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Failed to ExecuteCall of Duty: World at War : CoD:WW Multiplayer MappingUsing the launcher, ran the convertor.
used the mp_barebones map to test.
goes through all the steps fine.
run map at end
FAILED TO EXECUTE: ../CoDWaWmp +set useFastFile 1 +set fs_usedevdir 1 +set
logfile 2 +set thereisacow 1337 +set com_intro... [ more] |
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Dec 17, 2008 05:01 pm by Spikenaylor |
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[Release] The Unknown Welshvalley 4Call of Duty 4 : CoD4 Custom Map ReleasesHi there.
I have at last finished my map.
This an updated Call of Duty/Call of Duty 2 Map created for Call of Duty 4.
It is an outside map and is quite large, set in an unknown valley in
Wales.
There is a daylight and a nighttime version of the map. Th... [ more] |
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Dec 4, 2008 04:52 pm by Spikenaylor |
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Radiant crash after save!Call of Duty: World at War : CoD:WW Multiplayer MappingI am Using Vista 64 Bit and all radiants crash after autosave or save for
me. All I do is right click the shortcut and on the compatibilty tab, tell
it to run under Windows XP Service Pack 2 and Run as Admin.
It all works correctly then.
Spike... [ more] |
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Nov 30, 2008 03:34 pm by Spikenaylor |
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Allies and AxisCall of Duty 4 : CoD 4 Level DesignMy map is all but finished.
This is the first part of my main GSC file.
Code:main()
{
maps\mp\mp_welshvalley4_fx::main();
maps\createfx\mp_welshvalley4_fx::main();
maps\mp\mp_welshvalley4_drown::main();
maps\mp\_load::main();
level thread... [ more] |
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Nov 10, 2008 07:59 pm by Spikenaylor |
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Water Question...Call of Duty 4 : CoD 4 Level DesignHi there,
just read this one.
I successfully modded the script for CoD2 and have used it for COD4.
I fixed the problem you are talking about.
Here is the code.
Test it to make sure it works. It works for me.
Code:// Multiplayer drown script fo... [ more] |
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Nov 6, 2008 05:31 pm by Spikenaylor |
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Misc Model and its OriginCall of Duty 4 : CoD 4 Level DesignI am not using the two models. I just wanted to use the ON model, but as
you see from the picture the ON model has been created incorrectly by the
developers in MAYA or whatever, they left the origin way below the model.
Anyway I have given up trying t... [ more] |
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Oct 20, 2008 01:28 am by Spikenaylor |
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Misc Model and its OriginCall of Duty 4 : CoD 4 Level Designhere is a photo of the problem
The spotlight on the right is the off version and the origin is correct.
ie. in the middle of the model.
the one one the left is the on version which has the origin below the
model.
Can anyone fix this.
Is it p... [ more] |
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Oct 15, 2008 07:43 pm by Spikenaylor |
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Misc Model and its OriginCall of Duty 4 : CoD 4 Level DesignI am trying to use the following misc_model.
com_spotlightvehicle_light_on
to act as a light on for my truck in my map at night
In Radiant, the blue bounding box (models origin) is below the actual
model.
thus in game, the model switches betwe... [ more] |
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Oct 15, 2008 05:50 am by Spikenaylor |
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Plane flyover custom moving soundCall of Duty 4 : CoD 4 ScriptingI solved it.
It was all to do with Loop.
My sound is a 41 second wav file, that being also the amount of time I make
the planes fly over, so I just played the sound. This caused the lack of
spatial movement.
Playing the 41 sec sound as a loop sound... [ more] |
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Oct 11, 2008 01:40 pm by Spikenaylor |
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Plane flyover custom moving soundCall of Duty 4 : CoD 4 ScriptingI am sure I have tried that, but I gave it another go but still no luck.
The sound does play, but
my planes go across the map say left to right.
I stand in game and listen.
the sound starts off from the left as it should but does not move across... [ more] |
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Oct 10, 2008 09:55 am by Spikenaylor |
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Plane flyover custom moving soundCall of Duty 4 : CoD 4 ScriptingHi there,
my map is virtually finished but I am having trouble moving the plane sound
from one side of the map to the other following the planes.
My planes are a script brushmodel and using a script_origin for the start
and finish, I can succesfully... [ more] |
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Oct 10, 2008 08:08 am by Spikenaylor |
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Yet another Loadscreen IssueCall of Duty 4 : CoD 4 Level DesignThanks, have already tried that, but same result.
... [ more] |
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Oct 2, 2008 09:33 am by Spikenaylor |
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Yet another Loadscreen IssueCall of Duty 4 : CoD 4 Level DesignHi There
I am running Version 1.7 of COD4.
One Installed version clean for playing and testing of maps.
One Installed version for mapping with Radiant installed to this
directory.
Radiant works fine, compiles etc all fine.
Take the completed ... [ more] |
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Oct 2, 2008 09:22 am by Spikenaylor |
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Testing first mapCall of Duty 4 : CoD 4 Level DesignYou need in your map at the very least.
Qty 4 mp/tdm/spawn entity (2 per side)
Qty 2 mp/tdm/spawn/allies_start entity
Qty 2 mp/tdm/spawn/axis_start entity
Qty 1 mp/global_intermission.
You will also need a mp_yourmapname.gsc file to be in... [ more] |
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Apr 2, 2008 05:53 am by Spikenaylor |
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Custom Ambient SoundCall of Duty 4 : CoD 4 Level DesignHi there
I am trying to get my custom ambient music to play, but have acheived
nothing so far. I have looked around for answers but can't seem to find any
that match my query so here goes.
My sound file is ambient_welshvalley.mp3 @192KBs
This is ... [ more] |
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Mar 21, 2008 03:12 pm by Spikenaylor |
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Brush_BuildWindings: Encountered degenerate brush.Call of Duty 4 : CoD 4 Level Design_Neo_ writes...Quote:When loading the map im currently working on in
radiant i get the following in log,
Brush_BuildWindings: Encountered degenerate brush.
Brush_BuildWindings: Encountered degenerate brush.
Brush_BuildWindings: Encountered degenerate... [ more] |
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Mar 20, 2008 03:33 pm by Spikenaylor |
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Delete objectCall of Duty 2 : CoD2 Custom Map ReleasesOnce seleted the offending object, press backspace and voila, gone.
P.S.
This question should have been in the level design forum not this one.
edited on Mar. 11, 2007 04:43 pm by Spikenaylor
edited on Mar. 11, 2007 04:43 pm by Spikenaylor... [ more] |
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Mar 11, 2007 04:41 pm by Spikenaylor |
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Radiant ErrorCall of Duty 2 : CoD 2 Level DesignIf this image file is not one of your own custom creations, then do this.
Remove all mod files and all custom map files from COD2, one of those will
be causing the error.
... [ more] |
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Mar 11, 2007 04:40 pm by Spikenaylor |
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The map has places which are covered by dark or light sites and which should not be thereCall of Duty 2 : CoD 2 Level DesignAfter seeing your compile log, the first thing you must do is remove all
custom maps and mods in your main folder.
ie.
D:\Program Files\Activision\Call of Duty 2\main\zzz_mp_powcamp.iwd (22
files)
D:\Program Files\Activision\Call of Duty 2\main\zzz_mp_... [ more] |
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Mar 6, 2007 09:09 am by Spikenaylor |
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waterfall/ effects editorCall of Duty 2 : CoD 2 Level DesignAll you need to do is
Download the waterfall prefab.
add all the relevent folders, sound files, soundaliases lines etc into you
map folder structure.
In the _fx.gsc file all that needs altering is the location co-ordinates
for the waterfall, waterfal... [ more] |
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Mar 5, 2007 04:34 am by Spikenaylor |
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waterfall/ effects editorCall of Duty 2 : CoD 2 Level DesignYou Don't do anything in Radiant.
An effect file is not used by or edited at all by radiant.
All you do is place the effect files in the relevent folder structure. Your
_fx.gsc file tells COD2 Engine the location at which to play the effects.
edited ... [ more] |
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Mar 4, 2007 09:06 am by Spikenaylor |
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Compiler : Building Light Transport.Call of Duty 2 : CoD 2 Level DesignWell still no luck.
I have reformatted my drive, only installed windows and updates and video
driver.
Tried a compile.
All fine upto 70% in about 24 hrs, then slows right down.
The memory suddenly gets all used up and the hard disk starts getting hamm... [ more] |
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Mar 4, 2007 03:13 am by Spikenaylor |
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waterfall/ effects editorCall of Duty 2 : CoD 2 Level DesignIn your yourmapname_fx.gsc file
Include the following :
Code:main()
{
thread precacheFX();
thread spawnWorldFX();
level.scr_sound["flak88_explode"] = "flak88_explode";
}
precacheFX()
{
level._effect["flak_explosion"] = loadfx("fx/explosio... [ more] |
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Mar 4, 2007 03:07 am by Spikenaylor |
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Sound delay for a moving model..Call of Duty 2 : CoD 2 Level Designin your script file, in the line before you play the sound, use
wait 5; // for five second delay.
wait 10; // for ten second delay.... [ more] |
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Mar 2, 2007 05:08 pm by Spikenaylor |
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rainCall of Duty 2 : CoD2 ScriptingTry any of these variants.
As for the rain sound, I haven't succesfully found a rain sound that even
sounds right, and I as of yet haven't managed to get the sound implented.
loadfx ("fx/misc/rain_1.efx");
loadfx ("fx/misc/rain_2.efx");
loadfx ("... [ more] |
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Feb 28, 2007 05:03 pm by Spikenaylor |