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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: [Tutorial]Creating Worldspawn Settings
3DArt
General Member
Since: May 6, 2006
Posts: 144
Last: Jan 18, 2011
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Wednesday, May. 17, 2006 10:34 pm
This tutorial will explain what to do with the
"Worldspawn Settings".

So how to create these settings in CoD2 tools.

"The_Caretaker" has made a nice list of all these settings
in the tutorial section.

For this tutorial we will use the settings of "mp_brecourt"

mp_brecourt:

Sky texture: sky_silotown
Worldspawn Settings:

"spawnflags" "8"
"diffusefraction" "0.35"
"sundiffusecolor" "0.909804 0.952941 1.000000"
"_color" "0.470588 0.560784 0.627451"
"sunlight" ".8"
"sundirection" "-40 44 0"
"suncolor" "1.000000 1.000000 1"
"ambient" "0.00"
"classname" "worldspawn"
"northyaw" "90"

Now we have all we need to apply the right settings.

First of all we have to create the ground and give it a ground
texture.

We have to use the sky texture "sky_silotown".
After creating your skybox we give it this texture.
Only select the innersides of your skybox.
To do this use shift + left click and leave it selected.





Now we press "N" on your keyboard and this will bring up the
Entity window.

In this you are going to apply the settings.



If you look on the first line in the settings it shows you
a key and a value

"spawnflags" "8"

Key:spawnflags
Value:8

Hit "enter" on your keyboard.



Repeat this for the other settings until your done.



Select classname worldspawn so it is highlighted like the screenshot above.

Press "escape" on your keyboard to deselect the skybox.

The last part is to create a spawnpoint.
There are different options for this.



But just create a mp dm_spawn.

Check if mp dm_spawn point is level or above the terrain.



Have Fun.

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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 11:07 am
Direct Light

Direct light is basically anything that is in a direct sunlight. This is where most of the normal and specular values can be seen.

sunlight

1. Sundirection # # #: The axis are based on world space not local to the light. The first number is the north south axis. The second number is the up down axis. The third is the axis through the light and therefore usless.
  1. # 0 0 0 --- light comes from the right
  2. # 90 0 0 --- light comes from the bottom
  3. # -90 0 0 --- light comes from the top
  4. # 0 90 0 --- light comes from the top
  5. # 0 180 0 --- light comes from the right

2. sunlight #: The brightness of the sun light. Values over 1 will be overbright.
3. suncolor # # #: there are 3 values to set for suncolor. Radiant uses a range from 0-1 instead of 0-255.
you can pick the rgb values you want and then divide that number by 255 to get the value that fits in the 0-1 range.




Indirect Light

Indirect light is anything that is not in direct sunlight. Bump and spec values are about 30% intensity.

Shadows and Shade

1. ambient #: This is the amount of ambient light added to the scene. I usually use ambient to set what I want the darkest dark to be. If you go too high the map tends to look flat.
2. _color # # #: This is the ambient color value.(Isnt it obvious?) Use the same method for _color as for the suncolor to get the ambient color. This value also mixes with the sun color.
3. diffusefraction #: This is the brightness of the indirect light source. If you use a value of 1, sunlight is not visible.
4. sundiffusecolor # # #: THis is the color of the indirect light source..
5. bouncefracion #: This is the intensity of the GI calculation. Higher numbers result in flatter shading where light is present.


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3DArt
General Member
Since: May 6, 2006
Posts: 144
Last: Jan 18, 2011
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Thursday, May. 18, 2006 11:10 am
Hi.

Thanks for the reply.

[thumbs_up]
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FightingHellfish
General Member
Since: Apr 24, 2006
Posts: 12
Last: Jan 27, 2007
[view latest posts]
Level 1
Category: CoD2 MP Mapping
Posted: Friday, Jun. 16, 2006 07:51 pm
Thanks for this info.
1 question, why did you set spawnflags at 8?
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Shalkan
General Member
Since: May 14, 2006
Posts: 39
Last: Nov 13, 2006
[view latest posts]
Level 2
Category: CoD2 MP Mapping
Posted: Thursday, Jun. 29, 2006 07:31 pm
very helpful

edited on Jun. 29, 2006 03:32 pm by Shalkan
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Marlow
General Member
Since: Jun 27, 2006
Posts: 150
Last: Mar 6, 2008
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Thursday, Jun. 29, 2006 07:39 pm
What about fog? How do you edit the density of the fog?... My map is way too.... well... foggy...
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD2 MP Mapping
Posted: Thursday, Jun. 29, 2006 09:14 pm
fog has nothing to do with the worldspawn settings. It's controlled in your .gsc file...

either in
setExpFog(0.0001, 0.55, 0.6, 0.55, 0);

or in
setCullFog(0, 16500, 0.55, 0.6, 0.55, 0);

fiddle with the red numbers a bit...
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Marlow
General Member
Since: Jun 27, 2006
Posts: 150
Last: Mar 6, 2008
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Saturday, Jul. 1, 2006 12:56 am
The_Caretaker writes...
Quote:
fog has nothing to do with the worldspawn settings. It's controlled in your .gsc file...

either in
setExpFog(0.0001, 0.55, 0.6, 0.55, 0);

or in
setCullFog(0, 16500, 0.55, 0.6, 0.55, 0);

fiddle with the red numbers a bit...


thanks for your help. I think I did the right thing. I just put "//" infront of it to turn it off. I just realized that the // makes a line null.
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MadMan-1
General Member
Since: Jun 21, 2006
Posts: 86
Last: Jan 18, 2007
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Saturday, Jul. 1, 2006 01:08 am
Excellent tut- Very cleaar for all.

1 question-spawns: Do you need a global intermission spawn point and spawn points for TDM, DM, etc. in a finished map? Ooops 2 questions, besides the obvious, what are the differences between the various spawn points?
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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: Saturday, Jul. 1, 2006 02:09 am
MadMan-1 writes...
Quote:
Excellent tut- Very cleaar for all.
I thought it was very clear so how did Marlow think fog had anything to do with this?, and how did you think multiplayer spawns had anything to do with it?. Just to clarify "worldspawn settings" is outdoor lighting. Not to pick on you MadMan-1 but i want to nip this in the bud before this tutorial gets cluttered with non related posts, so i kindly ask you to start a new thread and i or another member will be more than willing to answer your questions.
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