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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: Walls weapon clip, but no clip...
ThE_TeMpLaR
General Member
Since: May 5, 2006
Posts: 202
Last: Mar 16, 2007
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Wednesday, May. 17, 2006 08:41 am
Hi ppl...
I have been trying out for a while but can't get anywhere. I wished to make walls that can be shot through (like wooden or thin brick walls) but that you can't pass through (that kinda sucks!!). So far i had no sucess using the clip texture and weapon clip...
Anyone can help?
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veef
General Member
Since: Apr 25, 2006
Posts: 1258
Last: Aug 29, 2006
[view latest posts]
Level 8
Category: CoD2 MP Mapping
Posted: Wednesday, May. 17, 2006 09:18 am
Make the wall noncoliding and then just put a clip brush around it.
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ThE_TeMpLaR
General Member
Since: May 5, 2006
Posts: 202
Last: Mar 16, 2007
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Wednesday, May. 17, 2006 01:26 pm
Sorry, but it didn't work!! Perhaps im doing something wrong? ill describe what i do, first i draw out the wall in caulk, then i select it and aply the brick texture, then i select it again and make it non-colliding, and finally i draw out a clip texture exactly the size and fit of my wall.
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
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Level 9
Category: CoD2 MP Mapping
Posted: Wednesday, May. 17, 2006 02:05 pm
Quick Solution:

make the wall non-colliding

Make another wall directly over it and give it the "no_draw" texture from the "tools" texture list.
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SeanPirie
General Member
Since: Jun 5, 2005
Posts: 26
Last: Sep 20, 2006
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Level 2
Category: CoD2 MP Mapping
Posted: Wednesday, May. 17, 2006 02:25 pm
Or you can just make a brush with clip_player texture cant you?

edited on May. 17, 2006 10:25 am by SeanPirie
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amishthunder
General Member
Since: Oct 24, 2004
Posts: 364
Last: Dec 23, 2008
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Level 5
MODSCON
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Wednesday, May. 17, 2006 02:44 pm
Ive run outta time to find a working texture for it, but heres how far I got.

I made a custom brick texture and did all teh stuff to get it to work. However, at the bottom is "Special Surface Properties". I had 4 versions but on all of em gernades would go through, along with bullets. The player could not go through, these only work if the WHOLE brush is the texture, no caulk or whatnot.

Boxes checked:
playerClip
aiClip
vehicleClip
siSightClip
nonSolid

I dont know if gernades would fall under the "missleClip" catagory or if you would have to uncheck the "nonSolid" box. The rest is up to you unless I find time later and noone else completed the puzzle.

[EDIT]
Just thought of a "ghetto" way to do it. However, its unprofessional and has overlapping brushes. Make your wall "non_colliding" then find a fence or grate texture that you can shoot through and run on / hit. Make your brick wall then 1 unit in from the sides where the players fire from put your fence texture. When they run at the wall they hit the fence but see the wall, they can still shoot through though. I think your still gonna have the gernade problem though.

edited on May. 17, 2006 10:47 am by amishthunder
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veef
General Member
Since: Apr 25, 2006
Posts: 1258
Last: Aug 29, 2006
[view latest posts]
Level 8
Category: CoD2 MP Mapping
Posted: Wednesday, May. 17, 2006 02:52 pm
Is this not what you wanted??

Code:
iwmap 4
// entity 0
{
"targetname" "door"
"suncolor" "1.00 0.88 0.85"
"sundirection" "-20 315 0"
"sunlight" "1.25"
"sundiffusecolor" "1.00 0.86 0.89"
"_color" "1.00 0.781 0.275"
"diffusefraction" ".65"
"ambient" ".02"
"classname" "worldspawn"
// brush 0
{
 ( 912 -210 -136 ) ( 528 -210 -136 ) ( 528 -594 -136 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( -576 576 -128 ) ( -192 576 -128 ) ( -576 192 -128 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 0 576 -128 ) ( 0 584 -136 ) ( 32 576 -128 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 0 -584 -136 ) ( 0 -576 -128 ) ( 32 -584 -136 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 584 0 -136 ) ( 576 0 -128 ) ( 576 32 -128 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 192 6 -128 ) ( 184 6 -136 ) ( 184 38 -136 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
// brush 1
{
 ( 960 -584 8 ) ( 1344 -584 8 ) ( 1344 -584 0 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 96 -576 8 ) ( -288 -576 8 ) ( 96 -576 0 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 0 -584 136 ) ( 0 -576 128 ) ( 32 -584 136 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 0 -576 -128 ) ( 0 -584 -136 ) ( 32 -584 -136 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 576 -576 0 ) ( 584 -584 0 ) ( 584 -584 32 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 184 -584 0 ) ( 192 -576 0 ) ( 184 -584 32 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
// brush 2
{
 ( 584 192 8 ) ( 584 576 8 ) ( 584 576 0 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 576 160 8 ) ( 576 -224 8 ) ( 576 160 0 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 584 0 136 ) ( 576 0 128 ) ( 584 32 136 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 576 0 -128 ) ( 584 0 -136 ) ( 576 32 -128 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 584 -584 0 ) ( 576 -576 0 ) ( 576 -576 32 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 576 576 0 ) ( 584 584 0 ) ( 584 584 32 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
// brush 3
{
 ( -576 192 136 ) ( -576 576 136 ) ( -192 576 136 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 200 136 128 ) ( 200 -248 128 ) ( 584 136 128 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 184 6 136 ) ( 192 6 128 ) ( 184 38 136 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 0 584 136 ) ( 0 576 128 ) ( 32 584 136 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 0 -576 128 ) ( 0 -584 136 ) ( 32 -584 136 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 576 0 128 ) ( 584 0 136 ) ( 584 32 136 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
// brush 4
{
 ( -120 584 8 ) ( -504 584 8 ) ( -504 584 0 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 144 576 8 ) ( 528 576 8 ) ( 144 576 0 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 584 584 0 ) ( 576 576 0 ) ( 576 576 32 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 192 576 0 ) ( 184 584 0 ) ( 184 584 32 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 0 576 128 ) ( 0 584 136 ) ( 32 584 136 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 0 584 -136 ) ( 0 576 -128 ) ( 32 584 -136 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
// brush 5
{
 ( 184 576 8 ) ( 184 192 8 ) ( 184 192 0 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 192 192 8 ) ( 192 576 8 ) ( 192 192 0 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 192 -576 0 ) ( 184 -584 0 ) ( 184 -584 32 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 184 584 0 ) ( 192 576 0 ) ( 184 584 32 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 192 0 128 ) ( 184 0 136 ) ( 184 32 136 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 184 0 -136 ) ( 192 0 -128 ) ( 184 32 -136 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
// brush 6
{
  contents nonColliding;
 ( 576 -184 -124 ) ( 192 -184 -124 ) ( 192 -568 -124 ) egypt_sandstone_generic1 256 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 192 -568 -2 ) ( 192 -184 -2 ) ( 576 -184 -2 ) egypt_sandstone_generic1 256 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 584 -184 13 ) ( 200 -184 13 ) ( 200 -184 5 ) egypt_sandstone_generic1 256 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 304 -184 22 ) ( 304 -568 22 ) ( 304 -568 14 ) egypt_sandstone_generic1 256 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 304 -192 -123 ) ( 688 -192 -123 ) ( 304 -192 -131 ) egypt_sandstone_generic1 256 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 448 0 -4 ) ( 448 0 4 ) ( 448 32 4 ) egypt_sandstone_generic1 256 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
// brush 7
 {
  mesh
  {
   egypt_roughdirt_04
   lightmap_gray
   2 2 16 8
   (
	v 221 -348 -124 t 884 1392 13.8125 21.75
	v 221 14 -124 t 884 -56 13.8125 -0.875
   )
   (
	v 536 -348 -124 t 2144 1392 33.5 21.75
	v 536 14 -124 t 2144 -56 33.5 -0.875
   )
  }
 }
// brush 8
{
 ( 456 -184 -124 ) ( 312 -184 -124 ) ( 312 -192 -124 ) clip 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 304 -192 -2 ) ( 304 -184 -2 ) ( 448 -184 -2 ) clip 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 304 -192 8 ) ( 448 -192 8 ) ( 448 -192 0 ) clip 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 448 -192 12 ) ( 448 -184 12 ) ( 448 -184 4 ) clip 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 448 -184 8 ) ( 304 -184 8 ) ( 304 -184 0 ) clip 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
 ( 304 -184 8 ) ( 304 -192 8 ) ( 304 -192 0 ) clip 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
}
// entity 1
{
"angles" "0 266 0"
"classname" "mp_global_intermission"
"origin" "400 64 -24"
}
// entity 2
{
"classname" "mp_dm_spawn"
"angles" "0 270 0"
"origin" "395 -24 -120"
}
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ThE_TeMpLaR
General Member
Since: May 5, 2006
Posts: 202
Last: Mar 16, 2007
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Wednesday, May. 17, 2006 07:08 pm
thanks for the help guys but i have a few questions...

1. techno, ill try it and if it works seems the simpler way....

2.if it doesn't work ill try your way sean...

3. uh...im kinda noob here amishthunder, so it will take awhile before i can go playing around with that....

4. veef, WTF is that????[confused]
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veef
General Member
Since: Apr 25, 2006
Posts: 1258
Last: Aug 29, 2006
[view latest posts]
Level 8
Category: CoD2 MP Mapping
Posted: Thursday, May. 18, 2006 04:30 am
ThE_TeMpLaR writes...
Quote:

4. veef, WTF is that????[confused]


Lol it is a map file create a text file copy and paste it into that file and save it as "mp_whatever.map" compile it and run. Now you will see a wall that you can not go through but nades and bullets can, if thats what you want open the map in the editor and see how i did it.

edited on May. 18, 2006 12:33 am by veef
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ThE_TeMpLaR
General Member
Since: May 5, 2006
Posts: 202
Last: Mar 16, 2007
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Thursday, May. 18, 2006 08:17 am
Uh...well, first, i don't pretend that all the walls are weapon clip, only a few ones from my choice, and second i only wish for bullets to go trough not grenades!! Though your idea will not be wasted. Is there any possibility that i can apply this to an object, individually, say for example a piece of a tent?
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