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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Lighting (basic question)
JTG2003
General Member
Since: Sep 27, 2007
Posts: 51
Last: Nov 19, 2010
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Sunday, Apr. 6, 2008 06:57 pm
I have never had any problems with lighting in the past. usually I build my level, testing it every few minutes. Without editing any lighting, it has that generic lighting when you can see everything. There are no light sources or shadows.

However, usually when I enter worldspawn info and add a couple lights, suddenly it compiles all the lights and makes it look realistic. For some reason now, even though I punched in the official worldspawn info for brecourt and added some lights to tunnels, I still have the generic lighting.

Any ideas?
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
[view latest posts]
Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Sunday, Apr. 6, 2008 06:58 pm
Explain what you mean by generic? If your level is always bright, that would suggest you have a leak.
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JTG2003
General Member
Since: Sep 27, 2007
Posts: 51
Last: Nov 19, 2010
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Sunday, Apr. 6, 2008 07:05 pm
Generic meaning every object has the same lighting (no shadows, everything is visibly even in areas that should be dark). And by leak, so you mean my skybox might not be sealed correctly?
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
[view latest posts]
Level 10
Forum Moderator
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Sunday, Apr. 6, 2008 07:16 pm
Have alook in your next compile log for something like

########
leaked
########

This would mean you have a gap in, something touching, something passing through or something outside your skybox.
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JTG2003
General Member
Since: Sep 27, 2007
Posts: 51
Last: Nov 19, 2010
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Wednesday, Apr. 9, 2008 12:41 pm
There is nothing that says "leaked". There is this though

############### model 0 ###############
WARNING: entity 0 brush 34: tris with 2+ major axes; bad lighting likely



My brush 34 is a mountain in the back of my map, 50% of which is for scenery purposes. I don't care if it has bad lighting, but is this going to stop my map from applying any lighting?


The only other thing is this

WARNING: Couldn't find image for shader textures/sky/mp_carentan

.. don't know what to make of that.

Any help is appreciated.
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JTG2003
General Member
Since: Sep 27, 2007
Posts: 51
Last: Nov 19, 2010
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Wednesday, Apr. 9, 2008 01:27 pm
Edit: I removed the mountain completely and it still doesn't work. .. not sure what to do.
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|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Wednesday, Apr. 9, 2008 01:54 pm
Sorry, didnt see this earlier. Don't worry too much about 2+ major axis problems. It won't cause the entire map to fail with lighting - just that there's a possibilty that it'll fail to light that brush properly

skybox shadererror isn't a problem either, so don't worry about that either

Not sure at all what's causing lighting to fail. Try recompiling one of your older maps, or make a simple box map, see if that works

Do you use a frontend to compile maps? I use CoDUOMaker, and that works a treat. If you're using that make sure "use uo flare workaround" is still ticked (sometimes deselects if you've had to do a system restore or something along those lines), and check the uo flare workaround directly still exists - it'll have "game" in the pathname
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JTG2003
General Member
Since: Sep 27, 2007
Posts: 51
Last: Nov 19, 2010
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Wednesday, Apr. 9, 2008 02:03 pm
I use a .bat file to compile my maps. It's worked fine in the past.
This is the full context of the .bat:


Code:
"C:\Program Files\Call of Duty\uoTools\bin\q3map" -v -fulldetail -game uo "C:\Program Files\Call of Duty\uo\maps\mp\pandour"

pause


"C:\Program Files\Call of Duty\uoTools\bin\q3map" -vis -v -game uo "C:\Program Files\Call of Duty\uo\maps\mp\pandour"


pause


"C:\Program Files\Call of Duty\uoTools\bin\flare" -sundiffusesamples 10 -dumpoptions -game uo "C:\Program Files\Call of Duty\uo\maps\mp\pandour"

pause 



And this is the full prompt on when it compiles ... Sorry for the size of this...


Code:
C:\Program Files\Call of Duty\uo\maps\mp>"C:\Program Files\Call of Duty\uoTools\
bin\q3map" -v -fulldetail -game uo "C:\Program Files\Call of Duty\uo\maps\mp\pan
dour"
Q3Map v1.2 (c) 2003 Id Software Inc. / Infinity Ward / GMI Studios
---- q3map ----
verbose = true
fulldetail = true
1 threads
qdir: C:\Program Files\Call of Duty\
gamedir: C:/Program Files/Call of Duty/uo/
----- FS_Startup -----
Current search path:
C:/Program Files/Call of Duty/\uo\uomappack00.pk3 (143 files)
C:/Program Files/Call of Duty/\uo\pakuo07.pk3 (157 files)
C:/Program Files/Call of Duty/\uo\pakuo06.pk3 (12 files)
C:/Program Files/Call of Duty/\uo\pakuo05.pk3 (3 files)
C:/Program Files/Call of Duty/\uo\pakuo04.pk3 (7646 files)
C:/Program Files/Call of Duty/\uo\pakuo03.pk3 (2275 files)
C:/Program Files/Call of Duty/\uo\pakuo02.pk3 (790 files)
C:/Program Files/Call of Duty/\uo\pakuo01.pk3 (1657 files)
C:/Program Files/Call of Duty/\uo\pakuo00.pk3 (6233 files)
C:/Program Files/Call of Duty//uo
C:/Program Files/Call of Duty//Call of Duty
C:/Program Files/Call of Duty/\main\Zzz_the_bridge_ctf.pk3 (20 files)
C:/Program Files/Call of Duty/\main\Zzz_css_italy.pk3 (287 files)
C:/Program Files/Call of Duty/\main\Viking's_Graveyard.pk3 (3 files)
C:/Program Files/Call of Duty/\main\pakb.pk3 (60 files)
C:/Program Files/Call of Duty/\main\paka.pk3 (41 files)
C:/Program Files/Call of Duty/\main\pak9.pk3 (149 files)
C:/Program Files/Call of Duty/\main\pak8.pk3 (235 files)
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 (12816 files)
C:/Program Files/Call of Duty/\main\Arena.pk3 (13 files)
C:/Program Files/Call of Duty//main
C:/Program Files/Call of Duty/\uo\localized_english_pakuo02.pk3 (12 files)
C:/Program Files/Call of Duty/\uo\localized_english_pakuo01.pk3 (37 files)
C:/Program Files/Call of Duty/\uo\localized_english_pakuo00.pk3 (2578 files)
C:/Program Files/Call of Duty/\main\localized_english_pak5.pk3 (46 files)
C:/Program Files/Call of Duty/\main\localized_english_pak3.pk3 (7 files)
C:/Program Files/Call of Duty/\main\localized_english_pak2.pk3 (9 files)
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:
----------------------
52026 files in pk3 files
  971 shaderInfo
--- LoadMapFile ---
Loading map file C:\Program Files\Call of Duty\uo\maps\mp\pandour.map
WARNING: Couldn't find image for shader textures/sky/mp_carentan
   35 total world brushes
   22 detail brushes
    5 patches
   44 boxbevels
   12 edgebevels
    4 entities
  258 planes
    0 areaportals
size: -4736,-6488, -712 to  7232, 6456, 4296
############### model 0 ###############

WARNING: entity 0 brush 36: tris with 2+ major axes; bad lighting likely
----- PatchMapDrawSurfs -----
--- FaceBSP ---
  112 faces
 1249 leafs
----- MakeTreePortals -----
    10 tiny portals
----- FilterStructuralBrushesIntoTree -----
   19 structural brushes
  569 cluster references
--- FloodEntities ---
  283 flooded leafs
--- FillOutside ---
  547 solid leafs
  419 leafs filled
  283 inside leafs
----- ClipSidesIntoTree -----
--- FaceBSP ---
   72 faces
  675 leafs
----- MakeTreePortals -----
    11 tiny portals
----- FilterStructuralBrushesIntoTree -----
   19 structural brushes
  576 cluster references
----- Building Portals and Cells -----
    1 unique cells
--- NumberClusters ---
  225 visclusters
  506 visportals
  550 solidfaces
--- WritePortalFile ---
writing C:\Program Files\Call of Duty\uo\maps\mp\pandour.prt
--- FloodAreas ---
    1 areas
----- FilterDetailBrushesIntoTree -----
   16 detail brushes
   52 cluster references
----- SubdivideDrawSurfs -----
----- MergeSides -----
    0 siderefs
----- FixTJunctions -----
   177 axial edge lines
    84 non-axial edge lines
     0 degenerate edges
   261 edge lines of 131072
    79 verts added for tjunctions
   736 total verts
   135 naturally ordered
    24 rotated orders
     3 can't order
--- AllocateLightmaps ---
    8 unique shaders
    9 actual shaders
1003978 exact lightmap texels
1310720 block lightmap texels
84.94% lightmap efficiency
finding triangle windings...
merging into concave windings...
added 301 points for thin polygons (10.0% more points)
fixing t-junctions...
finding index mapping and snapping vertices...
triangulating all windings...
0 self-tjunctions fixed
1 degenerate tris removed
simplifying triangles...
230 tris simplified away (12.3%)
emitting triangles...
308 vertices couldn't be merged because the textures point different ways
----- FilterCollisionSurfsIntoTree -----
--- EndModel ---
Writing C:\Program Files\Call of Duty\uo\maps\mp\pandour.bsp
    2 seconds elapsed

C:\Program Files\Call of Duty\uo\maps\mp>pause
Press any key to continue . . .
C:\Program Files\Call of Duty\uo\maps\mp>"C:\Program Files\Call of Duty\uoTools\
bin\q3map" -vis -v -game uo "C:\Program Files\Call of Duty\uo\maps\mp\pandour"
Q3Map v1.2 (c) 2003 Id Software Inc. / Infinity Ward / GMI Studios
---- vis ----
verbose = true
1 threads
qdir: C:\Program Files\Call of Duty\
gamedir: C:/Program Files/Call of Duty/uo/
----- FS_Startup -----
Current search path:
C:/Program Files/Call of Duty/\uo\uomappack00.pk3 (143 files)
C:/Program Files/Call of Duty/\uo\pakuo07.pk3 (157 files)
C:/Program Files/Call of Duty/\uo\pakuo06.pk3 (12 files)
C:/Program Files/Call of Duty/\uo\pakuo05.pk3 (3 files)
C:/Program Files/Call of Duty/\uo\pakuo04.pk3 (7646 files)
C:/Program Files/Call of Duty/\uo\pakuo03.pk3 (2275 files)
C:/Program Files/Call of Duty/\uo\pakuo02.pk3 (790 files)
C:/Program Files/Call of Duty/\uo\pakuo01.pk3 (1657 files)
C:/Program Files/Call of Duty/\uo\pakuo00.pk3 (6233 files)
C:/Program Files/Call of Duty//uo
C:/Program Files/Call of Duty//Call of Duty
C:/Program Files/Call of Duty/\main\Zzz_the_bridge_ctf.pk3 (20 files)
C:/Program Files/Call of Duty/\main\Zzz_css_italy.pk3 (287 files)
C:/Program Files/Call of Duty/\main\Viking's_Graveyard.pk3 (3 files)
C:/Program Files/Call of Duty/\main\pakb.pk3 (60 files)
C:/Program Files/Call of Duty/\main\paka.pk3 (41 files)
C:/Program Files/Call of Duty/\main\pak9.pk3 (149 files)
C:/Program Files/Call of Duty/\main\pak8.pk3 (235 files)
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 (12816 files)
C:/Program Files/Call of Duty/\main\Arena.pk3 (13 files)
C:/Program Files/Call of Duty//main
C:/Program Files/Call of Duty/\uo\localized_english_pakuo02.pk3 (12 files)
C:/Program Files/Call of Duty/\uo\localized_english_pakuo01.pk3 (37 files)
C:/Program Files/Call of Duty/\uo\localized_english_pakuo00.pk3 (2578 files)
C:/Program Files/Call of Duty/\main\localized_english_pak5.pk3 (46 files)
C:/Program Files/Call of Duty/\main\localized_english_pak3.pk3 (7 files)
C:/Program Files/Call of Duty/\main\localized_english_pak2.pk3 (9 files)
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:
----------------------
52026 files in pk3 files
reading C:\Program Files\Call of Duty\uo\maps\mp\pandour.bsp
reading C:\Program Files\Call of Duty\uo\maps\mp\pandour.prt
   225 portalclusters
   506 numportals
   550 numfaces
  1012 active portals
     0 hint portals
visdatasize:7208
0...1...2...3...4...5...6...7...8...9... (0)
      5 average number of passages per leaf
      0 MB required passage memory
0...1...2...3...4...5...6...7...8...9... (0)
0...1...2...3...4...5...6...7...8...9... (16)
creating leaf vis...
cluster    0 :  222 visible
cluster    1 :  222 visible
cluster    2 :  222 visible
cluster    3 :  222 visible
cluster    4 :  222 visible
cluster    5 :  223 visible
cluster    6 :  223 visible
cluster    7 :  223 visible
cluster    8 :  224 visible
cluster    9 :  224 visible
cluster   10 :  224 visible
cluster   11 :  224 visible
cluster   12 :  224 visible
cluster   13 :  224 visible
cluster   14 :  222 visible
cluster   15 :  222 visible
cluster   16 :  222 visible
cluster   17 :  222 visible
cluster   18 :  222 visible
cluster   19 :  223 visible
cluster   20 :  223 visible
cluster   21 :  223 visible
cluster   22 :  224 visible
cluster   23 :  224 visible
cluster   24 :  224 visible
cluster   25 :  224 visible
cluster   26 :  224 visible
cluster   27 :  224 visible
cluster   28 :  222 visible
cluster   29 :  222 visible
cluster   30 :  222 visible
cluster   31 :  222 visible
cluster   32 :  222 visible
cluster   33 :  223 visible
cluster   34 :  223 visible
cluster   35 :  223 visible
cluster   36 :  224 visible
cluster   37 :  224 visible
cluster   38 :  224 visible
cluster   39 :  224 visible
cluster   40 :  225 visible
cluster   41 :  225 visible
cluster   42 :  222 visible
cluster   43 :  222 visible
cluster   44 :  222 visible
cluster   45 :  222 visible
cluster   46 :  222 visible
cluster   47 :  223 visible
cluster   48 :  223 visible
cluster   49 :  223 visible
cluster   50 :  224 visible
cluster   51 :  224 visible
cluster   52 :  225 visible
cluster   53 :  225 visible
cluster   54 :  226 visible
cluster   55 :  226 visible
cluster   56 :  222 visible
cluster   57 :  222 visible
cluster   58 :  222 visible
cluster   59 :  222 visible
cluster   60 :  222 visible
cluster   61 :  223 visible
cluster   62 :  223 visible
cluster   63 :  223 visible
cluster   64 :  225 visible
cluster   65 :  226 visible
cluster   66 :  226 visible
cluster   67 :  226 visible
cluster   68 :  226 visible
cluster   69 :  226 visible
cluster   70 :  222 visible
cluster   71 :  222 visible
cluster   72 :  222 visible
cluster   73 :  222 visible
cluster   74 :  222 visible
cluster   75 :  223 visible
cluster   76 :  218 visible
cluster   77 :  217 visible
cluster   78 :  217 visible
cluster   79 :  222 visible
cluster   80 :  222 visible
cluster   81 :  226 visible
cluster   82 :  226 visible
cluster   83 :  220 visible
cluster   84 :  211 visible
cluster   85 :  205 visible
cluster   86 :  218 visible
cluster   87 :  211 visible
cluster   88 :  218 visible
cluster   89 :  225 visible
cluster   90 :  213 visible
cluster   91 :  223 visible
cluster   92 :  221 visible
cluster   93 :  211 visible
cluster   94 :  221 visible
cluster   95 :   98 visible
cluster   96 :   82 visible
cluster   97 :  208 visible
cluster   98 :  209 visible
cluster   99 :  217 visible
cluster  100 :  219 visible
cluster  101 :  222 visible
cluster  102 :  224 visible
cluster  103 :  224 visible
cluster  104 :  225 visible
cluster  105 :  223 visible
cluster  106 :  220 visible
cluster  107 :  223 visible
cluster  108 :  215 visible
cluster  109 :  224 visible
cluster  110 :  221 visible
cluster  111 :  218 visible
cluster  112 :  219 visible
cluster  113 :  128 visible
cluster  114 :  138 visible
cluster  115 :  218 visible
cluster  116 :  216 visible
cluster  117 :  218 visible
cluster  118 :  219 visible
cluster  119 :  218 visible
cluster  120 :  222 visible
cluster  121 :  226 visible
cluster  122 :  226 visible
cluster  123 :  226 visible
cluster  124 :  226 visible
cluster  125 :  226 visible
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cluster  127 :  222 visible
cluster  128 :  222 visible
cluster  129 :  222 visible
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cluster  131 :  222 visible
cluster  132 :  226 visible
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cluster  134 :  226 visible
cluster  135 :  224 visible
cluster  136 :  225 visible
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cluster  138 :  225 visible
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cluster  140 :  225 visible
cluster  141 :  222 visible
cluster  142 :  222 visible
cluster  143 :  222 visible
cluster  144 :  223 visible
cluster  145 :  225 visible
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cluster  149 :  224 visible
cluster  150 :  224 visible
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cluster  169 :  223 visible
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cluster  175 :  225 visible
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cluster  177 :  224 visible
cluster  178 :  224 visible
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cluster  180 :  224 visible
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cluster  183 :  225 visible
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cluster  192 :  224 visible
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cluster  198 :  225 visible
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cluster  200 :  224 visible
cluster  201 :  224 visible
cluster  202 :  225 visible
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cluster  209 :  224 visible
cluster  210 :  224 visible
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cluster  221 :  224 visible
cluster  222 :  224 visible
cluster  223 :  224 visible
cluster  224 :  224 visible
Average clusters visible: 220
writing C:\Program Files\Call of Duty\uo\maps\mp\pandour.bsp
18.00 seconds elapsed

C:\Program Files\Call of Duty\uo\maps\mp>pause
Press any key to continue . . .
C:\Program Files\Call of Duty\uo\maps\mp>"C:\Program Files\Call of Duty\uoTools\
bin\flare" -sundiffusesamples 10 -dumpoptions -game uo "C:\Program Files\Call of
 Duty\uo\maps\mp\pandour"
models in world bsp:           enabled
model shadows:                 disabled
model alpha shadows:           disabled
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:              16384
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:      32
surface light step sky:        512
----- FS_Startup -----
Current search path:

File Handles:
----------------------
0 files in pk3 files
§Filesystem call made without initialization

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



I guess I will make a test map and post again .. and maybe try CoDUOMaker ..


Thanks, Jeremy
Share |
|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Wednesday, Apr. 9, 2008 02:16 pm
Filesystem call made without initialization


I think that's the problem. Either flare's current folder is corrupt somehow - maybe dir structure or just a bad pk3 , or it may have too many levels of subfolders.

Either way, coduomaker will clean this up - tick flare work around button, then create - it'll copy your pk3s to a folder flare can read provided you have the space. Besides, it's easier than manually editing bats
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JTG2003
General Member
Since: Sep 27, 2007
Posts: 51
Last: Nov 19, 2010
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Wednesday, Apr. 9, 2008 02:17 pm
CoDUOMaker saves the day! Worked perfectly. Thanks!


Edit: One quick thing while I've got ya here? Has nothin to do with lighting..

Basically the editor doesn't load any models I try to place
(right click, script >> model. It asks me what model, I select one).

They always load up as a red box.

I have my up models in the C:\Program Files\Call of Duty\uo\xmodel folder as stated in some tutorial ...

edited on Apr. 9, 2008 10:26 am by JTG2003
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