Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 11 Guests
Online:

LATEST FORUM THREADS

»
warfare
CoD4 Map + Mod Releases
Voting menu on maps
CoD+UO General
Hauling 911
CoDBO3 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Next Page
subscribe
Author Topic: {DOCKS} MP Near Beta Stage !
paulo88
General Member
Since: Apr 18, 2005
Posts: 573
Last: May 8, 2009
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Thursday, Jul. 21, 2005 02:06 pm
Hi All,
"Phew" finally getting near the Beta stage for my first map.

I've decide to go with a DOCKS style name but if you can think of a better one please let me know.

Remember this is a fast compile and still a fair bit if portalling to do.

*** If anyone is up for helping me do the following please let me know as I've tried in vain to get my head around the following.
a) Sound effects (flames, engines and turbine room).
b) Outdoor portalling.
c) Further Indoor portalling.

Your thoughts are welcome as ever .....
























edited on Jul. 21, 2005 09:12 am by paulo88
Share |
Ricsta
General Member
Since: Jun 10, 2004
Posts: 933
Last: Nov 27, 2014
[view latest posts]
Level 7
Category: CoDUO Mapping
Posted: Thursday, Jul. 21, 2005 02:44 pm
Looking very nice mate

Here some names that could go wth the map:


The Docks
Docks
Dock Compound
DockYard
Dock Facility
Loading Bays
Supply Yard

try and think of names that go with Zone, Yard, Facility, Ship, Storage .etc


Good luck mate and keep up the good work, very nice detail you got there as well

R&R|Ricsta


Share |
adwamslayer
General Member
Since: Feb 7, 2004
Posts: 481
Last: Jan 4, 2007
[view latest posts]
Level 5
MODSCON
Category: CoDUO Mapping
Posted: Thursday, Jul. 21, 2005 03:07 pm
Looking very nice, i do love industrial maps!!!
I suppose that you have followed the tutorials, on how to add sounds, and portals, but could you post your problems that your having?

I'd be glad to help get the sounds sorted with you!!! but im not too good with indoor AND outdoor portals.

EDIT: I have a great turbine sound that I used in my project_uboat map, have a go and see if you like the sound?

edited on Jul. 21, 2005 10:11 am by adwamslayer
Share |
The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoDUO Mapping
Posted: Thursday, Jul. 21, 2005 03:16 pm
I noticed the fps is very low on your screenshots? Is this because of the map or do you get these kinds of FPS on stock maps too (might be it if you've videocard isn't great)?
Share |
HyBr!d
General Member
Since: Sep 26, 2004
Posts: 560
Last: Sep 25, 2015
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Thursday, Jul. 21, 2005 03:22 pm
this map looks great [biggrin]

for adding sounds you need to place a script_origin in your map at the spot where you want the sound to be.
press 'n' for entity window and enter this:

key: targetname
value: sound1 (this name you're gonna call in your script)

ok that's the mapping part, now open notepad to make yourmapname.cvs

make a map in your uo folder called soundaliases, inthere you make a file that specify's which sounds you use, i did use a fire sound in my map so this is my .cvs:

Code:
,name,name of the alias that is used to play this sound (required)
,sequence,"used to uniquely identify alias entries when more than one sound goes to an alias, used only to catch unwanted duplicates (default = 0)"
,file,the name of the file that contains the sound data (required)
,vol_min,"0 is silent, 1 is full volume (default = 1)"
,vol_max,"0 is silent, 1 is full volume (default = same as vol_min)"
,pitch_min,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = 1)"
,pitch_max,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = same as pitch_min)"
,dist_min,"within this distance in inches, the sound is always full volume (default = 120)"
,dist_max,"outside this distance in inches, the sound is not started.  If left blank or set to 0, the sound will play from any distance.  This does not affect sound volume falloff."
,channel,"auto, menu, weapon, voice, item, body, local, music, announcer (default = auto)"
,type,streamed / loaded (default = loaded)
,probability,weight to use for the weighted probability of playing this sound instead of another sound (default = 1)
,loop,"whether this sound is ""looping"" or ""nonlooping"" (default = ""nonlooping"")"
,masterslave,"if ""master"", this is a master sound.  If a number, then this sound won't exceed this volume whenever any master sound is playing.  If blank, then neither master nor slave."
,loadspec,"space-separated list of which maps should use this alias; eg, ""burnville dawnville"".  If blank, the alias is used on all maps."

name,sequence,file,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle

null,1,null.wav,,,,,,,,,,,,,



#others,,,,,,,,,,,,,,,


fire,,fire/Fire_Med_loop02.wav,0.9,2.5,,,64,750,auto,,,looping,,,


now you have to make another .cvs file, but this time inside the uo/soundloadspecs/mp folder

enter the following inthere:

Code:
DEFAULTS

dialog_mp.csv
gmi_dialog_mp.csv
generic_mp_sound.csv
gmi_mp_weap_all_allied.csv
gmi_mp_artillery.csv

#VEHICLE 

gmi_mp_vehicles_ru.csv
gmi_mp_vehicles_ge.csv
gmi_mp_vehicles_us.csv

#customs

russians1.csv


and now you have to make a .cfg file which starts the sound

enter this in yourmapname.cfg for the before the main() part:

Code:
start_sound()
{

	getent ("fire1","targetname") playloopsound ("fire");
	getent ("fire2","targetname") playloopsound ("fire");
}


now enter this after the main() to start your sound thread:

Code:
thread start_water1();


ok i hope this helped you

greetz, HyBr!d
[wave]
Share |
adwamslayer
General Member
Since: Feb 7, 2004
Posts: 481
Last: Jan 4, 2007
[view latest posts]
Level 5
MODSCON
Category: CoDUO Mapping
Posted: Thursday, Jul. 21, 2005 03:22 pm
I agree, there is a lot of detail (very nice detail by the way), and on stock maps I get around 30-50 fps. I WANT to think its because he has a old graphics card...[lol] so at least i'll be able to play it. Also he mentioned that he need to add portals, so that maybe why?
Share |
paulo88
General Member
Since: Apr 18, 2005
Posts: 573
Last: May 8, 2009
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Thursday, Jul. 21, 2005 04:09 pm
Hi All,
The FPS is about the same on stock map ! I only have an old FX5200.
When these screenies were taken I also had CODUO radiant running in the back ground.

Madcrow did some portalling for me I just need the outside areas doing now... nudge nudge Madcrow !? [thumbs_up]

Thanks Hybr!d for the sound info. I will give it one last go then I think I will have to pass the map on to someone. I've lost lots of hair over this one ! [banghead]

I was also thinking of adding some fog just to try and give it a "wet" feel to it. But when I get into the open area at the back all the buildings go grey and theres pop-up madness.

Most things Im doing now are script based so atleast the compile waits have gone ![lol]

edited on Jul. 21, 2005 11:10 am by paulo88
Share |
paulo88
General Member
Since: Apr 18, 2005
Posts: 573
Last: May 8, 2009
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Thursday, Jul. 21, 2005 04:28 pm
NOTE : Just had a play around with the fog settings ?? [mad]

I played around with the draw distances and by the time I managed to stop serious pop ups and grey buildings the fog was so thin you could hardly see it !?

Any ideas !?
Share |
adwamslayer
General Member
Since: Feb 7, 2004
Posts: 481
Last: Jan 4, 2007
[view latest posts]
Level 5
MODSCON
Category: CoDUO Mapping
Posted: Thursday, Jul. 21, 2005 04:38 pm
Well i have an FX5200 so i'll be ok[biggrin]
The reason the sounds may not be working (if its custom) is because CoD may not be able to read them. If its a sound like a fire then it has to be in wav format as thats what the stock ones are in.
Also make sure that the bit-rate is the same as stock sound fx. They can be located in main/pak2.pk3/sound/fire
You will see that they have a bit rate of 702kbs.
You need to finda program that will let you make the file as close as 702kbs and convert to wav format.
Hope this helps.
Share |
Ricsta
General Member
Since: Jun 10, 2004
Posts: 933
Last: Nov 27, 2014
[view latest posts]
Level 7
Category: CoDUO Mapping
Posted: Thursday, Jul. 21, 2005 04:38 pm
HyBr!d writes...
Quote:
this map looks great [biggrin]
ok that's the mapping part, now open notepad to make yourmapname.cvs



Is'nt it meant to bs .csv instead of .cvs

paulo is probly sitting there now screaming at the pc cos it wont work... lol
Share |
Restricted Access Topic is Locked
Page
Next Page
subscribe
MODSonline.com Forums : Call of Duty : CoDUO Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»