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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: bas vs dm
fireballz
General Member
Since: Aug 1, 2006
Posts: 102
Last: Jun 22, 2007
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Thursday, Aug. 24, 2006 09:48 pm
I thought my map was not saveing so i posted that subject in the forums,got a reply, i answered and no reply after that>>>> here is my compile,but i just noticed that when i am trying to load the map it keeps trying to load as deathmatch even though i change the type of server to bas,my spawns are bas spawns and the intermition is bas,not shure why it is doing this.I have exported my map to a .map file


fireballz
General Member
Since: Aug 1, 2006
Posts: 16
Last: Aug 23, 2006
[view latest posts]


Category: CoDUO Level Design
Posted: Wednesday, Aug. 23, 2006 11:38 pm
I changed the sky texture and it did change because i can see the change,I get as far as the intermition but cannot go into the map,(it is still trying to load deathmatch)and my map has bas spawns and intermition.

edited on Aug. 23, 2006 11:39 pm by fireballz


C:\Program Files\Call of Duty\uo\maps\mp>"C:\Program Files\Call of Duty\uoTools\
bin\q3map" -v -game uo "C:\Program Files\Call of Duty\uo\maps\mp\friggen_map"
Q3Map v1.2 (c) 2003 Id Software Inc. / Infinity Ward / GMI Studios
---- q3map ----
verbose = true
2 threads
qdir: C:\Program Files\Call of Duty\
gamedir: C:/Program Files/Call of Duty/uo/
----- FS_Startup -----
Current search path:
C:/Program Files/Call of Duty/\uo\z_ahz_vehicles.pk3 (401 files)
C:/Program Files/Call of Duty/\uo\zzz_Univermag.pk3 (32 files)
C:/Program Files/Call of Duty/\uo\venezia.pk3 (52 files)
C:/Program Files/Call of Duty/\uo\User_rnr_aquitaine_2.pk3 (64 files)
C:/Program Files/Call of Duty/\uo\User_mp_entrenchments.pk3 (13 files)
C:/Program Files/Call of Duty/\uo\user_jeep.pk3 (9 files)
C:/Program Files/Call of Duty/\uo\pakuo07.pk3 (157 files)
C:/Program Files/Call of Duty/\uo\pakuo06.pk3 (12 files)
C:/Program Files/Call of Duty/\uo\pakuo05.pk3 (3 files)
C:/Program Files/Call of Duty/\uo\pakuo04.pk3 (7646 files)
C:/Program Files/Call of Duty/\uo\pakuo03.pk3 (2275 files)
C:/Program Files/Call of Duty/\uo\pakuo02.pk3 (790 files)
C:/Program Files/Call of Duty/\uo\pakuo01.pk3 (1657 files)
C:/Program Files/Call of Duty/\uo\pakuo00.pk3 (6233 files)
C:/Program Files/Call of Duty//uo
C:/Program Files/Call of Duty//Call of Duty
C:/Program Files/Call of Duty/\main\pakb.pk3 (60 files)
C:/Program Files/Call of Duty/\main\paka.pk3 (41 files)
C:/Program Files/Call of Duty/\main\pak9.pk3 (149 files)
C:/Program Files/Call of Duty/\main\pak8.pk3 (235 files)
C:/Program Files/Call of Duty/\main\pak6.pk3 (3 files)
C:/Program Files/Call of Duty/\main\pak5.pk3 (4858 files)
C:/Program Files/Call of Duty/\main\pak4.pk3 (1668 files)
C:/Program Files/Call of Duty/\main\pak3.pk3 (1992 files)
C:/Program Files/Call of Duty/\main\pak2.pk3 (694 files)
C:/Program Files/Call of Duty/\main\pak1.pk3 (2642 files)
C:/Program Files/Call of Duty/\main\pak0.pk3 (12816 files)
C:/Program Files/Call of Duty//main
C:/Program Files/Call of Duty/\uo\localized_english_pakuo02.pk3 (12 files)
C:/Program Files/Call of Duty/\uo\localized_english_pakuo01.pk3 (37 files)
C:/Program Files/Call of Duty/\uo\localized_english_pakuo00.pk3 (2578 files)
C:/Program Files/Call of Duty/\main\localized_english_pak5.pk3 (46 files)
C:/Program Files/Call of Duty/\main\localized_english_pak3.pk3 (7 files)
C:/Program Files/Call of Duty/\main\localized_english_pak2.pk3 (9 files)
C:/Program Files/Call of Duty/\main\localized_english_pak1.pk3 (3736 files)
C:/Program Files/Call of Duty/\main\localized_english_pak0.pk3 (1204 files)

File Handles:
----------------------
52131 files in pk3 files
967 shaderInfo
--- LoadMapFile ---
Loading map file C:\Program Files\Call of Duty\uo\maps\mp\friggen_map.map
WARNING: Couldn't find image for shader textures/sky/mp_brecourt
WARNING: Couldn't find image for shader textures/notexture
20 total world brushes
5 detail brushes
866 patches
10 boxbevels
4 edgebevels
25 entities
182 planes
0 areaportals
size: -6105, -588,-1732 to 5471, 7188, -34
############### model 0 ###############
----- PatchMapDrawSurfs -----
--- FaceBSP ---
108 faces
796 leafs
----- MakeTreePortals -----
0 tiny portals
----- FilterStructuralBrushesIntoTree -----
18 structural brushes
478 cluster references
--- FloodEntities ---
164 flooded leafs
--- FillOutside ---
374 solid leafs
258 leafs filled
164 inside leafs
----- ClipSidesIntoTree -----
--- FaceBSP ---
78 faces
441 leafs
----- MakeTreePortals -----
0 tiny portals
----- FilterStructuralBrushesIntoTree -----
18 structural brushes
365 cluster references
----- Building Portals and Cells -----
1 unique cells
--- NumberClusters ---
164 visclusters
436 visportals
357 solidfaces
--- WritePortalFile ---
writing C:\Program Files\Call of Duty\uo\maps\mp\friggen_map.prt
--- FloodAreas ---
1 areas
----- FilterDetailBrushesIntoTree -----
2 detail brushes
2 cluster references
----- SubdivideDrawSurfs -----
----- MergeSides -----
0 siderefs
----- FixTJunctions -----
108 axial edge lines
20 non-axial edge lines
0 degenerate edges
128 edge lines of 131072
0 verts added for tjunctions
288 total verts
72 naturally ordered
0 rotated orders
0 can't order
--- AllocateLightmaps ---
3 unique shaders
3 actual shaders
386279 exact lightmap texels
524288 block lightmap texels
92.62% lightmap efficiency
finding triangle windings...
merging into concave windings...
added 0 points for thin polygons (0.0% more points)
fixing t-junctions...
finding index mapping and snapping vertices...
triangulating all windings...
0 self-tjunctions fixed
0 degenerate tris removed
simplifying triangles...
0 tris simplified away (0.0%)
emitting triangles...
0 vertices couldn't be merged because the textures point different ways
----- FilterCollisionSurfsIntoTree -----
--- EndModel ---
Writing C:\Program Files\Call of Duty\uo\maps\mp\friggen_map.bsp
4 seconds elapsed

C:\Program Files\Call of Duty\uo\maps\mp>pause
Press any key to continue . . .

C:\Program Files\Call of Duty\uo\maps\mp>"C:\Program Files\Call of Duty\uoTools\
bin\q3map" -vis -fast -game uo "C:\Program Files\Call of Duty\uo\maps\mp\friggen
_map"
Q3Map v1.2 (c) 2003 Id Software Inc. / Infinity Ward / GMI Studios
---- vis ----
fastvis = true
----- FS_Startup -----
Current search path:
C:/Program Files/Call of Duty/\uo\z_ahz_vehicles.pk3 (401 files)
C:/Program Files/Call of Duty/\uo\zzz_Univermag.pk3 (32 files)
C:/Program Files/Call of Duty/\uo\venezia.pk3 (52 files)
C:/Program Files/Call of Duty/\uo\User_rnr_aquitaine_2.pk3 (64 files)
C:/Program Files/Call of Duty/\uo\User_mp_entrenchments.pk3 (13 files)
C:/Program Files/Call of Duty/\uo\user_jeep.pk3 (9 files)
C:/Program Files/Call of Duty/\uo\pakuo07.pk3 (157 files)
C:/Program Files/Call of Duty/\uo\pakuo06.pk3 (12 files)
C:/Program Files/Call of Duty/\uo\pakuo05.pk3 (3 files)
C:/Program Files/Call of Duty/\uo\pakuo04.pk3 (7646 files)
C:/Program Files/Call of Duty/\uo\pakuo03.pk3 (2275 files)
C:/Program Files/Call of Duty/\uo\pakuo02.pk3 (790 files)
C:/Program Files/Call of Duty/\uo\pakuo01.pk3 (1657 files)
C:/Program Files/Call of Duty/\uo\pakuo00.pk3 (6233 files)
C:/Program Files/Call of Duty//uo
C:/Program Files/Call of Duty//Call of Duty
C:/Program Files/Call of Duty/\main\pakb.pk3 (60 files)
C:/Program Files/Call of Duty/\main\paka.pk3 (41 files)
C:/Program Files/Call of Duty/\main\pak9.pk3 (149 files)
C:/Program Files/Call of Duty/\main\pak8.pk3 (235 files)
C:/Program Files/Call of Duty/\main\pak6.pk3 (3 files)
C:/Program Files/Call of Duty/\main\pak5.pk3 (4858 files)
C:/Program Files/Call of Duty/\main\pak4.pk3 (1668 files)
C:/Program Files/Call of Duty/\main\pak3.pk3 (1992 files)
C:/Program Files/Call of Duty/\main\pak2.pk3 (694 files)
C:/Program Files/Call of Duty/\main\pak1.pk3 (2642 files)
C:/Program Files/Call of Duty/\main\pak0.pk3 (12816 files)
C:/Program Files/Call of Duty//main
C:/Program Files/Call of Duty/\uo\localized_english_pakuo02.pk3 (12 files)
C:/Program Files/Call of Duty/\uo\localized_english_pakuo01.pk3 (37 files)
C:/Program Files/Call of Duty/\uo\localized_english_pakuo00.pk3 (2578 files)
C:/Program Files/Call of Duty/\main\localized_english_pak5.pk3 (46 files)
C:/Program Files/Call of Duty/\main\localized_english_pak3.pk3 (7 files)
C:/Program Files/Call of Duty/\main\localized_english_pak2.pk3 (9 files)
C:/Program Files/Call of Duty/\main\localized_english_pak1.pk3 (3736 files)
C:/Program Files/Call of Duty/\main\localized_english_pak0.pk3 (1204 files)

File Handles:
----------------------
52131 files in pk3 files
reading C:\Program Files\Call of Duty\uo\maps\mp\friggen_map.bsp
reading C:\Program Files\Call of Duty\uo\maps\mp\friggen_map.prt
164 portalclusters
436 numportals
357 numfaces
872 active portals
0 hint portals
visdatasize:3944
0...1...2...3...4...5...6...7...8...9... (0)
creating leaf vis...
Average clusters visible: 164
writing C:\Program Files\Call of Duty\uo\maps\mp\friggen_map.bsp
2.00 seconds elapsed

C:\Program Files\Call of Duty\uo\maps\mp>copy /Y "C:\Program Files\Call of Duty\
uo\maps\mp\friggen_map.bsp" "C:\Program Files\game\uo\maps\mp\friggen_map.bsp"

1 file(s) copied.

C:\Program Files\Call of Duty\uo\maps\mp>copy /Y "C:\Program Files\Call of Duty\
uo\maps\mp\friggen_map.prt" "C:\Program Files\game\uo\maps\mp\friggen_map.prt"

1 file(s) copied.

C:\Program Files\Call of Duty\uo\maps\mp>"C:\Program Files\Call of Duty\uoTools\
bin\flare" -fast -game uo "C:\Program Files\game\uo\maps\mp\friggen_map"
----- FS_Startup -----
Current search path:
C:/Program Files/game/\uo\pakuo07.pk3 (157 files)
C:/Program Files/game/\uo\pakuo06.pk3 (12 files)
C:/Program Files/game/\uo\pakuo05.pk3 (3 files)
C:/Program Files/game/\uo\pakuo04.pk3 (7646 files)
C:/Program Files/game/\uo\pakuo03.pk3 (2275 files)
C:/Program Files/game/\uo\pakuo02.pk3 (790 files)
C:/Program Files/game/\uo\pakuo01.pk3 (1657 files)
C:/Program Files/game/\uo\pakuo00.pk3 (6233 files)
C:/Program Files/game//uo
C:/Program Files/game//main
C:/Program Files/game/\uo\localized_english_pakuo02.pk3 (12 files)
C:/Program Files/game/\uo\localized_english_pakuo01.pk3 (37 files)
C:/Program Files/game/\uo\localized_english_pakuo00.pk3 (2578 files)

File Handles:
----------------------
21400 files in pk3 files
couldn't load shader 'textures/sky/mp_brecourt'
couldn't load shader 'textures/italy/walls/concrete@concrete_wall-04'
couldn't load shader 'textures/italy/terrain/grass@ground-10'
couldn't load shader 'textures/notexture'
sunlight = 1.3
ambient = 0
----------------------------------------
Building flare's bsp from all polygons...
Finished in 0 seconds.
----------------------------------------
Performing sample-based diffuse lighting...
Using single vertical sample and surface normal form factor approximation
Finished in 0 seconds.
----------------------------------------
Performing world and model lighting...
Finished in 0 seconds.
----------------------------------------
More thorough check for model diffuse sunlighting areas...
used 4350 polys and 15244 verts total

C:\Program Files\Call of Duty\uo\maps\mp>copy /Y "C:\Program Files\game\uo\maps\
mp\friggen_map.bsp" "C:\Program Files\Call of Duty\uo\maps\mp\friggen_map.bsp"

1 file(s) copied.

C:\Program Files\Call of Duty\uo\maps\mp>copy /Y "C:\Program Files\game\uo\maps\
mp\friggen_map.prt" "C:\Program Files\Call of Duty\uo\maps\mp\friggen_map.prt"

1 file(s) copied.

C:\Program Files\Call of Duty\uo\maps\mp>pause
Press any key to continue . . .
Share |
codmp
General Member
Since: Feb 7, 2006
Posts: 905
Last: Aug 1, 2011
[view latest posts]
Level 7
Category: CoDUO Mapping
Posted: Thursday, Aug. 24, 2006 10:02 pm
Is your map even setup for bas gametype? Does it have the bases and other stuff it need to even run?
Share |
fireballz
General Member
Since: Aug 1, 2006
Posts: 102
Last: Jun 22, 2007
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Friday, Aug. 25, 2006 12:31 am
YES I have set up bases, spawns, ladders ,intermission ,all for bas, I have set up two basic maps to learn and am having the same problem! I am getting very frustrated because I am not getting any suggestions on this problem.the first time I had this problem ,could not fix so i uninstalled coduo radiant and reinstalled went thrugh the setup again to make sure all was ok have double checked and tripple checked.I have followed the tuts to the letter and when I have had a problem with something on the tuts I have rewatched or reread them till I got things right.PLEASE help!!
What else do I need to run bas gametype
Share |
StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoDUO Mapping
Posted: Friday, Aug. 25, 2006 12:48 am
Typically - the symptoms you describe tend to not be a compile error, rather an error in your scripting (gsc) or with the entities you have placed in your map. double check those

Level requirements
------------------
Spawnpoints:
classname mp_gmi_bas_allies_spawn
All allied players spawn from these. The spawnpoint chosen is dependent on the current locations of teammates and enemies
at the time of spawn. Players generally spawn behind their teammates relative to the direction of enemies.

classname mp_gmi_bas_axis_spawn
All axis players spawn from these. The spawnpoint chosen is dependent on the current locations of teammates and enemies
at the time of spawn. Players generally spawn behind their teammates relative to the direction of enemies.

Spectator Spawnpoints:
classname mp_gmi_tank_bas_intermission
Spectators spawn from these and intermission is viewed from these positions.
Atleast one is required, any more and they are randomly chosen between.

Bases:
targetname gmi_base
all bases are the same class name
should have an origin brush inside the base somewhere for the Compass Icon to be located


keys
script_team "axis","allies"
NOTE: everything the base is targeting will be hidden at the start of the map
and UnHidden when it is destroyed
also each base NEEDS a trigger_lookat that is targeted from the base ,
this is the bomb planting
this trigger needs a script_origin for the actual MODEL to be placed at
OR Preferably the trigger should target a model to use


Level script requirements
-------------------------
Team Definitions:
game["allies"] = "american";
game["axis"] = "german";
This sets the nationalities of the teams. Allies can be american, british, or russian. Axis can be german.

If using minefields or exploders:
maps\mp\_load::main();

Optional level script settings
------------------------------
Soldier Type and Variation:
game["american_soldiertype"] = "airborne";
game["american_soldiervariation"] = "normal";
game["german_soldiertype"] = "wehrmacht";
game["german_soldiervariation"] = "normal";
This sets what models are used for each nationality on a particular map.

Valid settings:
american_soldiertype airborne
american_soldiervariation normal, winter

british_soldiertype airborne, commando
british_soldiervariation normal, winter

russian_soldiertype conscript, veteran
russian_soldiervariation normal, winter

german_soldiertype waffen, wehrmacht, fallschirmjagercamo, fallschirmjagergrey, kriegsmarine
german_soldiervariation normal, winter

[angryalien]
Share |
fireballz
General Member
Since: Aug 1, 2006
Posts: 102
Last: Jun 22, 2007
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Friday, Aug. 25, 2006 01:42 am
how do I put in team definitions/where do i need to do scripting?
I have set up my spawn points and bombs,triggers correctly.there is no gmi_tank_bas_intermission only gmi_bas_intermission and i do have that correct also,I have connected the entities other than the base ladders, when I try I push n and the world spawn comes up, I checked all the spawns and all are good.[banghead]
Share |
StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoDUO Mapping
Posted: Friday, Aug. 25, 2006 12:23 pm
have you followed this tutorial?
it explains all the keys and values that are required for each step of the process

[angryalien]
Share |
cornrow_wallace
General Member
Since: Apr 16, 2005
Posts: 242
Last: Feb 27, 2011
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Friday, Aug. 25, 2006 03:15 pm
Try this..

Open UO, go to Start New Server, set Pure & Dedicated to "no", bring down the console and type the following:

g_gametype bas
(press enter)

developer 1
(press enter)

devmap yourmapname
(press enter)

Report back what happens.
Share |
fireballz
General Member
Since: Aug 1, 2006
Posts: 102
Last: Jun 22, 2007
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Friday, Aug. 25, 2006 10:12 pm
nice,I got in,you are the man!!ok one Question I cant get out of the bunker because I can walk thru the stairs and walls.
I did everything the tut said to,what do i need to do?

again thanx soo much
Share |
cornrow_wallace
General Member
Since: Apr 16, 2005
Posts: 242
Last: Feb 27, 2011
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Friday, Aug. 25, 2006 10:51 pm
The tutorial on this website only works if you're using the Foy bunkers, not Rhine Valley, Kursk or Italy. I'll get around to writing up a good tutorial for this sometime soon.
Share |
fireballz
General Member
Since: Aug 1, 2006
Posts: 102
Last: Jun 22, 2007
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Friday, Aug. 25, 2006 10:56 pm
yes i used foy bunkers,but I can still walk thru everything in the bunker[confused] how do I make everything solid?

edited on Aug. 25, 2006 07:00 pm by fireballz

edited on Aug. 25, 2006 07:02 pm by fireballz
Share |
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