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Forum: All Forums : Call of Duty
Category: CoD+UO Map + Mod Releases
Release announcements of custom maps and other content related to Call of Duty and Call of Duty United Offensive.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: mp_uo_Hill621 (my first map)
Capt.Com
General Member
Since: Nov 14, 2004
Posts: 879
Last: Oct 6, 2007
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Level 7
Category: CoD+UO Map + Mod Releases
Posted: Friday, Oct. 21, 2005 03:36 pm
For a first map, the only thing I can say is...WOW...really good work [thumbs_up]
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HyBr!d
General Member
Since: Sep 26, 2004
Posts: 560
Last: Sep 25, 2015
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Level 6
Category: CoD+UO Map + Mod Releases
Posted: Friday, Oct. 21, 2005 05:03 pm
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]
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Bergy_68
General Member
Since: Jul 5, 2005
Posts: 269
Last: Dec 7, 2006
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Level 5
Category: CoD+UO Map + Mod Releases
Posted: Friday, Oct. 21, 2005 08:18 pm
First off thanks everyone[thumbs_up]

That smudged or blurred texture alot of you noticed was an xmodel texture I applied to a cylinder patch...works now thou. I needed to make my lumberyard and logpiles so I put some treetrunk Xmodel textures in my cuostom texture pack turned out great...here are some new pics of it also some close ups of my lumber industrial area.








Ill put some indoor ones soon...thou there kinda empty Im saving a lot of my xmodels for the outdoor since this is a largly wooded area with edventually a small farming area too
anyways thanks again for the comments[thumbs_up] I really appreiciate it.

Xlyguard is right I cant thank you all enough for ansewring all my questions and the toots people put there hard work into. A lot of patiance is deffintly needed with mapping thats for sure...but it has deffintly become a labour of love and passion for me. I was origiannly interested in working in the gaming industry as an Illustrator...since Ive started mapping its rekindeled that desire again...I have this community to thank for that...thank you again...Ill keep the pics coming

cya [wave]

Bergy
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jdoe2456
General Member
Since: Oct 21, 2005
Posts: 5
Last: Nov 6, 2005
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Level 0
Category: CoD+UO Map + Mod Releases
Posted: Friday, Oct. 21, 2005 08:37 pm
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]
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Ace008
General Member
Since: Jul 22, 2005
Posts: 738
Last: Jan 3, 2009
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Level 6
Category: CoD+UO Map + Mod Releases
Posted: Friday, Oct. 21, 2005 08:48 pm
Nice work. Looks great.[wave]
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Bergy_68
General Member
Since: Jul 5, 2005
Posts: 269
Last: Dec 7, 2006
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Level 5
Category: CoD+UO Map + Mod Releases
Posted: Saturday, Oct. 22, 2005 12:19 am
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] Heres a pic of it youve seen the building already thou.



cya Bergy[wave]
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Bergy_68
General Member
Since: Jul 5, 2005
Posts: 269
Last: Dec 7, 2006
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Level 5
Category: CoD+UO Map + Mod Releases
Posted: Sunday, Oct. 23, 2005 08:24 pm
Alrighty DadofAzz requested some interior shots...I really havent detailed a lot of the interiors yet only a few so heres some pics of them...there pretty plain but this is a smalltown...also Im really saving my xmodels for the outdoors to. Anyways I hope you like em.








cya Bergy[wave]
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DadofAzz
General Member
Since: May 24, 2005
Posts: 1233
Last: Oct 17, 2009
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Level 8
MODSCON
Category: CoD+UO Map + Mod Releases
Posted: Sunday, Oct. 23, 2005 08:52 pm
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! [rocking]

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
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Level 5
Category: CoD+UO Map + Mod Releases
Posted: Sunday, Oct. 23, 2005 10:07 pm
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[rocking]

Bergy[wave]
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DadofAzz
General Member
Since: May 24, 2005
Posts: 1233
Last: Oct 17, 2009
[view latest posts]
Level 8
MODSCON
Category: CoD+UO Map + Mod Releases
Posted: Sunday, Oct. 23, 2005 10:32 pm
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.[thumbs_up]

edited on Oct. 23, 2005 05:33 pm by DadofAzz
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