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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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Author Topic: LAST MINUTE HELP!!!
OLD_MAN_WITH_GUN
General Member
Since: May 13, 2006
Posts: 754
Last: Jan 23, 2010
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Thursday, Sep. 20, 2007 11:13 pm
First, create a correct loadscreen, coz. you can't simply copy one from another map and only change the filenames.
The material file of your loadscreen will load an image with the name loadscreen_mp_silotown and not loadscreen_mp_otlu.

Then I've tested your map and as I call it, the server crashed with a script compile error.
Problem: You used the prefab of the small lantern which need additional scripting.
Create a second gsc file in th folder maps\mp and call it mp_otlu_fx.gsc
Put in the following
Code:
main()
{
	precacheFX();
	ambientFX();

	level.scr_sound["flak88_explode"] = "flak88_explode";
}

precacheFX()
{
	level._effect["flak_explosion"] = loadfx ("fx/explosions/flak88_explosion.efx");

}

ambientFX()
{
}

That's normally for the sd gametype, but so the lantern will work too.
After that open your mp_otlu.gsc and add the following line above the line maps\mp\_load::main();

maps\mp\mp_otlu_fx::main();

Then create a new iwd file (with the new and modified stuff) and try again.
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OLD_MAN_WITH_GUN
General Member
Since: May 13, 2006
Posts: 754
Last: Jan 23, 2010
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Thursday, Sep. 20, 2007 11:28 pm
Editing time expired

Looks like u used some custom textures which are not in your iwd file

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IWRevolver
General Member
Since: Jul 11, 2007
Posts: 191
Last: Oct 1, 2012
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Level 4
Category: CoD2 MP Mapping
Posted: Friday, Sep. 21, 2007 07:39 pm
how are you inside of the map though when we cant even get it on the test server, thanks alot though we are trying it right now!
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IWRevolver
General Member
Since: Jul 11, 2007
Posts: 191
Last: Oct 1, 2012
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Level 4
Category: CoD2 MP Mapping
Posted: Friday, Sep. 21, 2007 07:46 pm
http://www.badongo.com/file/4441527 okay it still didnt work we put that texture in the iwd and the same thing happend :( thats the new iwd with the texture fix
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Ray
General Member
Since: Apr 24, 2006
Posts: 1027
Last: Nov 17, 2013
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Level 8
Category: CoD2 MP Mapping
Posted: Friday, Sep. 21, 2007 10:28 pm
did you put the texture files in /images and /materials?
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IWRevolver
General Member
Since: Jul 11, 2007
Posts: 191
Last: Oct 1, 2012
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Level 4
Category: CoD2 MP Mapping
Posted: Friday, Sep. 21, 2007 10:48 pm
yess
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Capt.Com
General Member
Since: Nov 14, 2004
Posts: 879
Last: Oct 6, 2007
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Level 7
Category: CoD2 MP Mapping
Posted: Saturday, Sep. 22, 2007 01:24 am
DRUMBUM writes...
Quote:
yess


False. There's absolutely nothing in you images and materials folders.

Remove those 2 files in your soundaliases folder and add a real csv files. Those you have are crap.

In your gsc you called for ambient, you must add it too to your .csv in the soundaliases folder.

In the gsc you added:
game["attackers"] = "allies";
game["defenders"] = "axis";
This is for SD gametype only.

I saw in your .arena file that your map is playing in CTF only. Every map must have, at least, one DM spawns.

Don't add lines like this:
// setCullFog(0, 16500, 0.55, 0.6, 0.55, 0); with comments ( // )
If you are not using it and don't know what it does.
The same for the setCvar lines.

You surely made your map with custom maps in your main because I'm sure at 100% you don't know how to make and add custom textures. This is the reason why you have missing textures in your map.

Now that these textures are in your maps. You will have to find where they come from ( what custom map ), reload the map, reopen radiant, note the name of the textures, then go in yours main\images and main\materials to grab the files and add them to your iwd image and material folder.





edited on Sep. 21, 2007 09:26 pm by Capt.Com
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IWRevolver
General Member
Since: Jul 11, 2007
Posts: 191
Last: Oct 1, 2012
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Level 4
Category: CoD2 MP Mapping
Posted: Saturday, Sep. 22, 2007 03:53 am
...i think i just got pwned....THANK YOU lol ill work on it tomorrow and see if it works ty!
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Capt.Com
General Member
Since: Nov 14, 2004
Posts: 879
Last: Oct 6, 2007
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Saturday, Sep. 22, 2007 03:58 am
Not really. This can be fixed easily...

For missing textures, if you don't find the custom ones, just add stock textures.

For the csv, look at others maps to see how they made it.

Then the files in the iwd must be fixed... and the map will run.

The map looks nice so far. So go ahead... you will have it!



edited on Sep. 22, 2007 12:03 am by Capt.Com
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OLD_MAN_WITH_GUN
General Member
Since: May 13, 2006
Posts: 754
Last: Jan 23, 2010
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Saturday, Sep. 22, 2007 02:37 pm
DRUMBUM writes...
Quote:
...i think i just got pwned....THANK YOU lol ill work on it tomorrow and see if it works ty!

When you create or test a map, remove absolutely all custom iwd files (maps and mods) from the folder main.
Be sure there are only the stock iwd files and the iwd file of your map in there.
So you can check if all things work for others too which haven't the same custom maps like you.

Btw. the ctf flags on your map won't work either.
You've placed the flags as misc_models in your map. That won't work.
You have to use the prefabs ctf_flag_allies and ctf_flag_axis which can be found in the folder prefabs/MP.
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