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The Basics of CoD 2 Mapping Part 1
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There are lots of tutorials to do all of this but alot of them come from
pros with a large gaming Vocabulary. I made this so that anybody whos doesnt
quite understand them could at least find something on this site.
Let's get started. CoD2 Radiant(or Rad) is a level making program. At your start menu you can find it under

Activision ->Call of Duty Mod Tools ->Call of Duty2 Radiant

You can make anything from tanks to rubble. You can make buildings, Flak 88's, anything in CoD2. You have 4 windows/ or boxes on your screen, 3 of which you should be conserned with, only pay attention to the big window on the left side
(2D view), and the two on the right (the top is your 3D view and the bottom is your textures, ill explain in a second).Your 2D view is where all the clicking happens, when your mouse is in this window, you can make anything and I mean ANYTHING.

Your 3D view is basically what you will see in the game. It’s almost exactly like your spectator view in game except there are different controls. to move upwards tap D, to move down tap C, to look up tap A, to look down tapZ. to move, turn and just look around Hold down the right mouse button and move your mouse. That’s all of the controls for that window. can also use the right mouse button technique in the 2D window, it's very helpful once you start making full sized maps.

And your textures window, it very well might be the most important one, as this window makes your map come to life. This window and the 2D window working together can make any wall, ceiling, floor, sign, or almost anything else you can think of. All you have to do here is click which one you want. Yup, it’s really that easy!

Now to start. First off you need to pick a texture, I’m going to use wood.
Just pick your wood texture from your texture window, OR you can narrow your search. Go to TEXTURES on your top part of the screen, not in any of the windows, right underneath your bar that has minimize, maximize, and exit.
Click it, it will show a drop down window. at the very bottom click

Surface type-> Wood


Now your texture window will change to all wood textures!


Using this can make finding a texture ALOT easier because Radiant has so many textures. you can also use in the textures tool bar "USAGE" then click what your going to use the texture your looking for. It will also change your texture window to all the floors in Radiant. OR you can use LOCALIZE. This will find all of the textures from a specific area like Normandy, Hill 400, or even City Hall. Using these three can really narrow your search for that perfect texture.

Back to the point. Select any of the wood textures and then go over to your 2D window. to make a wood floor simply click and drag, its ok to release now, as long as you see a highlighted box.

Now in your 3D window use the right click technique to pivot and look for a box. Press the UP cardinal direction on your keyboard over and over and over until your floating over it. if its just a bunch of white lines then go to your textures tool bar ->Render Method ->Fulbright. This should make the lines fill in and it should have a reddish tinge to it. This is normal.

Now hit CTRL and TAB on your keyboard together. All this does is change your view in the 2D window. In the top left part of the 2D window it will say two letters (xy,yz,etc.) and then it will either say top, side, or front.


This is where your 2D view is looking at your block. if it doesn’t go straight to the side view just hit CTRL+TAB again.

Now there will be two brackets just outside of the block if you want to make it thinner, just click inside one of them and drag towards the other side.



This also works for the two sides without the brackets just get real close to the side and it will do the same thing. Outside of said bracket will be a number, this number represents how many units big or thick it is. Remember, each unit will equal 1 inch, unless you set it to the metric unit when you Installed Radiant. Make it a decent size block, about 8 units thick or 8 inches thick. This is about how thick you will want to make all of your walls,
ceilings, and floors. Make it 24ft wide and 24ft long (288 units).

Now press
escape to set it in place permanently.


You now have a floor!

Now you can use
this same texture or a different texture for the walls (recommended). I’m
going to use concrete.



Now follow the same steps as last time except 288 units
long (so it matches up with the floor) and instead of 8 units high, make it
96units/8ft.this is the standard height of rooms.



Repeat this all the way around except for one long wall.



We’re going to use this wall to make some windows and a door. And also don’t put in a ceiling because we’re also going to make a ladder. We’re also going to make a fountain and a forest. Don’t worry; it’s actually pretty easy once you get the hang of it!

Before we go any farther, you need to know about the GRID Toolbar!


This toolbar can change how many units will be in one grid square. Right now if you were to press 3 on your keyboard then your 2D view’s grid would cut in half.
The numbers on the keyboard progressively work their way up by doubling every number.

1=1
2=2
3=4
4=8
5=16
6=32 and so on…
but just keep it on 4(on your keyboard/8units)

Now we’re going to need to make some grass. You want to make something exactly like you did for the wood floor except go to grass textures under your surface type drop bar. Make sure to deselect anything in usage or localize before you select your grass. I would suggest
Duhoc_grass_green3 since we’re going to make a nice peaceful forest. This grass is probably the most green.



Now instead of making a 288x288 unit ground, make a 432x432 unit grass ground, this will make it 36’ by 36’.



Now make another patch of grass that will act as a wedge piece between the grass and the side of the room. It should be 72x288 units.


Now make another one on the opposite side, you can do this by copying. While you still have the wedge selected, press space bar. This will make a copy of it. You can then drag this piece to the opposite side and press escape to place it.

Now make a piece that will stretch from end to end and is about 10 ft or 120 units wide. There should now be grass all around the outside of the room.


We can now start building our windows and door! Select your concrete texture again and make a 32unit wide wedge going from floor to ceiling and 8 units thick again, just like a regular wall thickness.


Now make a 8 unit tall 36unit long piece and place it on the top so that it lines up with the 48unit wedge except it should line up against the top and will act as a little piece between the ceiling and the top of your door, just like in real life. This will make the door 7’4” high, which is
pretty regular.


Now make a 56 unit long piece that goes from floor to ceiling.


You now have a door!

To make windows is really quite the same. Next, make a 16 unit long by 36-48 unit high slab(3’-4’). This will be the piece between the floor and the bottom of your window. It is kind of narrow but I’m going to show you how to make 2 different kinds of windows.


Now make another top piece except fit it so it goes with the narrow window (16x8).


make another 48unit wide slab going from floor to ceiling and you should now have a narrow window.


Now make another 48 unit high piece (or whatever you had) but make it 48 units long. This will be the bottom part for a regular sized window.

Now make another top piece 40 units long.


Finish it off with another ceiling to floor slab that goes from the edge of your unfinished window all the way to the end of the wall. And there’s your second window!



And now its time to start making a ladder up to the roof. Using your same concrete texture, make a big slab that is 232units long and 288units wide right where your ceiling would be.


Make sure it doesn’t go all the way down; other wise there will be no way for you to get to the roof from the inside! Next, make another slab that can close up the hole, but pull back on a narrow side and make it 232units again.


You should now have a square hole in your roof.

Now you can pick a texture that you think would look good for a climbable surface. Now is where options come into play. Either you can take the long way and go slab by slab and hand make a ladder, you can make a solid piece of something, or you can make a rope. Just for looks and realism, I’m going to hand make a ladder.


If you really want some quality in your map you should usually take this path. Sometimes depending on the size of the ladder it can take maybe 10 minutes. But that’s only for like, a 60’ ladder, and we don’t need one of those yet.

Once you have your ladder done, you need to now go to your texture toolbar, un tic everything and then go to Usage ->Tools

and search for the texture that is red and says “Ladder” in black type. This is what makes your in-game character able to climb. Make absolutely sure that this texture is a bit thicker than your ladder, otherwise you won’t be able to climb it (it’s the game settings; it’s a pain in the butt sometimes)! You need to make your red texture a bit taller than your ACTUAL ladder (with the rungs).

Your building is now complete! If you want some finesse you can search around in textures and add a picture or two but I’m not going to cover that here.

Fountains can be kind of tricky, but once you figure it out, it’s a synch. You can also use the following to make ponds, lakes, or even rivers. First, find a texture. I’m going to use a stone texture. Now to make the base of your fountain. You want to make an 8unit thick layer right up against the ground.
Make it somewhere around 96units long and 96units wide. To start making the walls, you want to make a 32unit high and 96units long slab. Do this all the way around but make sure not to overlap any of the walls with each other. This will cause a really weird effect both in mapping and testing.

Now make a regular slab 48U high, 16U long, and 16U wide. Make sure it’s centered otherwise it will look really weird.

Then at the top of it make another bottom piece 8U high, 32U long, and 32U wide. Make
8U high walls all the way around it. And you should have your basic fountain shape.

But where’s the water? To answer that, go to your textures toolbar once again and un-tic everything then go to surface type ->water/liquid.

This will show a couple of textures with numbers on them. YOU ONLY WANT TO USE THE
SMALLEST BLUE ONES!!! The other ones don’t turn out as expected in game. I’m going to choose the one with “Eldaba” in the name, because this one shows water movement the most, but still not very much. Place it inside of the
bottom of your fountain. Don’t make it go up all the way, just most of the
way, and don’t make it go out side or on the outside edge, just place it
exactly where water should be placed- INSIDE! Do the same for your top part.

You should now have a perfectly fine fountain. If you’re wondering why I
Didn’t put in a stream from the top part to the bottom part, It’s because I can’t find any textures that would look realistic.

Trees, ok. You first want to go into your 2D view and right click until a drop
down box appears and then go to Misc ->models.

Here you should have a long list of models. These are basically pre-made objects so that you don’t have to
take forever to make them. Where it says file name type in “trees”. Don’t hit
enter, just scroll around the drop box until you find a tree you think you’ll
like. I’m going to use the Tree_grey_oak series.

Now once you have the one you’ve selected double click it and then click “open”. Then in your 2D view it
will look like a bunch of red lines scrambled together. Move these lines around until you find where you want to put your first tree. Now set it in place and look at it through your 3D window. It should look exactly like a
tree.

Try not to put it too close to the fountain otherwise you might get confused. Repeat this until you’re satisfied.

And now you have your basic map!!! Congratulations!

But you’re not quite done yet. Now you have to get it ready for playing. To set your world spawn settings hit “f” then at the very bottom of the pop up
window there will be two tabs, one that says filters and one that says
entities. Click entities. Scroll down to the very bottom of the scroll list
and highlight world spawn. Now is where some tricky stuff comes in. In this
pop up window there are two places to enter text at the bottom, one on top of
the other. The link below is a link to a bunch of world spawn settings from
most levels. These settings can vary from map to map. But we want to
use “burgstein” settings.

http://www.modsonline.com/Tutorials-read-296.html

These listings will show up like:

"northyaw" "90"
"_color" "1 .95 .95"
"ambient" "0.05"
"sundiffusecolor" "0.80 0.82 0.85"
"diffusefraction" "0.31"
"classname" "worldspawn"
"sundirection" "-137.8 305 0"
"suncolor" "0.9 0.95 1"
"sunlight" "1.5"

Whatever is in the first
set of quotations will need to be typed into the top text bar that says key
before it. The second set in Quotes needs to be entered in the bar below. Once
you finish all of that, minimize the pop-up window. Now is when you want to save. (you can enter listings above, I just copy-pasted them).

You also need a skybox: a hollow box with a selected sky texture. Once again
go to you textures toolbar and un-tic everything. Then go to usage ->sky. All but the first texture here will be invisible. Make a giant box around your whole map.

You can either make a box the way I’ve been showing you OR you can learn a new tool. This button is probably the only button I ever use when making a map. All of the others are too confusing and shouldn’t be messed with until you’re absolutely ready.make one giant box around your entire area and make it a little bit bigger. Make sure it goes all the way around. High enough, wide enough, and make sure it covers the bottom. Now there is a special button that you need to press. The button is near the top. Look where your textures toolbar is, it’s in a big row of other toolbars. Underneath the Patch toolbar is a button. It looks like a regular square but it has dashes lining the inside of it. If you hover over it for a couple of seconds the will be a little note by your mouse that will say: hollow.

Click it while your big box is still highlighted. Now go back to your textures tool bar one more time and un-tic everything. Then go to

Usage ->Sky

Select breakout. It will now look like a sky in your map!

One of the sides may seem to be missing but it only does that in the editor since it has a limited view which is a pain in the butt. Set the big box in place and your now only a few clicks away from being ready to test.


In order to spawn correctly on your map when you’re ready to test it, you need the world spawn settings and your skybox in place and ready to go, and then:

Right Click ->MP -> TDM (or) DM spawn. Set it/them in place and then

Right Click ->MP ->Global Intermission (this is the spectator spawn point) and then put that in place.

I would suggest putting in your spawn points inside your room and your global intermission outside.

Then save and make sure it has "mp_" without the quotes in front of your map name and also check to see that it's all in your map_source folder (my computer ->C:// Hardrive ->program files ->Activision ->Call of Duty2 -
>Map_Source).

Then find your compiler (it should be under your all programs at the start menu, then click "Call of Duty2 Mod Tools"->compiler)

tell the compiler where you stored your Call of Duty2 game (my computer ->C://
Hardrive ->program files ->Activision ->Call of Duty2 or wherever you see the
icon) then select your map and tic:
---Column1-----(going top to bottom)-----Column2---
ALL BUT THE SECOND------------------------ ALL

Then hit compile (a black window with white script will pop up. DO NOT exit out of it. Just let it work its magic until it goes away).

Then:
Go to Multiplayer ->Start A New Server ->SET TO PURE ->press ~ to bring down
the console ->type in(without the quotes)"/map YOUR MAP NAME HERE" and hit
enter.

it should then start loading your map.
[thumbs_up]












if anything goes wrong just e-mail me and tell me what it is that is wrong.

rock on, happy mapping, PEACE OUT

94sniper(a.k.a.)Ian

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