: Jun 6, 2008
[view latest posts]
Level 6
Category: CoD Mapping
Posted: Monday, Jun. 6, 2005 08:54 pm


This is a very repeated question

Black models = no ambient lighting, or improper lighting values in your worldspawn.
Quote:
sunlight = 1
abmient = 0


edited on Jun. 6, 2005 03:55 pm by Wyatt_Earp

edited on Jun. 6, 2005 03:56 pm by Wyatt_Earp
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sYmp
General Member
Since: May 22, 2005
Posts: 16
Last: Jul 24, 2005
[view latest posts]
Level 1
Category: CoD Mapping
Posted: Thursday, Jun. 9, 2005 03:26 pm
I tried adding real lights, but the models were still black, I tried adding sunlight 1 and ambient 0, but the models were still black, I even tried ambient 1 but still black models, what's wrong? Excuse me if I've missunderstood.
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