Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 10 Guests
Online:

LATEST FORUM THREADS

»
CoD: Battle Royale
CoD+UO Map + Mod Releases
Damaged .pk3's
CoD Mapping
heli to attack ai
CoD4 SP Mapping

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
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
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked subscribe
Author Topic: Skybox for COD2 - where can I find info on how to do it
cpl_42
General Member
Since: Oct 2, 2004
Posts: 43
Last: Feb 6, 2008
[view latest posts]
Level 2
Category: CoD2 MP Mapping
Posted: Monday, Mar. 12, 2007 09:38 am
Hi,

It's been almost 2 years since I made a map when I was on CODUO, and now I'm back for COD2, and while trying to make the skybox I ran into a problem where I can't enter the value into the surface editor, so can someone please point me to the skybox tutorial or forum posting discussing it for COD2? I can not make this work.

Also if I just create a simple little map, the worldspawn only gives me well nothing, my room comes up dark, inserting lights work, but what am I doing wrong that I enter values from the worldspawn page on this site into the editor and it still compiles as a dark room. Again any tutorials on that or forum discussions someone could point me to would be most helpful.

Thank you in advance,

CPL42 [banghead]
Share |
bodyguard
General Member
Since: Jun 30, 2005
Posts: 442
Last: Dec 4, 2007
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Monday, Mar. 12, 2007 09:43 am
HEY MATE

good to see ya back ..

what ya need to do is highlight all the skybox and then press n for the page to come up then you need to add world spawn values here are some worldspawn for ya mate...




mp_breakout

sky texture: sky_breakout
worldspawn settings:

{
"northyaw" "90"
"_color" "1 .95 .95"
"ambient" "0.05"
"sundiffusecolor" "0.80 0.82 0.85"
"diffusefraction" "0.31"
"classname" "worldspawn"
"sundirection" "-137.8 305 0"
"suncolor" "0.9 0.95 1"
"sunlight" "1.5"
}

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"
}

mp_burgundy

sky texture: sky_rhinecrossing
worldspawn settings:
{
"sundiffusecolor" ".85 .9 1"
"diffusefraction" ".3"
"ambient" ".02"
"sundirection" "-45 210 0"
"suncolor" "1 .95 .85"
"sunlight" "1.5"
"classname" "worldspawn"
"_color" "0.000000 0.501961 1.000000"
}

mp_carentan

sky texture: sky_silotown
worldspawn settings:
{
"sundiffusecolor" ".85 .9 1"
"diffusefraction" ".56"
"ambient" ".0"
"sundirection" "-40 -138 0"
"suncolor" "1 .95 .85"
"classname" "worldspawn"
"_color" ".85 .9 1"
"sunlight" "1.8"
}

mp_dawnville (St Mere Eglise)

sky texture: sky_dawnville2
worldspawn settings:
{
"ambient" ".0"
"sundiffusecolor" ".85 .9 1"
"diffusefraction" ".6"
"sundirection" "-57 169 0"
"suncolor" ".9 .92 .85"
"sunlight" "1.2"
"classname" "worldspawn"
"_color" "0 0 0"
"northyaw" "90"
}

mp_decoy

sky texture: sky_decoy
worldspawn settings:
{
"sundiffusecolor" "0.15 0.21 .6"
"diffusefraction" "0.4"
"sundirection" "-60 245 0"
"_color" "0 0 0"
"ambient" ".0"
"suncolor" ".5 .52 .55"
"sunlight" ".47"
"northyaw" "180"
"classname" "worldspawn"
}

mp_downtown

sky texture: sky_cityhall
worldspawn settings:
{
"-contrastgain" ".4"
"_color" "1 .96 .98"
"ambient" ".0"
"sunlight" "1.15"
"sundirection" "-24 -127 0"
"sundiffusecolor" ".9 .9 .96"
"suncolor" "1 .96 .98"
"diffusefraction" ".40"
"classname" "worldspawn"
}

mp_farmhouse

sky texture: sky_beltot
worldspawn settings:
{
"diffusefraction" ".4"
"_color" "0.890196 0.733333 0.407843"
"ambient" "0"
"sundiffusecolor" ".58 .59 .71"
"sundirection" "-19 -70 0"
"suncolor" ".94 .62 .5"
"sunlight" "1.3"
"classname" "worldspawn"
}


mp_leningrad

sky texture: sky_moscow
worldspawn settings:
{
"ambient" ".0"
"_color" "1 .96 .98"
"sunlight" "1.15"
"sundirection" "-70 35 0"
"sundiffusecolor" ".9 .9 .96"
"suncolor" "1 .96 .98"
"diffusefraction" ".52"
"classname" "worldspawn"
}

mp_matmata

sky texture: sky_libyatown
worldspawn settings:
{
"model" "xmodel/dome_04"
"suncolor" "1.00 0.88 0.85"
"sundirection" "-20 315 0"
"sunlight" "1.45"
"sundiffusecolor" "1.00 0.86 0.89"
"_color" "1.00 0.781 0.275"
"diffusefraction" ".45"
"ambient" ".02"
"classname" "worldspawn"
}

mp_railyard

sky texture: sky_trainyard
worldspawn settings:
{
"classname" "worldspawn"
"sundirection" "-40 225 0"
"suncolor" "100 100 105"
"sunlight" "1.3"
"sundiffusecolor" "100 100 100"
"diffusefraction" ".65"
"ambient" ".1"
"_color" "100 100 105"
}

mp_toujane

sky texture: sky_toujane
worldspawn settings:
{
"diffusefraction" ".4"
"sundiffusecolor" "0.863 0.922 0.922"
"sundirection" "-45 135 0"
"suncolor" "0.98 0.882 0.745"
"sunlight" "1.3"
"classname" "worldspawn"
"ambient" ".02"
"_color" "0.813 0.804 0.706"
}

mp_trainstation
sky texture: test_sky
worldspawn settings:
{
"sundiffusecolor" ".85 .9 1"
"diffusefraction" ".3"
"ambient" ".02"
"sundirection" "-45 210 0"
"suncolor" "1 .95 .85"
"sunlight" "1.5"
"classname" "worldspawn"
"_color" ".85 .9 1"
} SP levels

88ridge

{
"suncolor" "1.000000 0.902 0.8274"
"sundirection" "-12.79 -8.3504 0"
"sunlight" "1.8"
"sundiffusecolor" ".5 .6 1"
"_color" ".5 .6 1"
"diffusefraction" "0.3"
"ambient" "0.015"
"classname" "worldspawn"
}

beltot

{
"diffusefraction" ".27"
"_color" "0.75 0.733333 0.407843"
"ambient" "0.05"
"sundiffusecolor" "0.588235 0.596078 0.713726"
"sundirection" "-35 110 0"
"suncolor" ".75 .55 .4"
"sunlight" "1.4"
"classname" "worldspawn"
}

bergstein

{
"diffusefraction" ".6"
"spawnflags" "0"
"sunlight" ".65"
"ambient" ".02"
"sundirection" "-80 355 0"
"sundiffusecolor" "100 100 100"
"suncolor" "100 100 105"
"classname" "worldspawn"
"origin" "0 0 0"
}

breakout

{
"northyaw" "90"
"_color" "1 .95 .95"
"ambient" "0.05"
"sundiffusecolor" "0.80 0.82 0.85"
"diffusefraction" "0.31"
"classname" "worldspawn"
"sundirection" "-137.8 305 0"
"suncolor" "0.9 0.95 1"
"sunlight" "1.5"
}

cityhall

{
"model" "xmodel/prop_barrel_silver_snow"
"-contrastgain" ".4"
"_color" "1 .96 .98"
"ambient" ".0"
"sunlight" "1.25"
"sundirection" "-31 -242 0"
"sundiffusecolor" ".9 .9 .96"
"suncolor" "1 .96 .98"
"diffusefraction" ".40"
"classname" "worldspawn"
}

crossroads

{
"diffusefraction" ".9"
"spawnflags" "0"
"sunlight" ".625"
"ambient" ".03"
"sundirection" "340 68 0"
"sundiffusecolor" "100 100 100"
"suncolor" "100 100 105"
"classname" "worldspawn"
}

decoytown

{
"script_dronelag" "1.7"
"sundiffusecolor" "0.15 0.21 .6"
"diffusefraction" "0.4"
"sundirection" "-60 245 0"
"_color" "0 0 0"
"ambient" ".0"
"suncolor" ".5 .52 .55"
"sunlight" ".47"
"northyaw" "-220"
"classname" "worldspawn"
}

decoytrenches

{
"sundiffusecolor" "0.15 0.21 .6"
"diffusefraction" "0.4"
"sundirection" "-60 245 0"
"_color" "0 0 0"
"ambient" ".0"
"suncolor" ".5 .52 .55"
"sunlight" ".47"
"classname" "worldspawn"
}

demolition

{
"script_noteworthy" "has_explosives"
"ambient" ".0"
"_color" "1 .96 .98"
"sunlight" "1.15"
"sundirection" "-70 0 0"
"sundiffusecolor" ".9 .9 .96"
"suncolor" "1 .98 .9"
"diffusefraction" ".65"
"classname" "worldspawn"
}

downtown_assault

{
"-contrastgain" ".4"
"_color" "1 .96 .98"
"ambient" ".0"
"sunlight" "1.15"
"sundirection" "-24 -127 0"
"sundiffusecolor" ".9 .9 .96"
"suncolor" "1 .96 .98"
"diffusefraction" ".40"
"classname" "worldspawn"
}



Share |
bodyguard
General Member
Since: Jun 30, 2005
Posts: 442
Last: Dec 4, 2007
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Monday, Mar. 12, 2007 09:45 am
hey also

save the game and then recompile and then go in to the map and it should be all bright for ya mate..

hope thats helps
bodyguard[rocking]

if that dont work then post your compile log and we will see what errors u have

edited on Mar. 12, 2007 05:51 am by BODYGUARD(RF)
Share |
Ray
General Member
Since: Apr 24, 2006
Posts: 1027
Last: Nov 17, 2013
[view latest posts]
Level 8
Category: CoD2 MP Mapping
Posted: Monday, Mar. 12, 2007 11:31 am
Ive done a recent video tutorial and if you are interested then pm me because I cant tell you where it is since it is on another site.
Share |
Restricted Access Topic is Locked subscribe
MODSonline.com Forums : Call of Duty 2 : CoD2 MP Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»