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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: fog/rain dont show.
MasterChief
General Member
Since: Feb 5, 2005
Posts: 649
Last: Dec 1, 2008
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Monday, May. 1, 2006 02:58 am
minor problem hopefully. my fog and rain do not show. i followed the tutorial and did everything but still does not work. here is my rain.gsc file

main()

{

level thread teh_rain();

}


teh_rain()


{

zufall = RandomInt(100);



while(1) {





players = getentarray("player", "classname");



if(players.size > 0) {



max_nodes = 20;

max_nodes_per_player = max_nodes/players.size;





for(ii=0;ii



for(i = 0; i < players.size; i++) {



player = players;



if(isAlive(player)) {



x= 350-randomfloat(700);

y= 350-randomfloat(700);



pos = player.origin +(x,y,200) ;

trace = bulletTrace(pos,pos +(0,0,-250), true, undefined);



if(trace["fraction"] != 1) playfx(level.the_rain,trace["position"]);

wait 0.05;



}

}

}

}



wait 0.05;

}

}


and here is my estate_attack.gsc.

main()
{
setCullFog (10, 100, 183, 183, 183, 1);
ambientPlay("ambient_mp_brecourt");

level.the_rain = loadfx("fx/atmosphere/chateau_rain.efx");

maps\mp\_load::main();
maps\mp\rain::main(); //calls rain efx

game["allies"] = "american";
game["axis"] = "german";

game["american_soldiertype"] = "airborne";
game["american_soldiervariation"] = "normal";
game["german_soldiertype"] = "wehrmacht";
game["german_soldiervariation"] = "normal";

game["attackers"] = "allies";
game["defenders"] = "axis";

game["layoutimage"] = "";

game["hud_allies_victory_image"]= "gfx/hud/hud@mp_victory_brewusa.dds";
game["hud_axis_victory_image"] = "gfx/hud/hud@mp_victory_brewger.dds";
}


i cannot figure out what is wrong. i followed the tutorial. mabye i missed sumthin but i went back thru to make sure i did everything and i am pretty sure i did.

this is the setback of my map currently.

thanks everyone!

edited on Apr. 30, 2006 11:00 pm by MasterChief
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MasterChief
General Member
Since: Feb 5, 2005
Posts: 649
Last: Dec 1, 2008
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Monday, May. 1, 2006 03:48 am
haha sry, noob moment. i found sumthin in forums thats great. i fergot that find-search thing up top. hehe. i got it all workin now.

no worries!
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MasterChief
General Member
Since: Feb 5, 2005
Posts: 649
Last: Dec 1, 2008
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Monday, May. 1, 2006 04:03 am
wait...another noob moment. a noobs noob moment actually...uh...yea. but it turns out that great post i read in forums was all for SP. im makin a MP map. so,

do i need to put my rain.gsc in with the .bsp and all that or create a seperate folder? the .pk3 tutorial didnt answer that one.
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WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 7, 2006
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Monday, May. 1, 2006 04:13 am
Grab mp_uo_tuchola_098 from my test server... 70.42.41.170

I have a working rain effect, you'll need the GSC in that PK3. Please rename the syb_rain.gsc to something else before using it in your map (so you don't cause conflicts with mine). You'll also need to rename anything inside the GSC that is "syb" to something else (I'd suggest using a "mc" prefix for your stuff).

(If you don't rename these things your map may cause conflicts with other multi-player maps... which makes for angry admins and your map getting tossed to the curb.)

We use this rain effect on a 36 player server with no ill effects so far.
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WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 7, 2006
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Monday, May. 1, 2006 04:22 am
In reviewing my code, I'm 90% sure that you don't need:

level.syb_rain = loadfx("fx/atmosphere/chateau_rain.efx");

In the main() function of your map's GSC file (line 44 in mp_uo_tuchola_098.gsc).

I'm in the process of removing that line and seeing if it was necessary.

My code also allows server admins to set a CVar if they wish to limit the number of raindrops. Setting it to zero disables the raindrops entirely. (I didn't like how the old code scaled the number of raindrops.) We run with a setting of 10 on that 36-player server.



edited on May. 1, 2006 12:24 am by WuphonsReach
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WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 7, 2006
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Monday, May. 1, 2006 04:57 am
Oops, guess you didn't have the vehicle pack that is required by the map (which is a 56MB download). Ah well, now you're set to play maps like Ardennes1944, Barbarossa, and Smolensk (and possibly a few other After-Hourz maps).

Rain only shows up during 20% of the rounds by design. I use a variable weather system. Some rounds have fairly clear visibility, other rounds take the visibility down to only half of the upper end.

The file you'll need is maps/mp/syb_rain.gsc (changing that to mc_rain.gsc in the same folder). Then inside that, look for any "syb_" and change it to "mc_".

Most everything else in the GSCs should be self-explanatory. I'm still finalizing code for my 3rd beta release.
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WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 7, 2006
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Monday, May. 1, 2006 05:00 am
Make sure you are running CoDUO in developer mode, i.e.

CD "C:\Program Files\Call of Duty"
CoDUOMP.exe +exec generic_lan.cfg +set dedicated 1 +pb_sv_guidRelax 7 +sv_maprotation "allow_tanks 1 gametype ctf map mp_uo_tuchola_098" +map_rotate

No-fog sounds like your CullFog lines are not working.

Rain effects only work when you spawn in, not in spectator mode.
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WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 7, 2006
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Monday, May. 1, 2006 05:05 am
setCullFog (10, 100, 183, 183, 183, 1);

10-100 for fog distance is way too short, I'd suggestion anything up to 2000 for the first value and 3000-8000 for the second value.

Also, your fog color needs to match the background color of the skybox. Which skybox texture did you use? The 3rd to 5th values should be exactly the same as the map that you pulled the skybox texture from. That ensures that background elements fade gracefully into the skybox texture rather then showing up as white shadows.

...

Calling the rain effect is fairly easy. Assuming that you've renamed the syb_rain.gsc file to mc_rain.gsc and renamed everything "syb_" to "mc_" inside the GSC...

maps\mp\mc_rain::main();

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WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 7, 2006
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Monday, May. 1, 2006 05:22 am
Another issue may be that the GSC you *think* you're executing is not actually the one that you really are executing. Move any outdated PK3s or old GSC files to another folder to make sure.

I use a batch file to compile (detailed in the Tuchola Forest preview thread) and I always build a PK3 on-the-fly at the end of my compile. Which is why when I run CoDUO, I don't have the "sv_pure 0" in my command.
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WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 7, 2006
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Monday, May. 1, 2006 05:35 am
WuphonsReach writes...
Quote:
In reviewing my code, I'm 90% sure that you don't need:

level.syb_rain = loadfx("fx/atmosphere/chateau_rain.efx");

In the main() function of your map's GSC file (line 44 in mp_uo_tuchola_098.gsc).

I'm in the process of removing that line and seeing if it was necessary.

Hah, I did need it (that particular line).

Also, you'll have to change that particular line from:

level.syb_rain = loadfx("fx/atmosphere/chateau_rain.efx");

to

level.mc_rain = loadfx("fx/atmosphere/chateau_rain.efx");

in your main GSC file.
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