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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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westonegoth
General Member
Since: Mar 27, 2005
Posts: 842
Last: Feb 25, 2008
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Friday, Aug. 11, 2006 01:22 pm
hi all.

when i am my bridge i can not see the cliff at one of hte ends when i want to.... is their wany way i can achieve this please?

is it using portals if so how do i use them any scripting involved?
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westonegoth
General Member
Since: Mar 27, 2005
Posts: 842
Last: Feb 25, 2008
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Friday, Aug. 11, 2006 02:24 pm
pritty please witha cherry on top[confused]
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HyBr!d
General Member
Since: Sep 26, 2004
Posts: 560
Last: Sep 25, 2015
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Level 6
Category: CoD2 MP Mapping
Posted: Friday, Aug. 11, 2006 02:29 pm
maybe you can post a screen of the problem? or be more specific, i don;t really get your problem[duh]

one thing you could look at is the cullfog distance setting, maybe the cliff model is culled when you stand on the bridge
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westonegoth
General Member
Since: Mar 27, 2005
Posts: 842
Last: Feb 25, 2008
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Friday, Aug. 11, 2006 03:25 pm
ok here i am in the middle of the bridge:

Free Image Hosting at [url=http://www.ImageShack.us />

then when i am alot closer it finnaly apears (the cliff)
i want the cliff to appear no matter where i am please !!

any 1 got a clue ?
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD2 MP Mapping
Posted: Friday, Aug. 11, 2006 03:32 pm
Looks to me to be the problem HyBr!d suggested. Try turning your fog off in your script to see if that;s it.
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westonegoth
General Member
Since: Mar 27, 2005
Posts: 842
Last: Feb 25, 2008
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Friday, Aug. 11, 2006 04:49 pm
lmao i said i have no script lol is that the problem ??
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westonegoth
General Member
Since: Mar 27, 2005
Posts: 842
Last: Feb 25, 2008
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Level 7
Category: CoD2 MP Mapping
Posted: Friday, Aug. 11, 2006 05:29 pm
anybody
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HyBr!d
General Member
Since: Sep 26, 2004
Posts: 560
Last: Sep 25, 2015
[view latest posts]
Level 6
Category: CoD2 MP Mapping
Posted: Friday, Aug. 11, 2006 05:36 pm
if you want to test your map you need a yourmapname.gsc file
in the maps/mp folder. open it and check the cullfog command:

Code:
main()
{	
	maps\mp\mp_salerno_beachhead_fx::main();
	maps\mp\sal_planes::main();
	maps\mp\_load::main();

	setcullfog (1000, 5000, 209/255, 216/255, 222/255, 0 );
	ambientPlay("ambient_mp_salerno_beachhead");	

	thread higgins1();
	thread hig_coll1();
	//thread higgins2();
	//thread hig_coll2();
	thread higgins3();
	thread hig3_door();
	thread bombs();

	game["allies"] = "american";
	game["axis"] = "german";
	game["attackers"] = "allies";
	game["defenders"] = "axis";
	game["american_soldiertype"] = "normandy";
	game["german_soldiertype"] = "normandy";

	setcvar("r_glowbloomintensity0","1");
	setcvar("r_glowbloomintensity1","1");
	setcvar("r_glowskybleedintensity0",".25");
	

	
}


setcullfog (1000, 5000, 209/255, 216/255, 222/255, 0 );

the 1000 is the number of units the fog starts and 5000 is the distance from which all geometry gets culled.
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westonegoth
General Member
Since: Mar 27, 2005
Posts: 842
Last: Feb 25, 2008
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Friday, Aug. 11, 2006 05:39 pm
ok this is my current .gsc file:

main()
{
maps\mp\mp_bridge_fx::main();
maps\mp\_load::main();

setExpFog(0.0001, 0.55, 0.6, 0.55, 0);
// setCullFog(0, 16500, 0.55, 0.6, 0.55, 0);
ambientPlay("ambient_france");

game["allies"] = "american";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";

setCvar("r_glowbloomintensity0", ".25");
setCvar("r_glowbloomintensity1", ".25");
setcvar("r_glowskybleedintensity0",".3");

}

is everything ok their ??
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sentchy
General Member
Since: May 6, 2006
Posts: 212
Last: Oct 31, 2006
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Friday, Aug. 11, 2006 08:41 pm
I think it is the texture you are using for the so called cliff. Also to the right of your picture is some overlay problem showing.

It most likely decal texture that you are using.

Just to test if that's the problem, change the texture that has display problems to something guarenteed to be solid, like a brick textures. If that appears correctly, then it is your choice of texture and you have to switch from the current cliff texture to one that is not a decal style.

There is a command in the engine that allows you display the actual texture qualities, called r_showmaterial or cg_showmaterial. It will give you the details of textures properties and often is helpful in finding out your texture issues.

edited on Aug. 11, 2006 04:45 pm by sentchy
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