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

Members Online

»
0 Active | 79 Guests
Online:

LATEST FORUM THREADS

»
run artillery on maps
CoD+UO Map + Mod Releases
Call of Duty®: WWII
CoD WW2 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+UO Map + Mod Releases
Release announcements of custom maps and other content related to Call of Duty and Call of Duty United Offensive.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked subscribe
Author Topic: Zielgle Map Comments
rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
[view latest posts]
Level 10
Admin
Category: CoD+UO Map + Mod Releases
Posted: Thursday, May. 13, 2004 05:54 pm
Post your comments here as to what Shotgun can add to this map tutorial or your likes and dislikes.
Okay guys. Here is a map with opening doors, sliding doors, breakable glass, fire smoke, custom sound. etc. Check it out.
All the tools necessary to make a custom map. Map file is included.
The only thing I saw wrong with it was the models and brushes on the far side of the bridge blinking in and out, the plane was as gray as the other side of the bridge. Overall this will be a great tutorial in map form.
Great Job Shotgun. And thanks
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
Share |
Shotgun
General Member
Since: Feb 4, 2004
Posts: 50
Last: Oct 4, 2004
[view latest posts]
Level 2
Category: CoD+UO Map + Mod Releases
Posted: Thursday, May. 13, 2004 06:20 pm
Thanks rEdrUmMDK
I know exactly what you mean, not sure how I could stop that fading buildings, thats one of the comments I was hoping to read one day, hint hint.
If I don't respond for a couple days, I'll appologise now, just going on a weeks vacation, hopefully some can learn from my map and I can learn from them.
Share |
Engineer
General Member
Since: Feb 6, 2004
Posts: 78
Last: Oct 6, 2004
[view latest posts]
Level 3
Category: CoD+UO Map + Mod Releases
Posted: Monday, Jun. 21, 2004 03:41 pm
Quote:
I know exactly what you mean, not sure how I could stop that fading buildings, thats one of the comments I was hoping to read one day, hint hint.



I just tried your map, but I'm getting script compile errors.

Quote:


******* script runtime error *******
undefined is not an entity: (file 'maps\mp\the_bombs.gsc', line 53)
toporg = targ getorigin();

*
called from:
(file 'maps\mp\the_bombs.gsc', line 18)
spot thread bomb_think();

*
called from:
(file 'maps\mp\zielgle.gsc', line 11)
maps\mp\the_bombs::main();

*
called from:
(file 'maps\mp\zielgle.gsc', line 1)
main()

*
************************************



I'll troubleshoot the problem later...

Anyways, I think I know what your problem. I had it with my castle map with variable fog.

If the fog gets too bad (I.E. the maximum viewable distance in the setcullfog procedural call is too close) then buildings will disappear. The graphics engine won't draw them. To get them drawable, you have to "lighten" the fog a little bit. Increase the maximum viewable distance so that it covers the buildings and models.

I noticed in your script file that you've got...
Quote:

setCullFog (0, 1800, .30, .36, .40, 0 );



That maximum viewable distance of 1800 is awfully small. I was having my castle towers disappers at anything below 3000. Try increasing the distance.
Share |
Shotgun
General Member
Since: Feb 4, 2004
Posts: 50
Last: Oct 4, 2004
[view latest posts]
Level 2
Category: CoD+UO Map + Mod Releases
Posted: Monday, Jun. 21, 2004 07:40 pm
you must have removed this line
targ = getent(self.target,"targetname");

its about 6 lines above, thats where the entity gets declared.

yup, perfectly right about the fog, had it way to close a view
Share |
JB
General Member
Since: May 13, 2004
Posts: 14
Last: Nov 8, 2005
[view latest posts]
Level 1
Category: CoD+UO Map + Mod Releases
Posted: Sunday, Jun. 27, 2004 06:07 pm
Hey Shotgun,
Have there been any other releases of this map other than the one released 5/13?

Just curious, thanks
JB
Share |
StrYdeR
General Member
Since: May 11, 2004
Posts: 11656
Last: Jul 3, 2019
[view latest posts]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoD+UO Map + Mod Releases
Posted: Sunday, Jun. 27, 2004 09:18 pm
very nice learning map shotgun...i point people to it who have questions...you've saved me a ton of work [angryalien]
Share |
Shotgun
General Member
Since: Feb 4, 2004
Posts: 50
Last: Oct 4, 2004
[view latest posts]
Level 2
Category: CoD+UO Map + Mod Releases
Posted: Monday, Jun. 28, 2004 03:25 pm
JB - nope only time I posted it
StrYder - Thanks, glad its of help to some, watch for a map soon, its gonna be rooms, one for doors, one for lifters(elevators etc), one for fx'x one for water effects and more, requests accepeted [confused]
Share |
dBKapsel
General Member
Since: Apr 12, 2004
Posts: 158
Last: Feb 24, 2005
[view latest posts]
Level 4
Category: CoD+UO Map + Mod Releases
Posted: Monday, Jun. 28, 2004 03:54 pm
Really nice tutorial!!
tips, you wanted [tongue]
-make (some) windows big enough to jump in and out.
-make your plane faster
-and (I'm not for sure) if you insert this:
setExpFog(0.00025, .32, .36, .40, 0);
in your gsc behind the other fog script, the models and stuff will not disappear in a short time, but nicely disappear.

-I've got also a rain pipe in my level but I never thought about making a ladder of it, Nice idea!
-and elevators are :pimp:

Thanks man!

one question:
-I've got a few tutorial levels downloaded (at least .map and .gsc involved.) ubootbunker, a level of THE video tutorial master and this level, dos anyone know other maps to download?
Share |
dBKapsel
General Member
Since: Apr 12, 2004
Posts: 158
Last: Feb 24, 2005
[view latest posts]
Level 4
Category: CoD+UO Map + Mod Releases
Posted: Tuesday, Jun. 29, 2004 04:41 am
Still wondering what is inside lol
BUT, I discovered two bugs:
-If you stand in the opening of a sliding door and it closed, you get locked and the door dos not close completely, than you open it again and the door goes further open and never close completely again
-The boat, first two times, works great but after that it doesn’t follow his path and after 4 times the boat and I were stuck in the river
--You could solve these problems by making the door and boat hurt you when blocking.
-another tip: your water is not to the bottom, if you make it to the bottom you will see the under water effect, now you do not see this.

And the rotating (by the damaged engine) works better than that one of Wyatt Earp (or has he made a new one?)

Hmm a lot of things I said about your level, BUT don't think I want to say it's bad! I really like this tutorial!!!!

Thanx dude!
Share |
Shotgun
General Member
Since: Feb 4, 2004
Posts: 50
Last: Oct 4, 2004
[view latest posts]
Level 2
Category: CoD+UO Map + Mod Releases
Posted: Tuesday, Jun. 29, 2004 01:58 pm
thanks for the comments dBKapsel, i found the boat problem and more, once you respawned it didn't work at all, if it had been taken to the other side, fixed that to :)
I have been thinking of the doors hurting you, but haven't had good luck, yet..., i gotta figure the origin of the player and compare it to the origin of the door and figure if its close enough to hurt, or stop the door and return it to where it was, I can do that, but if the player takes one step, seems to through it all off ... but i'm still figureing, I'm just a noobie here also, couple months of spare time (and there aint alot of that),

thanks for the tips and comments
Shotgun
Share |
Restricted Access Topic is Locked subscribe
MODSonline.com Forums : Call of Duty : CoD+UO Map + Mod Releases

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

»