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Forum: All Forums : Call of Duty 2
Category: CoD2 SP Mapping
Call of Duty 2 single player mapping, scripting and everything single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: My first SP map: "frost"
3st0nian
General Member
Since: Jan 14, 2008
Posts: 291
Last: Dec 4, 2017
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Level 5
Im a fan of MODSonair
Category: CoD2 SP Mapping
Posted: Monday, Aug. 22, 2016 05:05 pm
maps\_fx::loopfx("building_fire_med", (432, 800, 64), 2);
//smoke
maps\_fx::loopfx("giant_smoke_plumeBG", (432 ,800, 80), 0.6);

About framerate- you can also try using textures for trees. If player dont see a part of the map, leave it empty, dont texture it. And if distance is long, try using texture(some forest texture) and use simpler terrain and stuff. CoD2 is rather old game, it's engine cant handle very much. And lights dont work inside models and stuff. At least I think so.
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Ni3ls
General Member
Since: Nov 7, 2008
Posts: 256
Last: Sep 9, 2017
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Level 5
Category: CoD2 SP Mapping
Posted: Tuesday, Aug. 23, 2016 01:58 am
Is your fx.gsc saved as testmap_fx.gsc and placed in the folder "maps"?
And the path is incorrect. Estonian placed the correct path
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rr016
General Member
Since: Aug 13, 2016
Posts: 70
Last: Aug 26, 2018
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Level 3
Category: CoD2 SP Mapping
Posted: Tuesday, Aug. 23, 2016 10:09 am
attachment: image(79.0Kb) image(164.7Kb)
Thanks guys! Those stupid tiny backslashes inside maps_fx in the fx.gsc file fixed it. And now I have fire and smoke (though a bit too much).

However, the FX don't have any sounds yet. I think I have to make a .csv file but I don't know what to write in it.

On frame rate: does adding fog/ decreasing the draw distance help? Thanks again guys!
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SPi
General Member
Since: Jul 4, 2012
Posts: 530
Last: Oct 17, 2018
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Level 6
Category: CoD2 SP Mapping
Posted: Tuesday, Aug. 23, 2016 10:22 am
Pretty good work for a beginner. Keep it up. We will try to help you. :)
I love the way your maps look like MOHAA. The trees look all lined up like they are cloned, you can make them have random rotation every time you clone them to avoid them from looking all the same.
I think this will work:
When selected a tree hold: Ctrl+Alt and then Left Click on the ground where you want to clone it. Make sure to check the touch ground checkboxes on top bar of radiant. It is a green arrow pointing down with a horizontal line below it. There's also a green arrow that has no line below it, that allows the trees to have random scale when cloned this way. Try it out :)
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rr016
General Member
Since: Aug 13, 2016
Posts: 70
Last: Aug 26, 2018
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Level 3
Category: CoD2 SP Mapping
Posted: Wednesday, Aug. 24, 2016 12:03 pm
attachment: image(116.3Kb) image(154.6Kb) image(102.5Kb)
Thanks SPi! The weird looking cloned trees you see in the images won't be seen in game. I put them there to create the canopy of the "forest."

I tried out the hint you gave me but it doesn't seem to work. It is a faster way of cloning, but there is no random scale for each model. I clicked the button with green arrow and no randomness!

Lastly, a quick little update: I'm currently (and quickly) making a train station for my map. Unfortunately there is some weird texture problem with the snowy roof and I don't know what's causing it. Feedback and help are much appreciated. [drink]
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3st0nian
General Member
Since: Jan 14, 2008
Posts: 291
Last: Dec 4, 2017
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Level 5
Im a fan of MODSonair
Category: CoD2 SP Mapping
Posted: Thursday, Aug. 25, 2016 04:53 am
Click the green arrow button on the left of the button you just pressed for random scale and rotation.

edited on Aug. 25, 2016 04:53 am by 3st0nian
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rr016
General Member
Since: Aug 13, 2016
Posts: 70
Last: Aug 26, 2018
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Level 3
Category: CoD2 SP Mapping
Posted: Thursday, Aug. 25, 2016 09:54 am
attachment: image(159.6Kb)
I clicked the green arrow buttons and still no randomness? I'm left clicking while holding down ctrl and alt.
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rr016
General Member
Since: Aug 13, 2016
Posts: 70
Last: Aug 26, 2018
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Level 3
Category: CoD2 SP Mapping
Posted: Saturday, Aug. 27, 2016 10:52 am
attachment: image(114.3Kb) image(121.8Kb) image(109.4Kb)
Starting to feel more like MoHAA? [cool]

EDIT: Unfortunately this could be the last update in a while as I'm going to college tomorrow and I don't know if I'll have that much free time to work on this. I'll try to continue working on it from time to time.

edited on Aug. 28, 2016 12:52 pm by rr016
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rr016
General Member
Since: Aug 13, 2016
Posts: 70
Last: Aug 26, 2018
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Level 3
Category: CoD2 SP Mapping
Posted: Sunday, Sep. 25, 2016 01:42 pm
attachment: image(113.8Kb)
Hello there [wave], sorry about the lack of any progress recently. Schoolwork is consuming most of my time and I continue to work on this map whenever I have any free time available. Hopefully I'll have more in the future.

Aside from that, a little update to show you all that this project isn't dead. I was learning fooling around with fog in my map. I was testing both setExpfog and setCullfog and I must say that I like setCullfog better; it helps with the framerate. The picture here shows a test where I tried to combine both fogs and ended up with something looking like Silent Hill.

Until next time!
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antonio.horvatovic0
General Member
Since: Jan 31, 2014
Posts: 225
Last: Jul 14, 2017
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Level 4
Category: CoD2 SP Mapping
Posted: Monday, Sep. 26, 2016 11:49 am
I think I got an erection from theese pics. Awesome work, reminds me of the first MoH game
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