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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, supersword, playername
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Author Topic: custom texures
The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD2 MP Mapping
Posted: Friday, Apr. 28, 2006 11:25 am
The tutorial works. Yuo must have done something wrong.. can you explain again with more words WHAT is wrong in these shots?
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|OCG|=gLiTcH=
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Since: Mar 6, 2004
Posts: 23
Last: May 3, 2006
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Level 1
Category: CoD2 MP Mapping
Posted: Friday, Apr. 28, 2006 03:50 pm
Stryder, one more for your tut. If you are noticing that bullets holes aren't registering on your textures, aka bullet decals. Change sort from "multiplicaptive" to "default". [IW]RUNGSI confirmed this, and it's been tested and it works.[thumbs_up]
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StrYdeR
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Category: CoD2 MP Mapping
Posted: Friday, Apr. 28, 2006 07:34 pm
Updated text tutorial, but too bad it was too late for the video tutorial :|

you can check out the video tutorial Here

[angryalien]
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lostjohnny
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Since: Mar 30, 2006
Posts: 48
Last: Dec 27, 2010
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Category: CoD2 MP Mapping
Posted: Friday, Apr. 28, 2006 09:27 pm
I'm struggling to see why people are having trouble with this. I'm a complete noob to mapping and I managed to get it working by following the tutorial.

Created one texture (using The GIMP with a DDS plugin) - tested it and it worked. Went back and added another texture to the same group and that also worked fine.

Nice job StrYdeR [thumbs_up]
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pierrambo
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Since: Dec 6, 2005
Posts: 16
Last: May 21, 2007
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Category: CoD2 MP Mapping
Posted: Friday, Apr. 28, 2006 10:54 pm
it is good I found

In ASSET: in the part "Framebuffer operations", with "cullFace" instead of putting "none" you put "Back *"


now it's ok


[wave]
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Ol_Sniper
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Since: Dec 4, 2004
Posts: 308
Last: Nov 28, 2008
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Category: CoD2 MP Mapping
Posted: Saturday, Apr. 29, 2006 04:21 am
I am not having any problems with the original way of doing the tut, therefore should I ignore this?

*EDIT NUMBER ONE*

|OCG|=gLiTcH= reports that the material sort should be set to *default


Rule of thumb is "if it is not broken, don't fix it" what specifically does this edit fix?
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StrYdeR
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Category: CoD2 MP Mapping
Posted: Saturday, Apr. 29, 2006 06:58 am
Ol_Sniper writes...
Quote:
I am not having any problems with the original way of doing the tut, therefore should I ignore this?

*EDIT NUMBER ONE*

|OCG|=gLiTcH= reports that the material sort should be set to *default


Rule of thumb is "if it is not broken, don't fix it" what specifically does this edit fix?


this fixes this:

Quote:
If you are noticing that bullets holes aren't registering on your textures, aka bullet decals. Change sort from "multiplicaptive" to "default".


[angryalien]
Go ahead... You Play I Mod : MODSonline.com
Support Modsonline by becoming a PREFERRED MEMBER today
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MODSonair is a weekly podcast bringing you the news from a modders perspective. Tune in every Sunday at 4pm GMT to listen LIVE.
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|OCG|=gLiTcH=
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Since: Mar 6, 2004
Posts: 23
Last: May 3, 2006
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Category: CoD2 MP Mapping
Posted: Wednesday, May. 3, 2006 01:05 pm
Sorry to drag this post back out.[duh]

I think one more thing may need to be fixed with the tut. I've noticed when you set your textures cullFace to "none", it doubles the textures drawing, even if it's caulked.
Ex. Make a box and cover all six sides, don't hollow it out, move your camera inside the box and you'll notice the back faces are textured as well. The 6 would be sides of texture are now actually 12. This does affect performance in game, depending on how big your map is and how many custom textures are used to cover areas, as I have tested it, it eats up your texture memory and is drawing double. You can also test it in game by using the /ufo command to fly through the walls to see it rendering both sides.

The solution is easy, instead of using cullFace "none", use cullFace "back". This will only draw on the fronts on the brushes. You'll have to fire up assetmanager and adjust your textures. Recompile your map for the changes to take affect.
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samuzsnake
General Member
Since: Apr 22, 2006
Posts: 7
Last: May 9, 2006
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Level 0
Category: CoD2 MP Mapping
Posted: Saturday, May. 6, 2006 09:34 pm
(BUMP)
omg omg omg.... after fooling around with the asset manager... i decided to tick a locale checkbox for duhoc, AND IT WORKED!!! just check a locale and it will show in the textures window and you can make brushes and texture them! someone add to the tutorial that you HAVE to select a locale, because i tried and if you dont, it simply doesnt show.
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD2 MP Mapping
Posted: Sunday, May. 7, 2006 01:57 am
There is a whole section about this on the bottom of the custom texture tutorial, snake.
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