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How to place a usable machinegun?Call of Duty 4 : CoD 4 Level DesignDaezberry has it right but for the "spawnflags" entry. That needs to be
"0". In the Entity box above the entries you will see that a value of "1"
means that it already exists. Uncheck the box and it should revert to zero.
Save and compile and it will work... [ more] |
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Mar 15, 2008 02:23 am by Altheim |
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CoD4 Tools crash after Game updateCall of Duty 4 : CoD 4 Level DesignI updated my game to 1.5 yesterday and now while I can open Radiant it
crashes as soon as I start working with Textures. I have been using the
tools since they were released with no problems.... [ more] |
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Feb 4, 2008 09:06 am by Altheim |
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Pegasus Bridge PrefabCall of Duty 2 : CoD 2 Level DesignHey All! I have hesitated to ask this as I know it was around at one time
but does anyone know where I can get the prefab of the Pegasus Bridge from
CoD. I'm going to map it in CoD2 so I'm posting here. I found the original
texture set but I know I have s... [ more] |
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Apr 29, 2007 11:11 pm by Altheim |
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CoD2 Radiant 4 panel screenCall of Duty 2 : CoD 2 Level DesignI think that may be a leftover from some other version that they did not
take out. Like the non-working buttons. Radiant works fine for me but when
I tried to use that 4 panel view it crashed bigtime! It was when I was
trying to do the 3d clipper tute tha... [ more] |
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Nov 24, 2006 02:29 am by Altheim |
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Patches and brushes: enemies?Call of Duty 2 : CoD 2 Level DesignI think brush type may have some effect on that. Detail preferred over
structural.... [ more] |
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Nov 24, 2006 02:10 am by Altheim |
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Cliffs your opinionCall of Duty 2 : CoD 2 Level DesignI have a plateau in my map that had sheer cliffs with a rock texture
applied. During beta testing people complained about the lack of realism.
So I tried to edit them for some features. I ended up converting them from
curve patches to terrain patches. I w... [ more] |
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Nov 24, 2006 01:56 am by Altheim |
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FX scripting ProblemCall of Duty 2 : CoD2 ScriptingWorked like a champ bud! There was one "(" missing in the precache
description that kicked out an error but after I found that everything
worked. Thanks for the education on this guys! You all are my main source
for info on mapping! Thanks again! Alt... [ more] |
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Nov 22, 2006 06:48 pm by Altheim |
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Compile slows to a crawl a n d t h e n . . . s t o p sCall of Duty 2 : CoD 2 Level DesignI feel your pain! I have made a very large map and had some of the same
problems. You don't appear to have any portal leaks so thats cool. The leaf
with too many portals is not good. I would as a start go back and convert
EVERYTHING you can into detail br... [ more] |
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Nov 22, 2006 01:46 am by Altheim |
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FX scripting ProblemCall of Duty 2 : CoD2 ScriptingMy .gsc is:
main()
{
maps\mp\_load::main();
maps\mp\mp_clanfight_beta_fx::main();
// set fog. density, red, green, blue, alpha
//setCullFog (0, 16500, 0.7, 0.85, 1.0, 0);
setExpFog(0.00015, 0.7, 0.85, 1.0, 0);
/... [ more] |
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Nov 22, 2006 01:16 am by Altheim |
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converting .iwd problemCall of Duty 2 : CoD 2 Level DesignIt all needs to match bud. The .bsp was compiled under one name and the
.iwd has a different name. Either that or there was a compile error and the
.bsp was not generated. Check your .gsc and other text files to make sure
they all call for the same target... [ more] |
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Nov 11, 2006 03:28 am by Altheim |
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A few questions on compilingCall of Duty 2 : CoD 2 Level DesignThose are really high numbers from what I have seen. I to am going through
the same types of problems on my first map. What I did based on a post here
was to divide the map into four sections with massive portal brushes. This
went a long way towards bring... [ more] |
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Nov 10, 2006 11:36 am by Altheim |
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Rotating Models 45 DegreesCall of Duty 2 : CoD 2 Level DesignSelect the crate then go to "Selection/Rotate" The bottom selection in the
drop down will bring up a window with x,y,z, input windows. Just tick off
the one that moves the crate in the desired direction and hit enter. The
actual view is not quite the same... [ more] |
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Nov 10, 2006 11:19 am by Altheim |
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Terrain Patch Textures gone wrong.Call of Duty 2 : CoD 2 Level DesignYou can scope out these patch problems in the editor by hitting "shift L"
to show the light map layout. Areas that appear inconsistent with the
pattern are potential black holes in final render. Check to make sure they
do not overlap other patches. Most t... [ more] |
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Nov 10, 2006 11:08 am by Altheim |
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No LocalesCall of Duty 2 : CoD 2 Level DesignAlmost all of the texture problems I have seen here are related to non
stock maps or mods in you CoD2 folders. Go through and make sure they are
all removed. Hope this helps. Alt... [ more] |
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Nov 10, 2006 10:56 am by Altheim |
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Uber Uploader...MODSonline : MODSonlineVas Ist Das Uber Uploader? Is this a tool for "Das Grossen Uploaden"? If so
very cool. How do I get it? Alt... [ more] |
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Nov 7, 2006 02:48 am by Altheim |
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waterCall of Duty 2 : CoD 2 Level DesignYou can vary the appearance of your water by hitting the "S" key for
surface inspector and clicking on "Fit" or "Natural" or a combination of
the two. Just texturing will give one look while fit will give you a larger
ripple look as the texture is more st... [ more] |
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Nov 7, 2006 02:44 am by Altheim |
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Tutorial Request: TerrainCall of Duty 2 : CoD 2 Level DesignThere are several excellent tutorials in the tute section on terrain
creation and alpha blending. I have used them extensively and get a lot of
compliments on my terrain work. Check both the UO and CoD2 sections as the
techniques are the same. Thanks to M... [ more] |
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Nov 6, 2006 02:47 pm by Altheim |
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portaling?Call of Duty : CoD Level DesignDo a search for vis or visdata in the forums. Somewhere there is an
excellent tutorial with photo's of how portals work and the needed format.
It really made things clear to me. I am new to mapping but since I looked
at it I have not had any portaling err... [ more] |
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Nov 6, 2006 02:38 pm by Altheim |
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problemCall of Duty : CoDUO Level DesignCheck to make sure you are not using any "Blend" textures and that the
brushes are not overlapping other brushes. That can cause some to disappear
in game. Also get rid of any custom maps or mods in your folder as a lot of
those textures will not show up ... [ more] |
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Nov 6, 2006 02:33 pm by Altheim |
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Making roofsCall of Duty 2 : CoD 2 Level DesignAs an adder to med's post which is good I cut the brushes along the line of
the walls and seperate the overhang. Then you can texture the edges and
underside to provide the look of an actual soffit and fascia as on a real
building. Alt... [ more] |
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Nov 6, 2006 02:26 pm by Altheim |
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World and Modeling Lighting Compile ErrorCall of Duty : CoDUO Level DesignI have never used that compiler but if it has the feature try bumping your
samplescale on your lighting. I had a similar problem in CoD2 and it turned
out that the lighting block was just too big to compile. Youll get lower
definition on shadows and such ... [ more] |
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Nov 5, 2006 06:55 pm by Altheim |
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Just a small issueCall of Duty 2 : CoD 2 Level DesignI would convert the road texture to match the terrain. Later when you are
tweakin you'll be glad you did. Mismatched vertices can drive you nuts for
alignment issues. Vertice alignment should be paramount when working with
terrain and curve textures. The ... [ more] |
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Nov 5, 2006 12:41 am by Altheim |
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Out Of Memory Failure on compileCall of Duty 2 : CoD 2 Level DesignI have a large map that I am trying to compile and have had a problem with
getting an out of memory failure during the lighting transport compile. I
tried the first time and it did the vis in 62 hrs then failed the lighting
with memory. I portaled, blew o... [ more] |
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Oct 29, 2006 12:35 pm by Altheim |
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[Preview] Nazi BunkerCall of Duty 2 : CoD2 Custom Map ReleasesReally nice looking stuff mate! Had a crash myself and got right back up
again. Still working on my first mp map but your shots look great! Nice to
know that we are all as sick as each other!... [ more] |
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Oct 16, 2006 01:45 am by Altheim |
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Several texture problemsCall of Duty 2 : CoD 2 Level DesignI have found that sometimes all you need to do is click on the suspect
brush and hit Backspace. Other times you need to re-create the brush. You
can find the locations by going into Misc/Find Brush.
edited on Oct. 6, 2006 12:59 am by Altheim... [ more] |
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Oct 6, 2006 12:58 am by Altheim |