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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, DrBiggzz, supersword, playername
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Author Topic: Terrain patches, can there be gaps?
Nazralte
General Member
Since: Apr 21, 2006
Posts: 4
Last: May 5, 2006
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Level 0
Category: CoD2 MP Mapping
Posted: Monday, May. 1, 2006 01:29 am
I have a large main terrian and I put in a smaller piece to do some alpha blending and such, but they dont meet up exactly. I would say there is a gap of like 1/2 a unit. I havent dont the alpha blend yet, but Im assuming it will cover the gap so it wont be visible. But im wondering if it will give me compiling errors when I put in lighting and all that stuff. Or is this something that only happens with textures like buildings and such?

On a side note, do you think its possible to make two elevators in multi that when one elevator goes up, the other goes down?
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average
General Member
Since: Feb 5, 2004
Posts: 114
Last: Aug 8, 2006
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Level 4
Category: CoD2 MP Mapping
Posted: Monday, May. 1, 2006 06:36 am
if u select the two patches and hit "V" you will see the verticies. then in the 2d or 3d view drag over them with mouse1 and u will get a blue box, when the 2 are highlighted you hit the "W" and they should join together(not stuck just in the same spot). the key used to be control K, and Compile errors are related more to openings in the outermost structure of your map (usually skybox), not the stuff inside. otherwise doors in maps would cause errors. Now im gonna post my question in the form of a picture in here it can be somewhat related.

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MasterChief
General Member
Since: Feb 5, 2005
Posts: 649
Last: Dec 1, 2008
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Level 6
Category: CoD2 MP Mapping
Posted: Monday, May. 1, 2006 06:45 am
well i know your not doing outer terrian. but if you go into spectate mode, well at least in UO, when your at brecourt you will notice all the background hills are just placed there, not attatched to anything. just kinda floating. that gives the player on the map a sense that its a world and not a room. so as long as theres a skybox around the map ur good. but you dont want gaps where ppl can see, that doesnt look good for the map or for the mapper.


P.S. hi bully!

edited on May. 1, 2006 02:46 am by MasterChief
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peri
General Member
Since: Jan 23, 2005
Posts: 457
Last: Sep 16, 2023
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Level 5
Category: CoD2 MP Mapping
Posted: Monday, May. 1, 2006 10:58 am
Sometimes, even with the grid set at 1, some terrain verts are 'between the lines', and you can't get them to match the level of the joining ground (especially if there's no corresponding vert opposite). Highlight the patch and hit 'ctrl+g', that'll snap that patch to the grid.

Make sure you check all 4 sides of the patch you snapped tho, make sure it hasn't put a gap anywhere else.
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Nazralte
General Member
Since: Apr 21, 2006
Posts: 4
Last: May 5, 2006
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Level 0
Category: CoD2 MP Mapping
Posted: Monday, May. 1, 2006 06:58 pm
That might help peri. I should have mentioned that the large terrain doesnt have enough vertices to connect too. Though I guess as long as the alpha blend covers the gaps and light wont shine through or nothing silly, it might be fine.
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