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Topic: CoD2 Mapping Tutorials - you bet |
| JD_2020 |
Preferred PLUS Member Since: Jun 30, 2004 Posts: 189 Last: Nov 19, 2007 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Friday, Jul. 15, 2005 08:59 pm |
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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]](images/BBCode/smilies/machine_gun.gif) |
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| tac_element |
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General Member Since: Dec 6, 2004 Posts: 130 Last: Jun 21, 2006 [view latest posts] |
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| KilLjoY |
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General Member Since: Jul 13, 2004 Posts: 609 Last: Jan 24, 2009 [view latest posts] |
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| Tim451 |
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General Member Since: Feb 22, 2005 Posts: 771 Last: May 28, 2009 [view latest posts] |
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| amishthunder |
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General Member Since: Oct 24, 2004 Posts: 364 Last: Dec 23, 2008 [view latest posts] |
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| The_Caretaker |
General Member Since: Jun 8, 2004 Posts: 11625 Last: Jul 7, 2009 [view latest posts] |
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| JD_2020 |
Preferred PLUS Member Since: Jun 30, 2004 Posts: 189 Last: Nov 19, 2007 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Saturday, Jul. 16, 2005 03:46 pm |
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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 |
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General Member Since: Jun 20, 2004 Posts: 893 Last: Mar 3, 2006 [view latest posts] |
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| EvilHobo |
General Member Since: Feb 12, 2005 Posts: 103 Last: Jul 28, 2006 [view latest posts] |
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| JD_2020 |
Preferred PLUS Member Since: Jun 30, 2004 Posts: 189 Last: Nov 19, 2007 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Saturday, Jul. 16, 2005 11:34 pm |
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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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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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