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Graydiant Camera ViewCall of Duty : CoDUO Level DesignGo to: edit > preferences
There's a "camera speed" scrollbar, I have mine set at just around the
center.
Also, if you're having trouble realigning the camera, press the End key to
reset the view.... [ more] |
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Jun 29, 2008 10:08 am by cornrow_wallace |
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Call of Duty : World At War - Community First Look Call of Duty: World at War : CoD:WW General GamingThanks for posting that, Stryder. I'll definitely be listening tonight.... [ more] |
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Jun 23, 2008 09:34 am by cornrow_wallace |
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Need helpCall of Duty : CoD Level DesignLoad "customMaps" from the Mods menu first, then set the gametype you want
to run through the console (/g_gametype war, or /g_gametype dm, etc..),
then load your map (/map yourmapname). If your map doesn't support the
gametype you're trying to load it wi... [ more] |
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Jun 2, 2008 07:09 am by cornrow_wallace |
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Custom Texture ProblemCall of Duty : CoDUO Level DesignIf it's a solid texture then you don't need a custom shader for it. Try
resaving the texture as a .dds with mip maps, update your pk3 and
recompile.
And Dilbert, that's valuable information, thanks for posting that.... [ more] |
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Apr 15, 2008 06:44 am by cornrow_wallace |
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Custom Texture ProblemCall of Duty : CoDUO Level DesignA couple of questions. Are you testing this on a listen or dedicated
server? Why are you making a custom shader for it? Is this a solid
texture or is it partially transparent?
And this shouldn't be the cause of the error, but you should always check... [ more] |
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Apr 14, 2008 03:19 pm by cornrow_wallace |
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Blurring ImageCall of Duty : CoDUO Level DesignThere really aren't enough unused Structural brushes in Foy to make a
noticeable difference in visdata. Like I said, the majority of the visdata
size is from the portals themselves, not unused buildings/walls.
On a sidenote, just because I can't stand... [ more] |
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Apr 14, 2008 02:33 pm by cornrow_wallace |
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Blurring ImageCall of Duty : CoDUO Level DesignThat really depends on how up to date your computer is. Realistically, the
longest stage of the compile will be the lighting, and the visdata has
nothing to do with lighting. More models, more mesh density, more brushes,
etc.. means a longer compile tim... [ more] |
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Apr 13, 2008 10:09 am by cornrow_wallace |
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Blurring ImageCall of Duty : CoDUO Level DesignSorry I didn't read your first post before I responded. I'd look at it
like this: What you're seeing is similar to a caulk brush in that area,
and you had gone through the map caulking things that aren't visible.
That very well may be the problem.
... [ more] |
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Apr 10, 2008 07:25 pm by cornrow_wallace |
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Blurring ImageCall of Duty : CoDUO Level DesignI've seen this happen before on my first Bas map. Foy looks very chaotic
but it's extremely neatly designed. Did you add anything to the map? In
particular, did you cut any brushes? My guess is you made some odd cuts
that resulted in lots of tiny brus... [ more] |
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Apr 10, 2008 04:26 pm by cornrow_wallace |
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Subtracting a segment of Terrain Mesh?Call of Duty : CoDUO Level Design"row" meaning line of vertices. For example, if you make a 3x3 terrain
mesh, you'll have 3 vertical rows & 3 horizontal rows of verts. If you
wanted to remove the middle vertical row, you'd select it then press
ctrl+shift+Q to remove it, making the mesh... [ more] |
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Apr 5, 2008 06:50 pm by cornrow_wallace |
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Subtracting a segment of Terrain Mesh?Call of Duty : CoDUO Level DesignSelect the row you want to remove, then press ctrl+shift+Q. To add a row,
select two verts in the bordering rows then press ctrl+shift+A.... [ more] |
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Apr 5, 2008 05:23 pm by cornrow_wallace |
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Shadow Question?Call of Duty : CoDUO Level Design|DA|DarkDilbert writes...Quote:-modelalphashadow should do it (Apparently
-modelshadow isn't needed if alpha is selected, but I still tick it).
I believe -modelalphashadow will also use the alpha channel to cast
shadows, so you'd end up with a solid s... [ more] |
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Mar 19, 2008 12:05 pm by cornrow_wallace |
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Shadow Question?Call of Duty : CoDUO Level DesignMind posting your compile .bat?
Killer, I haven't tried recently, but are you sure -modelshadow works with
-fast?... [ more] |
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Mar 19, 2008 10:38 am by cornrow_wallace |
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Shadow Question?Call of Duty : CoDUO Level DesignYou need the -extra switch for model shadows, -fast doesn't do it.... [ more] |
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Mar 18, 2008 05:02 pm by cornrow_wallace |
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Major,but mysterious Compile ProblemCall of Duty : CoDUO Level DesignWhen the compiler tells you it can't load the .bsp it's because the .bsp
wasn't updated during the compile as a result of an error. In this case,
the error is the Triangulation Failed error. I've received this error
several times and I can't seem to pin... [ more] |
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Mar 11, 2008 09:06 pm by cornrow_wallace |
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Thicket / Wesel 2 conflictCall of Duty : CoDUO Level DesignRemove mp_wesel2_b2.pk3 from your /uo folder, load up your map in Graydiant
and see if you have any missing textures (the blue "default" texture). If
there are any, post the names here.
As for the artillery hitting your skybox, just texture the top br... [ more] |
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Mar 4, 2008 04:23 pm by cornrow_wallace |
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Thicket / Wesel 2 conflictCall of Duty : CoDUO Level DesignI didn't use anything from other custom maps in Wesel 2, so you may have
accidentally used something from it in your map. I'm guessing this was an
impure client error? This usually happens when 2 different maps share
files, or different file versions wi... [ more] |
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Mar 4, 2008 08:02 am by cornrow_wallace |
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all vehicles modCall of Duty : CoD General GamingI had a very long post typed out but I'm simply not going to argue with
someone like "eggbeast" who is unwilling to listen to reason. Arguing with
somone over a lack of creativity & respect just isn't interesting to me.
But let me be clear, I'm speaki... [ more] |
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Mar 2, 2008 02:54 pm by cornrow_wallace |
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all vehicles modCall of Duty : CoD General GamingSo you're choosing to completely ignore our request to not use our content
because you seem to think you're entitled to do with it whatever you like?
You're so preoccupied with working on existing material, maybe you should
put that much effort into crea... [ more] |
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Mar 1, 2008 10:03 pm by cornrow_wallace |
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all vehicles modCall of Duty : CoD General GamingThank you, Fireball.
The difference between the After Hourz vehicle pack and the GFM vehicles is
that the AHz pack was intended for the community to use as they like. The
vehicles within GFM are intended to be used only with the original mod, not
a ... [ more] |
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Mar 1, 2008 02:38 pm by cornrow_wallace |
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all vehicles modCall of Duty : CoD General GamingIt's been my experience that the GFM team doesn't allow people to rip parts
of the mod to use on their own maps/mods. I could be wrong, but I don't
believe permission was granted. If it was, then cool. If it wasn't, then
show some respect. That's all ... [ more] |
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Mar 1, 2008 08:53 am by cornrow_wallace |
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all vehicles modCall of Duty : CoD General GamingSo you have permission to use the GFM vehicles? Something tells me you
don't.
I think it's great that people are still interested in UO, but editing
other peoples work without permission isn't cool.... [ more] |
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Mar 1, 2008 08:44 am by cornrow_wallace |
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Custom Texture ProblemCall of Duty 4 : CoD 4 Level DesignI haven't read this entire topic, so forgive me if this was already
mentioned.
I've experienced this "white texture" problem as well, and it seems to
happen after you use map_rotate or map_restart. You need to load up your
map with everything specifie... [ more] |
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Feb 8, 2008 02:46 pm by cornrow_wallace |
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Custom vehicle problemsCall of Duty : CoDUO Level DesignThey have become completely anti CoD so I figured I would try here first.
Thanks for the suggestion.... [ more] |
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Jan 11, 2008 08:53 am by cornrow_wallace |
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Custom vehicle problemsCall of Duty : CoDUO Level DesignI'm trying to bring a custom vehicle in-game and having a lot of problems.
I've got it exported to .xmodel_export and I can bring it in-game as it's
own vehicle, but the collision isn't right. This isn't a collmap issue,
it's an issue with the collision... [ more] |
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Jan 10, 2008 10:48 pm by cornrow_wallace |