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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: Problem...Stopping Players going past a point.
tipsypo
General Member
Since: Jun 8, 2006
Posts: 125
Last: Apr 22, 2007
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Sunday, Apr. 1, 2007 12:59 pm
Yo im making a multiplayer map and ive got some hedges going around the outside and i obviously dont want the player going past there so ive put clip brushes all long like this:



And it turns out like this in game:



As you can see the walls been like cut out, why has it done that?
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Ray
General Member
Since: Apr 24, 2006
Posts: 1027
Last: Nov 17, 2013
[view latest posts]
Level 8
Category: CoD Mapping
Posted: Sunday, Apr. 1, 2007 02:05 pm
From what I can see in the two images is that in the top image you have your player/clip texture in use which is fine and in the lower image it isnt showing.

This is normal as the player/clip brush or texture only shows in the editor so that you can see where it is that you are placing it. It is transparent in game but it is still there as an invisible barrier. If you want to close in that gap then you must use something else like a model or a brick fence like you have already showing.

Hope that explains it.

Ray
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tipsypo
General Member
Since: Jun 8, 2006
Posts: 125
Last: Apr 22, 2007
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Sunday, Apr. 1, 2007 03:59 pm
Nah soz i dont understand lol....

Isnt the clip brush meant to be invisible so anything behind can be seen through it ingame but its solid so you cant walk through it....cos thats what i want... i want to be able to see behind where that clip brush is but i dont want to be able to walk trough there like i have placed clip brushes all along those bushes.
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Ray
General Member
Since: Apr 24, 2006
Posts: 1027
Last: Nov 17, 2013
[view latest posts]
Level 8
Category: CoD Mapping
Posted: Sunday, Apr. 1, 2007 04:05 pm
[lol]

Ok, I see what you mean now since I put on my glasses. Im not sure why the brick wall is be dissected like that except for possibly you could try PLAYER-CLIP instead of just CLIP.
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tipsypo
General Member
Since: Jun 8, 2006
Posts: 125
Last: Apr 22, 2007
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Sunday, Apr. 1, 2007 04:27 pm
Ok thanx lol and gess what ive got another problem with the map that ive jus found as i was gona take a nice picture of it all to show u what its like so far and:



You see the two objects the arrows are point to and here below do u see them no...i didnt place any there.



Someone told me about this when i first started but cant remember what the reason for it was anymore
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tipsypo
General Member
Since: Jun 8, 2006
Posts: 125
Last: Apr 22, 2007
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Sunday, Apr. 1, 2007 04:51 pm
Ok the player clip idea didnt work...

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tipsypo
General Member
Since: Jun 8, 2006
Posts: 125
Last: Apr 22, 2007
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Sunday, Apr. 1, 2007 05:23 pm
the disappearing wall thing i dont think its because of the clip brush actually cos i havnt put the brush totaly across the view of the wall if u understand me, cos i have that gap between the two clip brushes so really i should be able to see some of that wall if it was because of the clip brush...


plus Caretaker where are u uve sorted out any problem ive had easily, soz to others who have given me any help.
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD Mapping
Posted: Sunday, Apr. 1, 2007 05:32 pm
Press "F" and see if you're filtering out anything..
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tipsypo
General Member
Since: Jun 8, 2006
Posts: 125
Last: Apr 22, 2007
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Sunday, Apr. 1, 2007 05:49 pm
erm nah that didnt do it, well which problem was that a solution for?... the fence which isnt on my Radiant but which is ingame or the wall being erased from view..

and btw here u can see that from the other side it is visible?

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tipsypo
General Member
Since: Jun 8, 2006
Posts: 125
Last: Apr 22, 2007
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Sunday, Apr. 1, 2007 06:08 pm
Nevermind about the wall i jus got rid of it and did it again and it can be seen now.... wierd huh.

Anyway jus the fence to figure out now...

And sorry for all this but also what about the problems in this:


Quote:
C:\Program Files\Call of Duty\Main\maps>cd ..\..\tools\bin

C:\Program Files\Call of Duty\Tools\bin>q3map ../../main/maps/MyMp
Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- q3map ----
----- FS_Startup -----
Current search path:
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 (12828 files)
C:/Program Files/Call of Duty//main
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:
----------------------
29625 files in pk3 files
Loading map file C:/Program Files/Call of Duty/Tools/bin/../../main/maps/MyMp.ma
p
Entity 0, Brush 2: duplicate plane
Entity 0, Brush 2: duplicate plane
Entity 0, Brush 12: duplicate plane
WARNING: Couldn't find image for shader textures/normandy/foliage/foliage_clamp_
2048_treeline
FloatPlane: bad normal
Entity 0, Brush 72: degenerate plane
WARNING: Couldn't find image for shader textures/sky/pegasusday
**********************
******* leaked *******
**********************
8 unique shaders
6 actual shaders
finding triangle windings...
merging into concave windings...
added 136 points for thin polygons (0.9% more points)
fixing t-junctions...
finding index mapping and snapping vertices...
triangulating all windings...
0 self-tjunctions fixed
2 degenerate tris removed
simplifying triangles...
35 tris simplified away (0.6%)
emitting triangles...
32 vertices couldn't be merged because the textures point different ways
Writing C:/Program Files/Call of Duty/Tools/bin/../../main/maps/MyMp.bsp
26 seconds elapsed

C:\Program Files\Call of Duty\Tools\bin>q3map -vis ../../main/maps/MyMp
Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- vis ----
----- FS_Startup -----
Current search path:
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 (12828 files)
C:/Program Files/Call of Duty//main
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:
----------------------
29625 files in pk3 files
reading C:/Program Files/Call of Duty/Tools/bin/../../main/maps/MyMp.bsp
reading C:/Program Files/Call of Duty/Tools/bin/../../main/maps/MyMp.prt
LoadPortals: couldn't read C:/Program Files/Call of Duty/Tools/bin/../../main/ma
ps/MyMp.prt


C:\Program Files\Call of Duty\Tools\bin>flare -extra -sundiffusesamples 10 -dump
options ../../main/maps/MyMp
----- FS_Startup -----
Current search path:
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 (12828 files)
C:/Program Files/Call of Duty//main
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:
----------------------
29625 files in pk3 files
models in world bsp: enabled
model shadows: enabled
model alpha shadows: enabled
occluder merging: disabled
area light backsplash: enabled
smooth normals: enabled
visual debugging: disabled
keep visual only polys: disabled
verbose messages: disabled
debug lightmap areas: disabled
debug lightmap bleeding: disabled
poly in solid correction: enabled
diffuse sunlighting: enabled
point-sampled diffuse sun: enabled
single-sample diffuse sun: disabled
lightmap calculation: enabled
extra alpha check: enabled
max alpha pixels: 1024
find leafs for lights: enabled
max polys: 1048576
max vertices: 4194304
max brushes: 262144
max occluders: 0
bsp poly split cost: 8
axis-aligned bsp threshold: 500
point light scale: 7500
linear light scale: 0.000125
light grid scale: 1
overbright scale: 2
one over min intensity: 255
hemicube edge size: 10
surface light step world: 16
surface light step sky: 128
couldn't load shader 'textures/sky/pegasusday'
couldn't load shader 'textures/sky/pegasusday'
Q3Map_ReadPortalFile: could not open '../../main/maps/MyMp.prt'

C:\Program Files\Call of Duty\Tools\bin>cd ..\..\

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