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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: night
ginj
General Member
Since: Jan 23, 2008
Posts: 73
Last: Nov 23, 2008
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Friday, Jan. 25, 2008 11:13 pm
ok, i tried changing about all settings in worldspawn to get a dark light,
suncolor to the lowest (ex: 0.1 0.1 0.2), sunlight to 0.1, ambient to 0.1,...
nothing made my map dark.
it only affect when i put higher settings, i got some nice shadows but i cant get a night/dark map. it drive me nuts [banghead]
any advices ?

also, i'd like to understand the gsc file, is it saved when u compile the bsp ?
if i change fx of the gsc file in notepad, when i will compile the bsp file, or compile the reflections,... will it stay like i changed it ?

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ginj
General Member
Since: Jan 23, 2008
Posts: 73
Last: Nov 23, 2008
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Saturday, Jan. 26, 2008 04:24 am
does any other settings than suncolor, sunlight and ambient could get me something like a night map ?
i'd like something like a moonlight light, something like that new map "village" has, or like "bog" or something like "snowcrash".
but changing the worldspawn settings like the "bog" dont works :(

also, i added the fog into my gsc file, but how can i get fog effects like u can have in "bog" and other maps, some animated dusty fog ?
is it in the _fx.gsc file that u add these ? where can i find variablei can edit forthat ?
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sso
General Member
Since: Aug 24, 2006
Posts: 190
Last: Dec 17, 2010
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Saturday, Jan. 26, 2008 05:24 am
Did you ever try black lights? If you don't use any lights it is 100% pitch black... to make it bog-like use some dark grayish lights.
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topherchris
General Member
Since: Sep 18, 2006
Posts: 14
Last: Sep 7, 2009
[view latest posts]
Level 1
Category: CoD4 MP Mapping
Posted: Saturday, Jan. 26, 2008 05:39 am
also try using a darker textured skybox..
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ilikepotatoes
General Member
Since: Jan 30, 2007
Posts: 35
Last: Dec 3, 2009
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Saturday, Jan. 26, 2008 06:20 am
Maybe you have a leak somewhere in your map that prevents proper lighting and gives you bright light everywhere. I had something like this happen to me a while back. Check that there are no entities in the "void" and that your skybox fully encloses your level (no gaps). I know this may sound stupid and i dunno if this has any effect on lighting at all, but did you texture your skybox with a night sky?
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ginj
General Member
Since: Jan 23, 2008
Posts: 73
Last: Nov 23, 2008
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Saturday, Jan. 26, 2008 01:46 pm
yes i have the cargoship skybox for now.
my skybox is closed, i got no holes innit.
i had a problem i just saw: i wrote difuse instead of diffuse lol
fixed that, but doesnt change nothing :(

here is my worldspawn (same as bog):
Code:
"sunlight" "0.5"
"sundirection" "-22 247 0"
"sundiffusecolor" "0.717647 0.776471 1.000000"
"suncolor" ".68 .72 .76"
"diffusefraction" ".4"
"ambient" "0.125"
"_color" ".67 .72 .94"
"radiosityScale" "1.8"


here is my gsc file :
Code:
main()
{
	maps\mp\_load::main();
	
	ambientPlay("ambient_backlot_ext");
	
	setExpFog(500, 2200, 0.81, 0.75, 0.63, 0);
	game["allies"] = "sas";
	game["axis"] = "opfor";
	game["attackers"] = "axis";
	game["defenders"] = "allies";
	game["allies_soldiertype"] = "woodland";
	game["axis_soldiertype"] = "woodland";
	
	setdvar( "r_specularcolorscale", "1" );
	
	setdvar("r_glowbloomintensity0",".25");
	setdvar("r_glowbloomintensity1",".25");
	setdvar("r_glowskybleedintensity0",".3");
	setdvar("compassmaxrange","1800");
}


when i build the fast file, i got these errors:
Code:
Fastfile 1 of 2, "mp_hunt_test3c": [ver. 5] process...
Sound file 'sound/voiceovers/generic/OM/gen_m_death1.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death2.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death3.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death4.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death5.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death6.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death7.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death8.wav' not found
Sound file 'sound/voiceovers/generic/ON/gen_n_death1.wav' not found
Sound file 'sound/voiceovers/generic/ON/gen_n_death2.wav' not found
Sound file 'sound/voiceovers/generic/ON/gen_n_death3.wav' not found
Sound file 'sound/voiceovers/generic/ON/gen_n_death4.wav' not found
Sound file 'sound/voiceovers/generic/ON/gen_n_death5.wav' not found
Sound file 'sound/voiceovers/generic/RU3/ru3_death_01.wav' not found
Sound file 'sound/voiceovers/generic/RU3/ru3_death_02.wav' not found
Sound file 'sound/voiceovers/generic/RU4/ru4_death_01.wav' not found
Sound file 'sound/voiceovers/generic/US7/us7_death_01.wav' not found
Sound file 'sound/voiceovers/generic/US7/us7_death_02.wav' not found
Sound file 'sound/voiceovers/generic/US7/us7_death_03.wav' not found
Sound file 'sound/voiceovers/generic/US7/us7_death_04.wav' not found
Sound file 'sound/voiceovers/generic/US7/us7_death_05.wav' not found
Sound file 'sound/voiceovers/generic/US7/us7_death_06.wav' not found
ERROR: Could not open 'maps/mp/mp_hunt_test3b.gsc'
ERROR: failed loading 'maps/mp/mp_hunt_test3b.gsc' of type 'rawfile'
ERROR: Could not open 'maps/mp/mp_hunt_test3c_fx.gsc'
ERROR: failed loading 'maps/mp/mp_hunt_test3c_fx.gsc' of type 'rawfile'
ERROR: Could not open 'maps/createfx/mp_hunt_test3c_fx.gsc'
ERROR: failed loading 'maps/createfx/mp_hunt_test3c_fx.gsc' of type 'rawfile'
ERROR: Could not open 'vision/mp_hunt_test3c.vision'
ERROR: failed loading 'vision/mp_hunt_test3c.vision' of type 'rawfile'
link...compress...save...done.
Fastfile 2 of 2, "mp_hunt_test3c_load": [ver. 5] process...
WARNING: Could not find 'maps/mp_hunt_test3c.csv'.
link...compress...save...done.
language is not english
copying fast files to french folder
A subdirectory or file C:\Program already exists.
Error occurred while processing: C:\Program.
A subdirectory or file Files\Activision\Call already exists.
Error occurred while processing: Files\Activision\Call.
A subdirectory or file of already exists.
Error occurred while processing: of.
A subdirectory or file Duty already exists.
Error occurred while processing: Duty.
A subdirectory or file 4 already exists.
Error occurred while processing: 4.
A subdirectory or file - already exists.
Error occurred while processing: -.
A subdirectory or file Modern already exists.
Error occurred while processing: Modern.
A subdirectory or file Warfare\zone\french already exists.
Error occurred while processing: Warfare\zone\french.
Press any key to continue . . .


here is the result:


so yea i got a general light, and it really doesnt looks like bog
i'd like lots more shadows, sunlights, but it got to be way darker than it is now.
once i got this fixed im gona try to add more fog effects.
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ilikepotatoes
General Member
Since: Jan 30, 2007
Posts: 35
Last: Dec 3, 2009
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Saturday, Jan. 26, 2008 02:13 pm
Hmm... that looks awfully like a leak. Just to be sure, you should check your bsp compile log for any errors and their co-ordinates which you can then use in the "go to" function of radiant to find your leaks (if it is a leak that is).
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sso
General Member
Since: Aug 24, 2006
Posts: 190
Last: Dec 17, 2010
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Saturday, Jan. 26, 2008 04:18 pm
hey,
instead of doing that, you could always make a difffernet sky box.

go in the map u have now, and push I or U and it will select all ur items, then just save that as a prefab and pt it in ur new skybox.

also, u could push "5" and then make sure it "locks" to grid, and make a skybox, itll make it a lot easier than workin with 1's bc i have a hard time to make sky boxes with 1's sometimes...

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ginj
General Member
Since: Jan 23, 2008
Posts: 73
Last: Nov 23, 2008
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Saturday, Jan. 26, 2008 09:44 pm
honestly i doubt i have a leak in my skybox, i checked it again before posting my last post ^
but to be sure i will do it again.

u think ican do the opposite ?
save a skybox as a prefab, then import it to my map ?
i think it would be easier for me, because my map is pretty big

well ima go try now and tell the result after
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ginj
General Member
Since: Jan 23, 2008
Posts: 73
Last: Nov 23, 2008
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Sunday, Jan. 27, 2008 01:09 am
ok, i put a new skybox. and im 100% sure, there is no leak.
i put cargoship sky texture on the inside surface, checked my worldspawn settings, edit it again to be sure it will change the color and light intensity.
re-compile the bsp, reflection, buildafast file, update the zone file, then test the map ... and i got the same lame light again [banghead]

now im thinking, maybe it has to do with the language.
i got the french version of cod4.
when i compile the bsp, i got one error: something like "can't find default.cfg"
+ some errors when i build the fast file (that i posted above)

so maybe i did everything right, but its that damn language version that cause all this ?
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