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John Romero says Mods are BadMODSonline : In The NewsQuote:CS: S is the most unrealistic and arcady piece of crap ever made
Correction..
Thats COD 2
Have a nice day ... [ more] |
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May 9, 2006 11:29 pm by Seawolf |
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Halo 3 Announced! Hi-Def Trailer!MODSonline : In The NewsOMFG 2007 ????
Damnit I want it, and I want it NOW !!! ... [ more] |
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May 9, 2006 11:26 pm by Seawolf |
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Good idea for a tut?Call of Duty 2 : CoD 2 Single PlayerHi
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] |
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May 7, 2006 01:11 am by Seawolf |
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d3dbsp not found :S?Call of Duty 2 : CoD2 Custom Map ReleasesIt would help if you would post your compile log... [ more] |
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May 3, 2006 07:22 am by Seawolf |
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[Turorial] Adding a mortar team to your mapCall of Duty 2 : CoD 2 Single PlayerWelcome 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] |
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May 2, 2006 11:26 am by Seawolf |
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[St. Louret] Beta Testers neededCall of Duty 2 : CoD2 Custom Map Releaseshttp://rapidshare.de/files/19265486/mp_louretbeta.iwd.html
Never mind the above, just test it and tell me what you think ... [ more] |
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Apr 30, 2006 08:07 pm by Seawolf |
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[St. Louret] Beta Testers neededCall of Duty 2 : CoD2 Custom Map ReleasesAlright, 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] |
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Apr 30, 2006 09:22 am by Seawolf |
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newb!!!Call of Duty 2 : CoD 2 Level Designyou could copy them from the mp_test map ... [ more] |
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Apr 26, 2006 10:11 pm by Seawolf |
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WindowsCall of Duty 2 : CoD 2 Level DesignThis is how I did mine
... [ more] |
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Apr 26, 2006 04:56 pm by Seawolf |
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ModelsCall of Duty 2 : CoD 2 Level DesignMake sure youre using static models
for example
xmodel/vehicle_opel_blitz_woodland_static
... [ more] |
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Apr 25, 2006 10:55 pm by Seawolf |
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[preview] St. LouretCall of Duty 2 : CoD2 Custom Map ReleasesJust for the record, the map supports all gametypes... [ more] |
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Apr 25, 2006 10:12 pm by Seawolf |
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hmmmmmmmmmmmmmmmmCall of Duty 2 : CoD 2 Level DesignYou 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] |
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Apr 25, 2006 10:04 pm by Seawolf |
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hmmmmmmmmmmmmmmmmCall of Duty 2 : CoD 2 Level Designmaps\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] |
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Apr 25, 2006 08:53 pm by Seawolf |
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need some help with SDCall of Duty 2 : CoD 2 Level DesignDid you use a prefab?
... [ more] |
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Apr 25, 2006 04:10 pm by Seawolf |
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[preview] St. LouretCall of Duty 2 : CoD2 Custom Map ReleasesA 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] |
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Apr 25, 2006 02:38 pm by Seawolf |
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Water texturesCall of Duty 2 : CoD 2 Level DesignMaybe its just me, but I haven't been able to find a single water texture
... [ more] |
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Apr 22, 2006 09:36 pm by Seawolf |
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Map fps and portalsCall of Duty : CoDUO Level DesignPerhaps you made too many portals.
maybe this tut can help
http://www.modsonline.com/Tutorials-read-127.html
good luck ... [ more] |
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Jan 7, 2006 06:34 pm by Seawolf |
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No BSP file?Call of Duty : CoDUO Level DesignFrom 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] |
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Jan 6, 2006 10:03 pm by Seawolf |
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Online gaming can be frustratingMODSonline : GeneralWe 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] |
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Jan 6, 2006 08:31 pm by Seawolf |
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models dont showCall of Duty : CoDUO Level Designcheck your game setting and make sure all your paths are set correct.... [ more] |
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Dec 2, 2005 11:48 am by Seawolf |
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localizedstrings questionCall of Duty : CoD Level DesignYes, you should also include a copy of the folder in your pk3... [ more] |
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Nov 27, 2005 07:58 pm by Seawolf |
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Ambient Sound Not PlayingCall of Duty : CoD Level DesignQuote: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] |
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Nov 27, 2005 01:49 pm by Seawolf |
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[preview] Omaha Beach SPCall of Duty : CoD and CoDUO Custom Map ReleasesA 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] |
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Nov 27, 2005 01:16 pm by Seawolf |
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Cant select modelsCall of Duty : CoDUO Level DesignMake 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] |
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Nov 24, 2005 05:07 pm by Seawolf |
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quality - Compiling and lights situationCall of Duty : CoDUO Level DesignWyatt 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] |
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Nov 23, 2005 10:24 am by Seawolf |