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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: advice from the community
JBAM
General Member
Since: Jun 7, 2004
Posts: 86
Last: May 10, 2005
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Level 3
Category: CoD Mapping
Posted: Wednesday, Nov. 10, 2004 01:36 pm
I've never mapped for COD, but as I want to enter in the comp, I'm seeking advice from you: "the community" :)

At this stage I have some cute test buildings, and have begun to consider terrain between them (ground couldn't hurt!)...

I'm not used to such an automated terrain technique, and whilst I can use the terrain tools ok, I wanted your recommendations on:

What is the best way to use terrain meshes?? -->

I began making terrain using several patches ---> I guess I'd weld them together (you can weld terrain patches yeah?)... Or should i use one big one for the whole map and flatten the areas I want to place buildings on? I guess the one big one would be easier, but I think I'd prefer the smaller localised ones --> is this a silly approach?

ORRRR maybe even localised ones built around my buildings that I then place over one big one (to help prevent terrain through floor etc)...

Any advice that doesnt constitute sabotage to my mapping would be greatly appreciated :P

bam
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thmapper
General Member
Since: Aug 23, 2004
Posts: 334
Last: Apr 27, 2006
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Level 5
Category: CoD Mapping
Posted: Wednesday, Nov. 10, 2004 01:55 pm
i would definitely NOT make the terrain out of one big brush/mesh...this can cause errors and will probably make it look unrealistic

using several smaller patches and connecting the verts is the best way i think...but remember you also dont want to overdo it since that can get you some bad fps...

loook at Wyatt's tuts...he makes the meshes more concentrated as he moves toward the center of the map
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JBAM
General Member
Since: Jun 7, 2004
Posts: 86
Last: May 10, 2005
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Level 3
Category: CoD Mapping
Posted: Wednesday, Nov. 10, 2004 02:23 pm
great.. thanks...

yeah I kind of had a feeling that one big patch would be a nightmare :)

Just while we're at it, is there a scrolling water tex? Or any scrolling tex's? No relevant threads when I searched :(

I'll hit those tutes asap... thanks for the speedy response :)
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superwoman
General Member
Since: Oct 19, 2004
Posts: 299
Last: Feb 13, 2005
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Level 5
MODSCON
Category: CoD Mapping
Posted: Wednesday, Nov. 10, 2004 02:58 pm
on the same note....can one make a large patch ad the hills and smaller patches for diffrent colors dead grass craters rocks for blending and decals then just split the huge patch up...would that be a prob?
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_ca_garrett
General Member
Since: Aug 2, 2004
Posts: 330
Last: May 16, 2008
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Level 5
Category: CoD Mapping
Posted: Wednesday, Nov. 10, 2004 03:06 pm
maybe maybe not. maybe its like portals... u cant copy the brush, u have to remake a new 1, so maybe its the same with the verticle. instead of just splitting a big 1, i would make alot. because lets say its causing problems cause its to big, but u split it, it will still be the same brush, but split into diferent pieces. think of it that way. just take ure time and make many brushes... not to much tho because then ul get problems. its like portals, u needa have the right amount.
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JBAM
General Member
Since: Jun 7, 2004
Posts: 86
Last: May 10, 2005
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Level 3
Category: CoD Mapping
Posted: Wednesday, Nov. 10, 2004 04:05 pm
I wasnt aware that you had to remake portals! I'll keep that in mind...

My interpretation of the advice to me was to keep things localised, and remember to keep things simple... so I'd just stick to that...

Just so things dont go too off topic, I'm wondering about:

Quote:
is there a scrolling water tex? Or any scrolling tex's? No relevant threads when I searched :(



I'm quite keen on having a waterfall... any ideas about scrolling water tex or any scrolling tex's??
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thmapper
General Member
Since: Aug 23, 2004
Posts: 334
Last: Apr 27, 2006
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Level 5
Category: CoD Mapping
Posted: Wednesday, Nov. 10, 2004 04:44 pm
i assume you are talking about a "flowing" water texture?

look under textures>sfx...some of the textures are called "fastwater", "oldsewerwater", "mp_ship_ocean", etc.

i think you will find what youre looking for there
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JBAM
General Member
Since: Jun 7, 2004
Posts: 86
Last: May 10, 2005
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Wednesday, Nov. 10, 2004 05:08 pm
:P fine service my friend :)

(sorry I'm used to various other terms for things)...
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