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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Terrain Building hints
foyleman
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Category: CoD Mapping
Posted: Monday, Jan. 26, 2004 03:19 pm
Got to be possible. I think the simplest way is:

alpha blending for one mesh and then raising the terrain where you want it to be seen on the 3rd mesh. We'll call it height blending. lol.

Of course you could do alpha blending on all the meshes. It just might get kinds difficult to keep track of.
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rEdrUmMDK
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Category: CoD Mapping
Posted: Monday, Jan. 26, 2004 03:47 pm
You all were talking about road beds. Say you want snow grass and the road bed dirt etc. You could blend the road bed with the base. Don't know I will have to try it out. Working on a couple of bridges then I will try the road bed blend. I am off today and naturally the weather sucks. lol
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Wyatt_Earp
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Since: Jan 20, 2004
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Category: CoD Mapping
Posted: Thursday, Feb. 5, 2004 07:03 pm
When creating terrain and the player will not touch it, make it non-coliding, this saves memory and compile time. Make any brush the player will not touch, non-coliding.
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rEdrUmMDK
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Category: CoD Mapping
Posted: Thursday, Feb. 5, 2004 07:21 pm
Good call. Will this also work with brushes'? Or is that option available for brushes? Can't check it right now so don't know.
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Wyatt_Earp
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Category: CoD Mapping
Posted: Thursday, Feb. 5, 2004 07:49 pm

For those patches that are way out in BFE where the player will never be able to reach. Making those patches/brushes "Non-Colliding" will save in collision data(stored in the bsp) and memory.
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bruno
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Since: Mar 19, 2004
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Last: Jun 26, 2004
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Category: CoD Mapping
Posted: Friday, Mar. 26, 2004 08:42 pm
rEdrUmMDK writes...[QUOTE

Warning: entity 0 brush 31: tris with 2+ major axes; bad lighting likely



Ive got big terrain, when i tweaked it a bit to put in more hills i got loads of these types of errors. Now map wont compile - it wont do the bsp part. After hours of fiddling i still get these errors. Somr test maps will compile with the error, some wont. Anyone got any ideas?

regards Bruno
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rEdrUmMDK
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Category: CoD Mapping
Posted: Friday, Mar. 26, 2004 08:52 pm
Did I write that. lol I will have to check into it this evening.
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bruno
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Since: Mar 19, 2004
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Last: Jun 26, 2004
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Category: CoD Mapping
Posted: Friday, Mar. 26, 2004 09:26 pm
yup! did you ever fix it?
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ShosMeister
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Since: Feb 17, 2004
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Last: Jun 13, 2005
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Category: CoD Mapping
Posted: Friday, Mar. 26, 2004 09:52 pm
Okay, I've been reading through forums and tutorials and learning mapping skills for a couple of months now and I have a basic question:

Why use patch mesh instead of regular brushes for terrain that is going to remain flat? Is there a benefit? To who? Is there a general rule when to use either or should you never use brushes for flat terrain?
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bruno
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Since: Mar 19, 2004
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Last: Jun 26, 2004
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Category: CoD Mapping
Posted: Friday, Mar. 26, 2004 11:10 pm
i would always use a bit of patch 'cos no real landscape has perfectly flat bits. I made a sort of park with a very very slight undulation in the almost flat ground and it looks heaps better. Dont know about any performance issudes though

bruno

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