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Forum: All Forums : Call of Duty 2
Category: CoD2 SP Mapping
Call of Duty 2 single player mapping, scripting and everything single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: My first SP map: "frost"
Ni3ls
General Member
Since: Nov 7, 2008
Posts: 250
Last: Apr 29, 2017
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Wednesday, Jan. 4, 2017 04:30 am
Big hell of a map haha. Good luck! Good to see cod2 SP isnt dead :)
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a_sgn
General Member
Since: Feb 1, 2011
Posts: 5
Last: Jan 10, 2017
[view latest posts]
Level 0
Category: CoD2 SP Mapping
Posted: Tuesday, Jan. 10, 2017 07:05 am
Hi! How your working in your map forest? [thumbs_up]
I hope that you can to finish for this map.
just its interesting for me.[wink]
I what make sp-map but first for CoDWaW only, and I learning for this topic how make and how ai working and then i start to make. And next I make SP-map for CoD2 because I love CoD2))
-----------------------
I little know even how it make:
- AI spawning for Allies and Axies,
- AI reinforcements for Allies and Axies.
- but now bad know how make objectives
- and more, Iearning, how make in map animation for face (heroe - sergant.
when he talk task for soldiers in Player goto map in first 5-10 second in game) I want make a dialogs for Sergant spech and hes face is animation in this moment)
----------------------------------------------------------------------

And more, I want make the mission objectives were not displayed on the compass as a stars.
And then if "player" want complete an objective he should be found this point where this objective planted.
I think then the game would have been more interesting than when you go to one star to other star and all predictable.



edited on Jan. 10, 2017 07:07 am by a_sgn

edited on Jan. 10, 2017 07:07 am by a_sgn
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rr016
General Member
Since: Aug 13, 2016
Posts: 41
Last: Apr 29, 2017
[view latest posts]
Level 2
Category: CoD2 SP Mapping
Posted: Tuesday, Feb. 28, 2017 12:01 pm
attachment: image(450.9Kb) image(979.8Kb)
MARCH 1 UPDATE:
================

Hi everyone, it's been some time since that last update here and I'm sorry about that. I had some personal problems over my winter vacation and now I'm back in school again. I haven't had much time to work on this map unfortunately. However, this project isn't dead and never will be. I still work from time to time on it or when ever I feel like it. Hopefully there will be more updates soon but I won't hold any promises. I still don't know how many of you are tracking this project, but if you are thank you.

Map update:

I posted some pictures of the harbor I'm currently working on. They're in radiant since I don't feel like compiling the large map (it takes over 40 minutes!). I hope you all can see what I'm working on. The harbor has a security checkpoint at the main gate, some tanks that will be transported, and many watchtowers to keep an eye on any intruders.

Thanks for reading and until next time [wave]
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rr016
General Member
Since: Aug 13, 2016
Posts: 41
Last: Apr 29, 2017
[view latest posts]
Level 2
Category: CoD2 SP Mapping
Posted: Saturday, Mar. 4, 2017 01:24 pm
attachment: image(105.4Kb)
Bad news everyone, apparently my map is too big to compile now. Looks like there is a limit. I attached an image of the last thing the compiler wrote. It looks like the problem is: MAX_MAP_TRIANGLES <524288> exceeded. What triangles? [confused]

I don't know what to do anymore. Should I cut down some of the terrain or models? Any advice is welcomed here.

Well $hit. [duh]
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Ni3ls
General Member
Since: Nov 7, 2008
Posts: 250
Last: Apr 29, 2017
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Tuesday, Mar. 7, 2017 08:29 am
http://modsonline.com/Forums-top-22100.html
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SPi
General Member
Since: Jul 4, 2012
Posts: 493
Last: Mar 11, 2017
[view latest posts]
Level 5
Category: CoD2 SP Mapping
Posted: Saturday, Mar. 11, 2017 06:23 am
Ye good luck with that one. The guy in the topic Ni3ls posted said that it was a decal or something that caused the error.

Hope to see the map complete [thumbs_up]
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rr016
General Member
Since: Aug 13, 2016
Posts: 41
Last: Apr 29, 2017
[view latest posts]
Level 2
Category: CoD2 SP Mapping
Posted: Saturday, Mar. 11, 2017 02:05 pm
attachment: image(100.7Kb) image(87.1Kb) image(115.7Kb)
Good news! I fixed the map so the compiler would work. I was using very dense terrain patches in my map (15x15 I think) and I guess I used too much of it. So I deleted some (a lot) vertices from the terrain and thankfully the compiler worked!

Also the size of my map reduced from 14.8 MB to 9.48 MB. Who knew terrain patches use up so much space? I sure didn't. [cool]

For today's update I've posted some pictures of the harbor so far (in game this time) and I think I should use a different water texture. Also the cargo ships have no collision so that needs to be taken care of since that's where I plan to end the map. And finally, I need some lights in the little warehouses, they're pitch black in there. That's all I can think of right now, hopefully more ideas will come to mind.

Maybe you guys have any suggestions for the harbor? I'd love to hear some since right now it's just going to be watchtowers, warehouses, and lots and lots of cargo. Until next time! [drink]
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rr016
General Member
Since: Aug 13, 2016
Posts: 41
Last: Apr 29, 2017
[view latest posts]
Level 2
Category: CoD2 SP Mapping
Posted: Monday, Mar. 27, 2017 12:31 pm
Update time!

[wave] Hello, I'm back to tell you all some news on my project however I don't have any pictures to show. About my map, I have just finished making the terrain of the map (buildings, forest, mountains, etc.) save a few small details such as telephone wires. What this means is that I'm moving on to the next phase of the mapmaking-process: adding artificial intelligence (AI). Now I'm still learning how to make single player maps so I'm going to have to look up some tutorials for spawning AI and making them do stuff. Hopefully it would be too difficult.

Also since I've just finished one part of my SP map I've decided to make a checklist of what I have left to do:

1) Terrain
2) Spawning AI
3) Objectives and saves
4) Effects (FX)
5) Sounds/music
6) Making a .IWD file

I hope I didn't leave anything out. For the next update expect AI on my map. Thanks for tuning in, until next time! [drink]
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Ni3ls
General Member
Since: Nov 7, 2008
Posts: 250
Last: Apr 29, 2017
[view latest posts]
Level 4
Category: CoD2 SP Mapping
Posted: Thursday, Mar. 30, 2017 10:08 am
Good luck with AI, i think thats the most important part of your map. Please make them really difficult
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rr016
General Member
Since: Aug 13, 2016
Posts: 41
Last: Apr 29, 2017
[view latest posts]
Level 2
Category: CoD2 SP Mapping
Posted: Saturday, Apr. 8, 2017 12:36 pm
attachment: image(102.0Kb)
For f***s sake, just when I was in the clear of errors, this crap shows up. The picture shows the last thing the compiler did before it force shutdown.

Well lets see what seems to be the problem this time, oh look:

MAX_MAP_DRAW_VERTS <524288> exceeded

Vertices??? Do I have too many vertices on my terrain?? Is there a way in radiant to check how many you have? Well I don't know what to do, for the previous error I deleted many vertices to keep the triangle count down, now there are more vertices after I deleted a bunch of them? What should I do now, delete more terrain?

Radiant sucks [duh]
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