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Latest Posts by Seawolf
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MODSonline.com Forums
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John Romero says Mods are Bad
MODSonline : In The News
Quote:CS: S is the most unrealistic and arcady piece of crap ever made Correction.. Thats COD 2 Have a nice day ... [more]
16 821 May 9, 2006 11:29 pm
by Seawolf
Halo 3 Announced! Hi-Def Trailer!
MODSonline : In The News
OMFG 2007 ???? Damnit I want it, and I want it NOW !!! ... [more]
4 326 May 9, 2006 11:26 pm
by Seawolf
Good idea for a tut?
Call of Duty 2 : CoD 2 Single Player
Hi I figured out a way to kill an array of actors as an objective using the goal_volume texture and the script_deathchain This is very usefull if you want to create objectives like "Secure the field HQ" or "Secure the Barn" or just basicly anything... [more]
1 253 May 7, 2006 01:11 am
by Seawolf
d3dbsp not found :S?
Call of Duty 2 : CoD2 Custom Map Releases
It would help if you would post your compile log... [more]
4 320 May 3, 2006 07:22 am
by Seawolf
[Turorial] Adding a mortar team to your map
Call of Duty 2 : CoD 2 Single Player
Welcome to the on how to add a german mortar team to your map tutorial. Its very simple, the most part is done in radiant and it evolves very little scripting. Just follow the steps bellow and you should be fine. Step 1. Creating a trigger brush ... [more]
17 750 May 2, 2006 11:26 am
by Seawolf
[St. Louret] Beta Testers needed
Call of Duty 2 : CoD2 Custom Map Releases
http://rapidshare.de/files/19265486/mp_louretbeta.iwd.html Never mind the above, just test it and tell me what you think ... [more]
13 833 Apr 30, 2006 08:07 pm
by Seawolf
[St. Louret] Beta Testers needed
Call of Duty 2 : CoD2 Custom Map Releases
Alright, I Basicly finished my map (st. Louret). http://www.modsonline.com/Forums-top-19595.html And before I do a final compile and a lightgrid I ofcourse want to test my map first. So im looking for clans or clanmembers that have their own serv... [more]
13 833 Apr 30, 2006 09:22 am
by Seawolf
newb!!!
Call of Duty 2 : CoD 2 Level Design
you could copy them from the mp_test map ... [more]
28 525 Apr 26, 2006 10:11 pm
by Seawolf
Windows
Call of Duty 2 : CoD 2 Level Design
This is how I did mine ... [more]
5 279 Apr 26, 2006 04:56 pm
by Seawolf
Models
Call of Duty 2 : CoD 2 Level Design
Make sure youre using static models for example xmodel/vehicle_opel_blitz_woodland_static ... [more]
3 365 Apr 25, 2006 10:55 pm
by Seawolf
[preview] St. Louret
Call of Duty 2 : CoD2 Custom Map Releases
Just for the record, the map supports all gametypes... [more]
11 1081 Apr 25, 2006 10:12 pm
by Seawolf
hmmmmmmmmmmmmmmmm
Call of Duty 2 : CoD 2 Level Design
You need to add wordspawn values simply press the "n" key and then select "worldspawn" in the scroll list and add the values that matches the sky texture youre using http://www.modsonline.com/Tutorials-read-296.html these values will create sunli... [more]
23 579 Apr 25, 2006 10:04 pm
by Seawolf
hmmmmmmmmmmmmmmmm
Call of Duty 2 : CoD 2 Level Design
maps\mp\your_map_name_fx::main(); this is your problem youre trying to call a .gsc file that propably doesnt exist Delete that line and try again... [more]
23 579 Apr 25, 2006 08:53 pm
by Seawolf
need some help with SD
Call of Duty 2 : CoD 2 Level Design
Did you use a prefab? ... [more]
5 399 Apr 25, 2006 04:10 pm
by Seawolf
[preview] St. Louret
Call of Duty 2 : CoD2 Custom Map Releases
A medium sized map that consists out of a barn, some farmfields and a small town The map is almost finished, all that remains to be done is adding some finishing touches and and outdoor portals and ofcousre a vclog ... [more]
11 1081 Apr 25, 2006 02:38 pm
by Seawolf
Water textures
Call of Duty 2 : CoD 2 Level Design
Maybe its just me, but I haven't been able to find a single water texture ... [more]
6 366 Apr 22, 2006 09:36 pm
by Seawolf
Map fps and portals
Call of Duty : CoDUO Level Design
Perhaps you made too many portals. maybe this tut can help http://www.modsonline.com/Tutorials-read-127.html good luck ... [more]
16 495 Jan 7, 2006 06:34 pm
by Seawolf
No BSP file?
Call of Duty : CoDUO Level Design
From the common mapping errors section: Max windings per cell means - roughly - that you have too much going on in your map use the misc --> find brush tool to select and delete the bad brushes...start with the highest numbered one and work yo... [more]
3 402 Jan 6, 2006 10:03 pm
by Seawolf
Online gaming can be frustrating
MODSonline : General
We all know online gaming can be a bit frustrating from time to time, but this guy really pushes the limit. http://www.killsometime.com/video/video.asp?ID=327 http://www.killsometime.com/Video/video.asp?ID=404 ... [more]
2 366 Jan 6, 2006 08:31 pm
by Seawolf
models dont show
Call of Duty : CoDUO Level Design
check your game setting and make sure all your paths are set correct.... [more]
4 299 Dec 2, 2005 11:48 am
by Seawolf
localizedstrings question
Call of Duty : CoD Level Design
Yes, you should also include a copy of the folder in your pk3... [more]
2 285 Nov 27, 2005 07:58 pm
by Seawolf
Ambient Sound Not Playing
Call of Duty : CoD Level Design
Quote:ambientPlay("ambient_brecourt"); Thats not how it works in singleplayer main() { maps\_load::main(); level.ambient_track ["brecourt_sound"]= "ambient_brecourt"; thread maps\_utility::set_ambient("brecourt_sound"); precacheshader("bl... [more]
8 393 Nov 27, 2005 01:49 pm
by Seawolf
[preview] Omaha Beach SP
Call of Duty : CoD and CoDUO Custom Map Releases
A singleplayer map of Omaha Beach I dont have a lot of time now, i'll add more info soon! screenshots: edited on Nov. 27, 2005 01:19 pm by Seawolf... [more]
5 534 Nov 27, 2005 01:16 pm
by Seawolf
Cant select models
Call of Duty : CoDUO Level Design
Make sure that the button on your toolbar with a big M (2nd hrom the right) on it and the one with a big E (5th from the right) on it are UNCHECKED. ... [more]
5 365 Nov 24, 2005 05:07 pm
by Seawolf
quality - Compiling and lights situation
Call of Duty : CoDUO Level Design
Wyatt Earp made a video tutorial which covers the basics of compiling. It might asnwer some of your questions. http://www.modsonline.com/Downloads-full-2573.html... [more]
12 609 Nov 23, 2005 10:24 am
by Seawolf
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