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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: CoD2 Mapping Tutorials - you bet
JD_2020
Preferred PLUS Member
Since: Jun 30, 2004
Posts: 189
Last: Nov 19, 2007
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Level 4
Category: CoD2 MP Mapping
Posted: Friday, Jul. 15, 2005 08:59 pm
I got an e-mail and I figured would get a lot more about CoD 2 mapping...

First of all, the radiants will likely be very similar (if not identicle). So if you know how to map for CoD and / or UO then you are probably going to be fine.

Nevertheless, as soon as the CoD 2 mapping tools are released I will make an "intro to CoD 2 Radiant" tutorial :).

Until then,
Jdawgg

P.S. ... hehe, I get the first post in this forum [machine_gun]
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tac_element
General Member
Since: Dec 6, 2004
Posts: 130
Last: Jun 21, 2006
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Level 4
Category: CoD2 MP Mapping
Posted: Friday, Jul. 15, 2005 09:24 pm
thanks Jdawgg[rocking]
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KilLjoY
General Member
Since: Jul 13, 2004
Posts: 609
Last: Jan 24, 2009
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Level 6
MODSCON
Category: CoD2 MP Mapping
Posted: Friday, Jul. 15, 2005 10:22 pm
would it really be just as simple as the radient is now cause with the extra physics part and stuff like that
could it still be the same ??

hehe now i'm in the first post of this forum to [tongue]

edited on Jul. 15, 2005 05:22 pm by -=[WTF]=-Kil[L]joY
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Tim451
General Member
Since: Feb 22, 2005
Posts: 771
Last: May 28, 2009
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Level 7
Category: CoD2 MP Mapping
Posted: Friday, Jul. 15, 2005 11:05 pm
So let me get this straight... CoD2 Radiant will be basically the same as CoD Radiant? I realy hope it is the same because im still low in the learning curve of CoD mapping and I dont want to have to re-learn everything i have already learnt...[sniper]
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amishthunder
General Member
Since: Oct 24, 2004
Posts: 364
Last: Dec 23, 2008
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Level 5
MODSCON
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Saturday, Jul. 16, 2005 04:46 am
I'm not sure how its done in other games but the physics should be just in the models / brushmodels. That way there is a predefined center of gravity, weight, defintion of object parts, ect. That would be easiest.

edited on Jul. 15, 2005 11:45 pm by amishthunder
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD2 MP Mapping
Posted: Saturday, Jul. 16, 2005 08:41 am
Good news, Jdawgg, this will make the transition between mapping for CoD and CoD2 alot easier.
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JD_2020
Preferred PLUS Member
Since: Jun 30, 2004
Posts: 189
Last: Nov 19, 2007
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Level 4
Category: CoD2 MP Mapping
Posted: Saturday, Jul. 16, 2005 03:46 pm
Yes, all questions have basically been answered already :P - but to reiterate, the added physics are basically bound into the entities and brushmodels. There may be slight changes, but I will use HL2 as an example. If I spawn in a character into HL2 (very simple) it will by default have physics properties. Or if I spawn in a table, it will have the physical properties should if I throw it with the gravity gun.

Same works with Doom 3 - which, by the way, has a very similar radiant as other id Software techonology-built games...

That being said, IW is not id Software. So their new engine will have a totally custom-built SDK associated with it. BUT, should look and feel the same way as CoD Radiant - why? ::

The reason Doom 3 Radiant, GtK Radiant, MOHAA Radiant, and CoD Radiant are all so similar is because they are all built off of id Software's technology. Even though Call of Duty and MOHAA were not made by id Software, they still used the modified Quake 3 engine (so the Software Development Kit will basically be the same unless the developers want to build in their own custom features). The Quake 3 engine being an id Software property.

Now the REASON that the SDK's are kept so similar, is because the game developers do not want their mappers to have to learn new stuff. They want them to be able to simply crunch out new maps with all of the new models, textures, etc. So if id Software made a new engine, and made the SDK really complicated and new, nobody will want to license out their engine because their team of developers would have to learn it all again.

So even though IW is making their own engine, there is a better-than-likely chance that they'll keep the SDK very similar, if not identicle, to the CoD Radiant :).

Hope that explains the logic better.
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BR3NTB
General Member
Since: Jun 20, 2004
Posts: 893
Last: Mar 3, 2006
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Level 7
Category: CoD2 MP Mapping
Posted: Saturday, Jul. 16, 2005 03:56 pm
I Could Be Wrong....But I Think We Get The Chopped Down Version Of The Editor(s).
But Hey Im Just ASSuming.....LOL

[smokin]

edited on Jul. 16, 2005 10:56 am by ßŔ3NT
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EvilHobo
General Member
Since: Feb 12, 2005
Posts: 103
Last: Jul 28, 2006
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Level 4
Category: CoD2 MP Mapping
Posted: Saturday, Jul. 16, 2005 07:36 pm
Now if only I could copy my work from CoD Radiant in to CoD2 Radiant and just re-texture it.
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JD_2020
Preferred PLUS Member
Since: Jun 30, 2004
Posts: 189
Last: Nov 19, 2007
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Level 4
Category: CoD2 MP Mapping
Posted: Saturday, Jul. 16, 2005 11:34 pm
EvilHobo writes...
Quote:
Now if only I could copy my work from CoD Radiant in to CoD2 Radiant and just re-texture it.

Who knows - that might be possible. There was a rumor saying you could convert CoD maps into CoD 2 maps (with the exception of textures).

Furthermore, after EA released the source files for their MOHAA maps, I saved individual brushes with no other properties (such as a simple wall) and I saved it as a PREFAB and was successfully able to load it into the CoD Radiant. It kept its orientation, dimensions, etc.

So who knows. Let's keep our fingers crossed.

-Jdawgg
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