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How to Insert Models in CoD RadiantCall of Duty : CoD Level DesignI only started in SoF2 ;)... [ more] |
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Nov 29, 2003 06:17 pm by brutus |
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How to Insert Models in CoD RadiantCall of Duty : CoD Level DesignMost seem to be clipped, however I found a couple that are not. Still, its
nicer to have the default as being clipped, vs Old School clip everything.... [ more] |
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Nov 29, 2003 04:15 pm by brutus |
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Load BSP Map directlyCall of Duty : CoD Level DesignIf you want to see tris and such, change the properties to:
"C:\Program Files\Call of Duty\CoDMP.exe" + devmap brutus_battle_map + set
sv_pure 0
For tris, in console type:
/toggle r_showtris
type it again to clear tris
for r_speeds:
/toggle... [ more] |
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Nov 29, 2003 05:34 am by brutus |
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Load BSP Map directlyCall of Duty : CoD Level DesignFirst, move your .BSP from main/maps to main/maps/mp after compiling.
Then create a shortcut to your game's .EXE file, and modify the properties
to:
"C:\Program Files\Call of Duty\CoDMP.exe" + map brutus_battle_map + set
sv_pure 0
where brutus_ba... [ more] |
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Nov 29, 2003 05:07 am by brutus |
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How to Insert Models in CoD RadiantCall of Duty : CoD Level DesignThe tall_spruce seems to be clipped by default.. Wonder what others are.... [ more] |
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Nov 29, 2003 04:40 am by brutus |
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Small issue with opening FilesCall of Duty : CoD Level DesignAllright..
After almost ripping my hair out I have found the following bug (On my
system its repeatable anyhow.. Someone else will have to verify on their
rig)
If I use the file -> open command no problems at all.
If I use the File -> MRU list (... [ more] |
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Nov 29, 2003 03:51 am by brutus |
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Compiling From the EditorCall of Duty : CoD Level DesignGot it figured out guys...
The above is from a LEAKED Map. 80
The metail floor texture I randomly selected to build a quick test map in
was not a solid brush. Changed it over and voila! All is good. (Never
doubt the Foyleman's work) ... [ more] |
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Nov 29, 2003 02:44 am by brutus |
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Compiling From the EditorCall of Duty : CoD Level DesignOkie Dokie.. my system always seems to be the wildcard in getting this
setup the first time...
I tried the above and this is what happens:
Quote:
==================
Running bsp command...
..\..\tools\bin\q3map ../../main/maps/fooling.map >>C:\... [ more] |
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Nov 29, 2003 02:28 am by brutus |
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Lets get this party startedCall of Duty : CoD Level Designyeah I was kind of tired this morning.. I worked this last 3 months all
night shifts.. I get a bit of a repreive and am on normal shifts until the
new year. I want to get this new editor under my belt post-haste so that
come the new year I can spend the ... [ more] |
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Nov 29, 2003 01:52 am by brutus |
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Lets get this party startedCall of Duty : CoD Level DesignHey Hey all.. I'm back in the salad again and looking forward to some COD
mapping.. Where are y'all grabbing the tools from?... [ more] |
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Nov 28, 2003 02:25 pm by brutus |
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target_speaker controlSoldier of Fortune : SoFII Editing, Gaming, and DesignFrom SDk:
Quote:
"noise" wav file to play
"soundSet" soundset name to use (do not combine with 'noise', ignores all
other flags)
A global sound will play full volume throughout the level.
Activator sounds will play on the player that activated the t... [ more] |
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Nov 10, 2003 12:02 pm by brutus |
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problems seeing mapSoldier of Fortune : SoFII Editing, Gaming, and DesignSend me your .PK3 and I'll have a look if you want.... [ more] |
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Nov 10, 2003 02:58 am by brutus |
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seeing through walls and shootin ?Soldier of Fortune : SoFII Editing, Gaming, and Designin that case.. Create the wall with block_player...
Texture the faces that you do not want the other players to see through
with a wall texture.
Should do it.... [ more] |
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Nov 6, 2003 02:07 pm by brutus |
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Player spawnsSoldier of Fortune : SoFII Editing, Gaming, and DesignYeah it reads specifically in the documentation that TDM uses DM spawns.
No ifs, ands, or buts.... [ more] |
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Nov 3, 2003 01:52 am by brutus |
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laddersSoldier of Fortune : SoFII Editing, Gaming, and Designwithout the angles key the ladder often throws players off when they try to
climb up and they are slightly off center. Its a real PITA either way.... [ more] |
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Oct 27, 2003 01:43 pm by brutus |
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patch mesh for creating windowsSoldier of Fortune : SoFII Editing, Gaming, and DesignSorry.. also shrink the brush down to 1 unit and no one will be the wiser.
This is 1 unit BTW.. not one grid.... [ more] |
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Oct 22, 2003 12:22 am by brutus |
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patch mesh for creating windowsSoldier of Fortune : SoFII Editing, Gaming, and DesignThis was brought up when I first started my Mapping adventure, and from
what I have seen.. don't bother.
The best that you can accomplish for all the effort required is to reduce
the count down to 2 tris in-game.
The same thing can be accomplished b... [ more] |
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Oct 22, 2003 12:20 am by brutus |
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Requested feature was omitted at compile time?Soldier of Fortune : SoFII Editing, Gaming, and DesignAre your .JPG sizes a 'Power of 2'?
ie.
64,128,256,512,1024 x 64,128,256,512,1024
Loading screens in particular MUST be 512x512... [ more] |
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Oct 22, 2003 12:16 am by brutus |
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Professional LightingSoldier of Fortune : SoFII Editing, Gaming, and DesignSPY writes...Quote:when i look at maps from another game engine
JK2 uses the same game engine as SoF2 ;)... [ more] |
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Oct 21, 2003 11:43 am by brutus |
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Requested feature was omitted at compile time?Soldier of Fortune : SoFII Editing, Gaming, and Designyou have to change the .JPG file itself.
When you save the .JPG there are two choices for encoding.. Standard or
Progressive.
Standard is the kind that on web pages you see it start drawing from the
top downwards.
Progressive (RARELY used anymore... [ more] |
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Oct 21, 2003 01:42 am by brutus |
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Texture / Shader SwapSoldier of Fortune : SoFII Editing, Gaming, and Designjust a side thought.. there exists a number of prefabs for Quake3 and also
for JK2.. I wonder how much work it would be to convert these over to work
for SoF2?... [ more] |
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Oct 20, 2003 02:35 pm by brutus |
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Mappers Read This!Soldier of Fortune : SoFII Editing, Gaming, and DesignI know the man-down mod added proper door functions, but I don't know if
they coded the proper sound structures.
Check out the man down mod and see what it has to offer.. I think it was
narc who is really familiar with the mod.... [ more] |
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Oct 20, 2003 02:32 pm by brutus |
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Two more simple questions...Soldier of Fortune : SoFII Editing, Gaming, and Design@brutus?
lol.. mistaken identity I think.... [ more] |
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Oct 20, 2003 02:30 pm by brutus |
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Alpha TexturesSoldier of Fortune : SoFII Editing, Gaming, and DesignAlpha textures in sof2 are in the .png format.
The way the alpha layer works is by embedded inside the file information is
a "Mask" which is a solid filled outline of any areas in your PNG you wish
to have transparent.
You combine this with a shader... [ more] |
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Oct 17, 2003 08:59 pm by brutus |
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No-Drop?????Soldier of Fortune : SoFII Editing, Gaming, and Designthe nodrop tool is for the areas that a player falls to their death.. the
nodrop tells the game not to drop their weapons/nades at that point.
If a player falls to their death, the case gets reset to its original
location.
AFAIK.. short of coding in... [ more] |
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Oct 15, 2003 02:37 pm by brutus |