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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: night map & truck animation...
Gr33nMan
General Member
Since: Nov 30, 2004
Posts: 90
Last: Jan 21, 2005
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Thursday, Jan. 20, 2005 03:06 am
CoD...
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoD Mapping
Posted: Thursday, Jan. 20, 2005 04:42 am
post your complete compile log please [angryalien]
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Gr33nMan
General Member
Since: Nov 30, 2004
Posts: 90
Last: Jan 21, 2005
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Thursday, Jan. 20, 2005 03:30 pm
here ya go. its a small test map. feel free to edit out what ain't pertinent.

Code:


C:\Program Files\Games\COD\main\maps>C:

C:\Program Files\Games\COD\main\maps>cd \Program Files\Games\COD\Tools\bin

C:\Program Files\Games\COD\Tools\bin>q3map -basedir "COD" ..\..\main\maps\skytes
t.map
Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- q3map ----
----- FS_Startup -----
Current search path:
C:/Program Files/Games/COD/\main\UserTextures.pk3 (13 files)
C:/Program Files/Games/COD/\main\paka.pk3 (41 files)
C:/Program Files/Games/COD/\main\pak9.pk3 (149 files)
C:/Program Files/Games/COD/\main\pak8.pk3 (235 files)
C:/Program Files/Games/COD/\main\pak6.pk3 (3 files)
C:/Program Files/Games/COD/\main\pak5.pk3 (4858 files)
C:/Program Files/Games/COD/\main\pak4.pk3 (1668 files)
C:/Program Files/Games/COD/\main\pak3.pk3 (1992 files)
C:/Program Files/Games/COD/\main\pak2.pk3 (694 files)
C:/Program Files/Games/COD/\main\pak1.pk3 (2642 files)
C:/Program Files/Games/COD/\main\pak0.pk3 (12816 files)
C:/Program Files/Games/COD//main
C:/Program Files/Games/COD/\main\localized_english_pak3.pk3 (7 files)
C:/Program Files/Games/COD/\main\localized_english_pak2.pk3 (9 files)
C:/Program Files/Games/COD/\main\localized_english_pak1.pk3 (3736 files)
C:/Program Files/Games/COD/\main\localized_english_pak0.pk3 (1204 files)

File Handles:
----------------------
30067 files in pk3 files
Loading map file C:/Program Files/Games/COD/Tools/bin/..\..\main\maps\skytest.ma
p
writing C:/Program Files/Games/COD/Tools/bin/..\..\main\maps\skytest.prt
6 unique shaders
6 actual shaders
finding triangle windings...
merging into concave windings...
added 0 points for thin polygons (0.0% more points)
fixing t-junctions...
finding index mapping and snapping vertices...
triangulating all windings...
0 self-tjunctions fixed
0 degenerate tris removed
simplifying triangles...
0 tris simplified away (0.0%)
emitting triangles...
0 vertices couldn\'t be merged because the textures point different ways
Writing C:/Program Files/Games/COD/Tools/bin/..\..\main\maps\skytest.bsp
1 seconds elapsed

C:\Program Files\Games\COD\Tools\bin>pause
Press any key to continue . . .

C:\Program Files\Games\COD\Tools\bin>q3map -vis -fast -basedir "COD" ..\..\main\
maps\skytest.map
Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- vis ----
fastvis = true
----- FS_Startup -----
Current search path:
C:/Program Files/Games/COD/\main\UserTextures.pk3 (13 files)
C:/Program Files/Games/COD/\main\paka.pk3 (41 files)
C:/Program Files/Games/COD/\main\pak9.pk3 (149 files)
C:/Program Files/Games/COD/\main\pak8.pk3 (235 files)
C:/Program Files/Games/COD/\main\pak6.pk3 (3 files)
C:/Program Files/Games/COD/\main\pak5.pk3 (4858 files)
C:/Program Files/Games/COD/\main\pak4.pk3 (1668 files)
C:/Program Files/Games/COD/\main\pak3.pk3 (1992 files)
C:/Program Files/Games/COD/\main\pak2.pk3 (694 files)
C:/Program Files/Games/COD/\main\pak1.pk3 (2642 files)
C:/Program Files/Games/COD/\main\pak0.pk3 (12816 files)
C:/Program Files/Games/COD//main
C:/Program Files/Games/COD/\main\localized_english_pak3.pk3 (7 files)
C:/Program Files/Games/COD/\main\localized_english_pak2.pk3 (9 files)
C:/Program Files/Games/COD/\main\localized_english_pak1.pk3 (3736 files)
C:/Program Files/Games/COD/\main\localized_english_pak0.pk3 (1204 files)

File Handles:
----------------------
30067 files in pk3 files
reading C:/Program Files/Games/COD/Tools/bin/..\..\main\maps\skytest.bsp
reading C:/Program Files/Games/COD/Tools/bin/..\..\main\maps\skytest.prt
4 portalclusters
4 numportals
16 numfaces
8 active portals
0 hint portals
visdatasize:40
0...1...2...3...5...6...7...8... (0)
creating leaf vis...
Average clusters visible: 5
writing C:/Program Files/Games/COD/Tools/bin/..\..\main\maps\skytest.bsp
1.00 seconds elapsed

C:\Program Files\Games\COD\Tools\bin>pause
Press any key to continue . . .

C:\Program Files\Games\COD\Tools\bin>cd \call of duty\tools\bin

C:\Call of Duty\Tools\bin>flare -extra -sundiffusesamples 10 -dumpoptions ..\..\
main\maps\skytest.map
----- FS_Startup -----
Current search path:
C:/Call of Duty/\main\UserTextures.pk3 (13 files)
C:/Call of Duty/\main\paka.pk3 (41 files)
C:/Call of Duty/\main\pak9.pk3 (149 files)
C:/Call of Duty/\main\pak8.pk3 (235 files)
C:/Call of Duty/\main\pak6.pk3 (3 files)
C:/Call of Duty/\main\pak5.pk3 (4858 files)
C:/Call of Duty/\main\pak4.pk3 (1668 files)
C:/Call of Duty/\main\pak3.pk3 (1992 files)
C:/Call of Duty/\main\pak2.pk3 (694 files)
C:/Call of Duty/\main\pak1.pk3 (2642 files)
C:/Call of Duty/\main\pak0.pk3 (12816 files)
C:/Call of Duty//main
C:/Call of Duty/\main\localized_english_pak3.pk3 (7 files)
C:/Call of Duty/\main\localized_english_pak2.pk3 (9 files)
C:/Call of Duty/\main\localized_english_pak1.pk3 (3736 files)
C:/Call of Duty/\main\localized_english_pak0.pk3 (1204 files)

File Handles:
----------------------
30067 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
sunlight = 1
ambient = 0
----------------------------------------
Building flare\'s bsp from all polygons...
Finished in 0 seconds.
----------------------------------------
Finding portals in flare\'s bsp...
Finished in 0 seconds.
----------------------------------------
Filtering solid brushes into tree...
Finished in 0 seconds.
Finding non-solid part of flare\'s bsp...
----------------------------------------
Removing areas in solid...
Finished in 0 seconds.
No lights

C:\Call of Duty\Tools\bin>pause
Press any key to continue . . .


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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoD Mapping
Posted: Thursday, Jan. 20, 2005 03:45 pm
ok...so what exactly is your problem now? (as this thread is seeming to jump all over the place)...seems to be compiling fine [angryalien]
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Gr33nMan
General Member
Since: Nov 30, 2004
Posts: 90
Last: Jan 21, 2005
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Thursday, Jan. 20, 2005 04:08 pm
maybe i don't have a problem, but just don't realize it...

however, the texture for the sky doesn't seem to be a sky. it can be shot, and so on... so i'm not sure my texture "worked." i'd send it to you to see what you think if you'd like.

i guess my question is, how do i know the shader file functioned the way it should? is there a minimum size a sky box should be made?

i'm not sure - 'tis the noob mapper in me...:D

btw, styder, how'd you get to know so much about this tool?

and, also, i greatly appreciate the help. when i can afford to upgrade my membership here, believe me i will...:D

Gr33nMan
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoD Mapping
Posted: Thursday, Jan. 20, 2005 04:18 pm
lol....i cant understand why people just figure i knew everything from the start...i have a good memory...but cant remember where i put it

my 'guess' would be that you have incorrectly constructed your skybox

make sure that your sky texture is on all six interior sides of the skybox, and that nothing is touching it

a common mistake is making the bottom of the skybox the ground texture, and then the shader wont work

make sure that the box is big enough to fit your entire map inside...take a look at the tut i posted on this here

[angryalien]
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Gr33nMan
General Member
Since: Nov 30, 2004
Posts: 90
Last: Jan 21, 2005
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Thursday, Jan. 20, 2005 04:36 pm
oooOooOoOOOOoooOOoooOOOOO...

ok, i'm a newb...

i'll give that a shot a bit later (gotta go do some snow removal) and post results...

tx much!

Gr33nMan
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Gr33nMan
General Member
Since: Nov 30, 2004
Posts: 90
Last: Jan 21, 2005
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Thursday, Jan. 20, 2005 08:17 pm
alrighty....

adjusted my little test map. nothing touching skybox.

still the same results. the "sky" can be shot, hung, drawn, and quartered without protest.

any other ideas?

thanks!

Gr33nMan
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jOhN
General Member
Since: Sep 4, 2003
Posts: 200
Last: Jan 27, 2005
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Thursday, Jan. 20, 2005 08:57 pm
Have you extracted the sky textures from the pak0.pk3 file,
and put them into your cod/main folder?

Do this: How to get sky Textures in the textures Drop down menu

Now you can add the sky textures with ease.

Try shooting these textures [casanova]
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Gr33nMan
General Member
Since: Nov 30, 2004
Posts: 90
Last: Jan 21, 2005
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Friday, Jan. 21, 2005 02:09 pm
i changed the sky on my skytest to pathfinder.

flare ran a little differently - the last line of the compile showed something was done.

when i tested the map, i couldn't shoot the sky - it stayed in the distance and acted as it should.

i've done something wrong with my sky, but i'm not sure. so here's what i did:

i found a starry sky image and took 512x512 chunks out of it for front, right, left, back, up, and down. i saved those as jpg's.

i created the tga representation of it.

i created the shader as noted in a prior post.

so, what did i do wrong? or, is there more i have to do?

Gr33nMan
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