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Topic: mp_uo_Hill621 (my first map) |
| Capt.Com |
General Member Since: Nov 14, 2004 Posts: 879 Last: Oct 6, 2007 [view latest posts] |
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| HyBr!d |
General Member Since: Sep 26, 2004 Posts: 560 Last: Sep 25, 2015 [view latest posts] |
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Category: CoD+UO Map + Mod Releases Posted: Friday, Oct. 21, 2005 05:03 pm |
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The_Caretaker writes...Quote: HyBr!d writes...Quote:
but are the pillars of the dock still caulked, or not textured?
The black grey means CoD or UO can't find the texture. If it would be caulk, it would be seethrough.
not always, if you have a caulked patch mesh it will turn black/grey too. happend once to me ![[ohwell]](images/BBCode/smilies/ohwell.gif) |
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| Bergy_68 |
General Member Since: Jul 5, 2005 Posts: 269 Last: Dec 7, 2006 [view latest posts] |
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| jdoe2456 |
General Member Since: Oct 21, 2005 Posts: 5 Last: Nov 6, 2005 [view latest posts] |
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Category: CoD+UO Map + Mod Releases Posted: Friday, Oct. 21, 2005 08:37 pm |
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FIRST MAP?
It lokes like the thousand, no offense but it is so good that i can hardly believe it!
When it's done, i will want this map, to play with my portuguese friends!
KEEP UP THE EXCELLENT WORK
Score:25 out of 20 ![[thumbs_up]](images/BBCode/smilies/thumbs_up.gif) |
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| Ace008 |
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General Member Since: Jul 22, 2005 Posts: 738 Last: Jan 3, 2009 [view latest posts] |
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| Bergy_68 |
General Member Since: Jul 5, 2005 Posts: 269 Last: Dec 7, 2006 [view latest posts] |
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Category: CoD+UO Map + Mod Releases Posted: Saturday, Oct. 22, 2005 12:19 am |
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Thanks coelhobest & Ace008...
Well I did the BIG NO NO in cod mapping I used a csg function the csg subtract Its the only time Ive used it so far. But I needed to build my riverwheel now I need to read some toots so I can make it rotate like a wind mill.
HeeHee ![[casanova]](images/BBCode/smilies/casanova.gif) Heres a pic of it youve seen the building already thou.
cya Bergy ![[wave]](images/BBCode/smilies/wave.gif) |
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| Bergy_68 |
General Member Since: Jul 5, 2005 Posts: 269 Last: Dec 7, 2006 [view latest posts] |
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Category: CoD+UO Map + Mod Releases Posted: Sunday, Oct. 23, 2005 08:24 pm |
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| DadofAzz |
General Member Since: May 24, 2005 Posts: 1233 Last: Oct 17, 2009 [view latest posts] |
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Category: CoD+UO Map + Mod Releases Posted: Sunday, Oct. 23, 2005 08:52 pm |
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Hi bergy, many thanks for the screenies.. They look pretty much perfect to me. Not too cluttered and I like the structured sort of chaos as I imagine it would look after bother.
Mappers beware, here comes an artist!
If you need a hand with the scripting of the water wheel just shout.
Modsonline member grassy fixed us up with a beautifull script for rotation. He wouldnt mind us passing it on I'm sure.
Greets doa
edited on Oct. 23, 2005 03:52 pm by DadofAzz |
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| Bergy_68 |
General Member Since: Jul 5, 2005 Posts: 269 Last: Dec 7, 2006 [view latest posts] |
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Category: CoD+UO Map + Mod Releases Posted: Sunday, Oct. 23, 2005 10:07 pm |
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Many thanks to you I may just take you up on that offer...my only concern thou is I made that wheel using the csg subtract function so It may be to much info to run...I tried the origin/rotation didnt work map couldnt even load up...oh well.
anyways cya
and thanks for the comments
Bergy ![[wave]](images/BBCode/smilies/wave.gif) |
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| DadofAzz |
General Member Since: May 24, 2005 Posts: 1233 Last: Oct 17, 2009 [view latest posts] |
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Category: CoD+UO Map + Mod Releases Posted: Sunday, Oct. 23, 2005 10:32 pm |
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Hi bergy,, dont use the old dreaded subtract m8. Scrap the wheel, make a new one with separate brushes, (you can do it) Stick an "origin" brush in the centre (sort of like a spindle if you wish to look at it that way), select all the wheel and the origin, right click in 2d view and go down to script and click brushmodel, press n, type targetname, waterwheel and press enter. There you go, then we can script it to rotate.
Sorted.
edited on Oct. 23, 2005 05:33 pm by DadofAzz |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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