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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 are too "Shiny" and...
FightingHellfish
General Member
Since: Apr 24, 2006
Posts: 12
Last: Jan 27, 2007
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Level 1
Category: CoD2 MP Mapping
Posted: Thursday, Jun. 15, 2006 11:51 pm
I would really appreciate a couple minutes of someone's time. I've searched and searched, and gone through tutorials, now I guess I need to ask for help.

I have been test compiling my map regularly, to catch any problems before they are too far buried to find. My brush textures and prefabs look great as I am building them, then when I load the game, the white walls and shutters look like light house beacons, and the stone walls gleam like they have 20 coats of poly on them.

My worldspawn settings are exactly the same as libya, which was the sky I chose.

Also, on the getting started video, you have WAY more mp gamespawn options than I, my copy of radiant only had tdm spawn and global intermission or something, I can add deathmatch, thats an easy one, but for the rest, am I missing something, or is there a list of the manually typed entries?

Thanks for all your information and help.
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
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Level 10
Admin
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Im a HOST of MODSonair
Category: CoD2 MP Mapping
Posted: Thursday, Jun. 15, 2006 11:56 pm
sounds like you need to remove those custom maps and mods and try your mapping again...

as for the shininess - post your compile log and compile settings...i think the answer lies in there (my first hunch is leak)

[angryalien]
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FightingHellfish
General Member
Since: Apr 24, 2006
Posts: 12
Last: Jan 27, 2007
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Level 1
Category: CoD2 MP Mapping
Posted: Friday, Jun. 16, 2006 06:50 pm
OK, I will get you the compile log, just as soon as someone tells me where to find it, but here is a little more info that may or may not be useful,
Only vertical surfaces are affected by "shinyness"
The surfaces that have the "wet look" are all facing the sun, meaning that if you have your back to the worldspawn "sun" any prefab or brush that is vertical and infront of you will be so radiantly shiny that if it is white, you will be blinded.

I altered the worldspawn settings by using the N key while in the editor and just added all the info for worldspawn there, but the way it is written on this site kind of implies that those settings belong in the .gsc file????????

Oh and I don't know if this will help anyone or not, but all my models were doing the rainbow hued disco thing UNTIL I added 1 single model by going to File, load etc, then 'poof' everything was right involving the rainbowy thing.

Thanks Again.
Hellfish
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Tim451
General Member
Since: Feb 22, 2005
Posts: 771
Last: May 28, 2009
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Level 7
Category: CoD2 MP Mapping
Posted: Friday, Jun. 16, 2006 07:10 pm
I have the same problem when I use the libya worldspawn settings... Try using another maps settings that are similar... Also, try changing the glowbloomintensity & glowskybleedintensity settings in your maps gsc file...

[sniper]
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veef
General Member
Since: Apr 25, 2006
Posts: 1258
Last: Aug 29, 2006
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Level 8
Category: CoD2 MP Mapping
Posted: Friday, Jun. 16, 2006 07:16 pm
If you don't have lighting checked when you compile it will be fullbright. Sunlight and diffusefraction control the "shinyness", raise diffusefraction and or lower the sunlight untill you have your desired look and compile with lighting checked.
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