Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 4 Guests
Online:

LATEST FORUM THREADS

»
warfare
CoD4 Map + Mod Releases
Voting menu on maps
CoD+UO General
Hauling 911
CoDBO3 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Next Page
subscribe
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: Saturday, Jan. 8, 2005 05:45 pm
greets!

i'm attempting a "night" map.

i have set the worldspawn settings to the "master" settings as mp_chateau via the tut.

also ensured i am using an mp sky texture. additionally, i have added two cage lights in appropriate places (do i need to add a light source to them or are they pre-lit?).

however, when rendered, the sky still comes out normal - not darkened, etc.

what am i missing?

on the static german truck model, i note the wheels move when the map is "played." how do i stop this?

thanks!

Gr33nMan
Share |
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: Saturday, Jan. 8, 2005 05:49 pm
2 things off the top of my head that could be affecting the ambient light in your map

ensure that there is no leak when you compile

second, double check that the inner radiuses of your cagelights do not touch or overlap each other, or extend past/touch the skybox

if they do, decrease the radius by reducing the value for the key "light"

if you are using the static model, then nothing moves....so i would have to assume that you grabbed the wrong one [angryalien]
Share |
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: CoD Mapping
Posted: Saturday, Jan. 8, 2005 05:53 pm
for the lights you will still need to add a light to it (right click - light) also on a night mao its cool to add a corona to a light .. when it say the model is lit that mean that the little bulb is bright to make it look on but this doesnt give of light (well doesnt for me)

the truck are you sure its a static model?
Share |
Gr33nMan
General Member
Since: Nov 30, 2004
Posts: 90
Last: Jan 21, 2005
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Saturday, Jan. 8, 2005 09:30 pm
stryder/rasta,

all models of the truck exhibit movement, static or not. i don't get that of course...lol...but i'll go through them one more time just to be sure...

there are no leaks on the map.

tx!

Gr33nMan

Share |
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: Saturday, Jan. 8, 2005 09:51 pm
xmodel/static_vehicle_german_truck
is the model value you should be using

double-check your lights, as that is possibility for the overbright shift if you have no leaks [angryalien]
Share |
Gr33nMan
General Member
Since: Nov 30, 2004
Posts: 90
Last: Jan 21, 2005
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Sunday, Jan. 9, 2005 04:40 am
ok, i replaced the cagelights with the off variant as i couldn't get the light value to show a radius. i then added two lights (no coronas at this point, with the following two values:

"color" "1 1 1"
"light" "75"

and the other has a
"light" "200"

as stated before, the worldspawn values are those for mp_chateau, but i did change the sunlight value to .7. the map still loads over-bright. i don't get it...lol...

guess i out-thought myself on the truck...i loaded the static model and no probs...geez...must have faked myself into thinking i had changed it when i didn't...lol...

i await your further input.

thanks!

Gr33nMan
Share |
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: Sunday, Jan. 9, 2005 04:47 am
select both of your light entities and zoom out in the 2d view...you should see that each light entity has 2 definite radiuses (an inner and outer)
make sure that the 2 inner radiuses do not contact each other, or touch or pass through the skybox

if this still fails to resolve the problem - please post your compile log [angryalien]
Share |
Gr33nMan
General Member
Since: Nov 30, 2004
Posts: 90
Last: Jan 21, 2005
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Sunday, Jan. 9, 2005 04:52 am
ok, i double checked and things appear to be ok. so, here's the log.


C:\Documents and Settings\Jon C. Munson II\Desktop>C:

C:\Documents and Settings\Jon C. Munson II\Desktop>cd \CoD\Tools\bin

C:\CoD\Tools\bin>q3map -basedir "CoD" ..\..\Main\maps\mp_checkpoint_alpha1.map
Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- q3map ----
----- FS_Startup -----
Current search path:
C:/CoD/\main\UserTextures.pk3 (13 files)
C:/CoD/\main\pakb.pk3 (60 files)
C:/CoD/\main\paka.pk3 (41 files)
C:/CoD/\main\pak9.pk3 (149 files)
C:/CoD/\main\pak8.pk3 (235 files)
C:/CoD/\main\pak6.pk3 (3 files)
C:/CoD/\main\pak5.pk3 (4858 files)
C:/CoD/\main\pak4.pk3 (1668 files)
C:/CoD/\main\pak3.pk3 (1992 files)
C:/CoD/\main\pak2.pk3 (694 files)
C:/CoD/\main\pak1.pk3 (2642 files)
C:/CoD/\main\pak0.pk3 (12816 files)
C:/CoD//main
C:/CoD/\main\localized_english_pak5.pk3 (46 files)
C:/CoD/\main\localized_english_pak3.pk3 (7 files)
C:/CoD/\main\localized_english_pak2.pk3 (9 files)
C:/CoD/\main\localized_english_pak1.pk3 (3736 files)
C:/CoD/\main\localized_english_pak0.pk3 (1204 files)

File Handles:
----------------------
30173 files in pk3 files
Loading map file C:/CoD/Tools/bin/..\..\Main\maps\mp_checkpoint_alpha1.map
Entity 0, Brush 8: duplicate plane
Entity 0, Brush 8: duplicate plane
WARNING: Couldn't find image for shader textures/common/clip_nosight_nothing
WARNING: Couldn't find image for shader textures/common/clip_nosight_dirt
writing C:/CoD/Tools/bin/..\..\Main\maps\mp_checkpoint_alpha1.prt
10 unique shaders
9 actual shaders
finding triangle windings...
merging into concave windings...
added 150 points for thin polygons (0.6% more points)
fixing t-junctions...
finding index mapping and snapping vertices...
triangulating all windings...
0 self-tjunctions fixed
0 degenerate tris removed
simplifying triangles...
424 tris simplified away (4.1%)
emitting triangles...
901 vertices couldn't be merged because the textures point different ways
Writing C:/CoD/Tools/bin/..\..\Main\maps\mp_checkpoint_alpha1.bsp
12 seconds elapsed

C:\CoD\Tools\bin>pause
Press any key to continue . . .

C:\CoD\Tools\bin>q3map -vis -fast -basedir "CoD" ..\..\Main\maps\mp_checkpoint_alpha1.map
Q3Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- vis ----
fastvis = true
----- FS_Startup -----
Current search path:
C:/CoD/\main\UserTextures.pk3 (13 files)
C:/CoD/\main\pakb.pk3 (60 files)
C:/CoD/\main\paka.pk3 (41 files)
C:/CoD/\main\pak9.pk3 (149 files)
C:/CoD/\main\pak8.pk3 (235 files)
C:/CoD/\main\pak6.pk3 (3 files)
C:/CoD/\main\pak5.pk3 (4858 files)
C:/CoD/\main\pak4.pk3 (1668 files)
C:/CoD/\main\pak3.pk3 (1992 files)
C:/CoD/\main\pak2.pk3 (694 files)
C:/CoD/\main\pak1.pk3 (2642 files)
C:/CoD/\main\pak0.pk3 (12816 files)
C:/CoD//main
C:/CoD/\main\localized_english_pak5.pk3 (46 files)
C:/CoD/\main\localized_english_pak3.pk3 (7 files)
C:/CoD/\main\localized_english_pak2.pk3 (9 files)
C:/CoD/\main\localized_english_pak1.pk3 (3736 files)
C:/CoD/\main\localized_english_pak0.pk3 (1204 files)

File Handles:
----------------------
30173 files in pk3 files
reading C:/CoD/Tools/bin/..\..\Main\maps\mp_checkpoint_alpha1.bsp
reading C:/CoD/Tools/bin/..\..\Main\maps\mp_checkpoint_alpha1.prt
255 portalclusters
745 numportals
976 numfaces
1490 active portals
0 hint portals
visdatasize:8168
0...1...2...3...4...5...6...7...8...9... (0)
creating leaf vis...
Average clusters visible: 196
writing C:/CoD/Tools/bin/..\..\Main\maps\mp_checkpoint_alpha1.bsp
1.00 seconds elapsed

C:\CoD\Tools\bin>pause
Press any key to continue . . .

C:\CoD\Tools\bin>flare -extra -sundiffusesamples 10 -dumpoptions ..\..\Main\maps\mp_checkpoint_alpha1.map
----- FS_Startup -----
Current search path:

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

C:\CoD\Tools\bin>pause
Press any key to continue . . .


Gr33nMan
Share |
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: Sunday, Jan. 9, 2005 04:56 am
well...this is the reason that you have no shading - your flare isnt running

are you mapping for cod or coduo, and how are you compiling? (what method or program)
[angryalien]
Share |
Gr33nMan
General Member
Since: Nov 30, 2004
Posts: 90
Last: Jan 21, 2005
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Sunday, Jan. 9, 2005 06:00 am
cod.

using CoDPiler v1.2b

the batch file is:

C:
cd \CoD\Tools\bin

q3map -basedir "CoD" ..\..\Main\maps\mp_checkpoint_alpha1.map
pause

q3map -vis -fast -basedir "CoD" ..\..\Main\maps\mp_checkpoint_alpha1.map
pause

flare -extra -sundiffusesamples 10 -dumpoptions ..\..\Main\maps\mp_checkpoint_alpha1.map
pause

did 'piler get some more switches backwards????

Gr33nMan
Share |
Restricted Access Topic is Locked
Page
Next Page
subscribe
MODSonline.com Forums : Call of Duty : CoD Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»