| Author |
Topic: CoD2 Mapping Tutorials - you bet |
| Scoob_ |
 |
Preferred PLUS Member Since: Jun 2, 2005 Posts: 641 Last: Jun 19, 2009 [view latest posts] |
|
|
 |
|
|
| ={W}=DEVIL |
 |
General Member Since: Aug 23, 2004 Posts: 1670 Last: Dec 14, 2007 [view latest posts] |
|
|
|
|
| average |
General Member Since: Feb 5, 2004 Posts: 114 Last: Aug 8, 2006 [view latest posts] |
|
|
|
|
| chaotica |
General Member Since: Aug 29, 2005 Posts: 344 Last: Jul 9, 2009 [view latest posts] |
|
|
|
Category: CoD2 MP Mapping Posted: Friday, Sep. 23, 2005 06:56 pm |
 |
|
|
|
|
| BlAcK_MaMbA(MTL) |
General Member Since: Feb 11, 2005 Posts: 2 Last: Oct 28, 2005 [view latest posts] |
|
|
|
|
| {AFP}maver!ck |
General Member Since: Jun 18, 2004 Posts: 57 Last: Jan 13, 2006 [view latest posts] |
|
|
|
Category: CoD2 MP Mapping Posted: Monday, Oct. 24, 2005 06:26 pm |
 |
Well, Im not sure of this but, a bsp file is a bsp file. The only problem with it would be the version lable of something. That means that you may be able to convert codbsp to cod2 bsp
Yes the extension is different but it should render the same way. The quake4 engine is very similar to the quake3 engine in that it is intended on small scale inside scenes. I will place my money on there will be a mesh system supported in call of duty 2. But, in an issue of pcgamer, they said that cod2 is using there own propriatary engine. So, not sure but it sounds like it may not be q4. But, never the less, the call of duty series is mainly a small scene game. The pain of using hightmaps in a seprate editor will mostlikely outway the few fps (maybe 10-20) they may gain with it. So, I would say there would probably be a mesh system.
Also, I would feel safe in going ahaid and starting on your own map in coduoradient or something. You will most likely be able to use the textures as well if you copy them into the correct format in the cod2 directory, though im not sure because of the new bumpmapping and such. Just take a look at the cod2 demo and see if there are bumpmapping dds files (should be like blue in color and have a _bump or _bmp in the filename). You may be able to import some of cod2 textures into coduo radient or even change the game settings and change the file extensions to .pk3 and be able to use the coduo or cod radient right out of cod2 demo. The only problem with that is there may not be bumpmapping and you may not be able to compile the map fully. But, cod2 is comming out wednesday anyways, then we can get a better idea of how the engine is structured and who knows, maybe it will ship with the sdk included :D .
-Best of luck in your future cod2 mappn {AFP}maver!ck
www.teamafp.com ![[wave]](images/BBCode/smilies/wave.gif) ![[sniper]](images/BBCode/smilies/sniper.gif) |
 |
|
|
| foyleman |
 |
Preferred PLUS Member Since: Nov 7, 2001 Posts: 95762 Last: Apr 13, 2021 [view latest posts] |
|
|
 |
 |
 |
|
Category: CoD2 MP Mapping Posted: Monday, Oct. 24, 2005 06:34 pm |
 |
Close... but a bsp file is not always a bsp file. Developers often decide more or less information is required each time they go back to develop a game. while you will be able to look at a .map file in notepad for all these different games, you will then start to notice that each version is slightly different. Then when it comes to optimising the map during the vis process to create the bsp, each version will most definitely be different.
Stryder pointed out in one of the MODSonair shows and I think in a forum thread somewhere that you can already map for Cod 2 in radiant, just DO NOT use and uncommon textures. Textures will most likely not work from game to game. Stick with caulk and other common textures, work on your layout, and handle texturing, effects and other visuals to when the final game comes out with an editor.
You mentioned Quake 4, but I have found that mapping for quake 4, a bsp file is not created. Instead a set of different files are created and used for displaying the map in the game. The bsp process is the same.. the result is not.
So still remain cautious of what's to come. don't worry about the map files, but don't go making a complete mod thinking it will simply convert right over to the new game. |
Have you heard the MODSonair Podcast?:
MODSonair is a weekly podcast bringing you the news from a modders perspective.
Tune in every Sunday at 12pm EST to listen LIVE. |
 |
|
|
| {AFP}maver!ck |
General Member Since: Jun 18, 2004 Posts: 57 Last: Jan 13, 2006 [view latest posts] |
|
|
|
|
| X-Pence |
 |
General Member Since: May 23, 2005 Posts: 144 Last: Mar 19, 2006 [view latest posts] |
|
|
|
|
| bodyguard |
 |
General Member Since: Jun 30, 2005 Posts: 442 Last: Dec 4, 2007 [view latest posts] |
|
|
|
Category: CoD2 MP Mapping Posted: Wednesday, Oct. 26, 2005 06:33 pm |
 |
i am just staying with finishing this last map for uo and then tommorrow when i get the new game the collectors edition with the bonus software like a free dvd on the war and also behind the scenes making of maps for the game cod2 then i will also get the new editor and then start
i think guys if you go ahead and they have changed something then you will all have to restart anyway
but also notice how nothing much has been said about the new editor except( we have kept it the same but changed a few minor things )yeah those minor things lets see hey in the next few days what they are
i cant wait either for it but i will wait a few more days as i have waited 1 year for this game i can wait just a few more hours
keep up the great work guys
bodyguard ![[rocking]](images/BBCode/smilies/rocking.gif) |
 |
|
|
|
|
mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
|