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Steam and COD5-WW
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Latest Posts by |DA|DarkDilbert
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Blurriness on map start
Call of Duty : CoD Level Design
if you can spawn it's probably the skybox that's wrong. If you can't spawn check you have a deathmatch_intermission and a deathmatch_spawn... [more]
7 205 Apr 29, 2008 07:35 pm
by |DA|DarkDilbert
Site Feedback - What have you got to say?
MODSonline : In The News
illram writes...Quote:Some sort of ability to edit the tutorials is needed. Incorrect tutorials are putting people on the wrong track. Obviously you guys cant test the tuts or error check them, that would take too long, but the community can. Maybe s... [more]
40 409 Apr 29, 2008 06:36 am
by |DA|DarkDilbert
Site Feedback - What have you got to say?
MODSonline : In The News
Can't really fault the site. Everything's easy to find, and there's little "elitism" from the members However, I still think the tutorials should be sorted out a bit. A lot of the tutorials for CoD1, UO, 2 and 4 apply to all the series and could be put... [more]
40 409 Apr 28, 2008 05:52 pm
by |DA|DarkDilbert
I have some questions
Call of Duty : CoDUO Level Design
I've made a map nighttime by hexediting a bsp. I use HHD Hex Editor, and I think it's freeware. It's been a while sinse I did anything like this, but you are limited to what values you can change as the lighting is "baked" into the map, so you won't be a... [more]
11 326 Apr 28, 2008 11:39 am
by |DA|DarkDilbert
Custom Texture Problem
Call of Duty : CoDUO Level Design
do'h! i've done that a few times too lol... [more]
9 254 Apr 21, 2008 04:41 pm
by |DA|DarkDilbert
MODSCON 08 Deadline
MODSonline : In The News
I only ever got it once, and that was when i was uploading something. ... [more]
6 242 Apr 15, 2008 05:27 pm
by |DA|DarkDilbert
Custom Texture Problem
Call of Duty : CoDUO Level Design
cheers needs to be a script shader in order to use tcgen environment though. Could be an interesting effect on a logo... [more]
9 254 Apr 15, 2008 01:34 pm
by |DA|DarkDilbert
Custom Texture Problem
Call of Duty : CoDUO Level Design
Copy the pk3 containing your shader to you flare compie folder - anything tagged with trans in some way can end up being greyed out like that otherwise. Check the console - sometimes it'll give you info on corrupted shaders qer_trans doesn't seem to ... [more]
9 254 Apr 15, 2008 04:49 am
by |DA|DarkDilbert
Rifle Range remake?
Call of Duty 4 : CoD 4 Level Design
saw on iwnation that the guy who made the map has released the .map file for it... [more]
5 168 Apr 13, 2008 04:04 pm
by |DA|DarkDilbert
Convert PK3 to .Map
Call of Duty 4 : CoD 4 Level Design
Sort of on the subject of this... Is there a chance someone could develop a parser that'll convert between CoD1, Cod2 and CoD4 map files? CoD4 will load up CoD1 maps pretty much directly - just need to retexture once loaded, and delete the entities ... [more]
14 328 Apr 12, 2008 06:10 pm
by |DA|DarkDilbert
Convert PK3 to .Map
Call of Duty 4 : CoD 4 Level Design
Don't really want to add fuel to this, but, there was a bsp to map converter that had some CoD support. However, if I remember right, it gave unworkable maps - multiple brushes overlapping, and volumeless and infinite sized brushes - in the same way you c... [more]
14 328 Apr 12, 2008 12:39 pm
by |DA|DarkDilbert
Lighting difference
Call of Duty 4 : CoD 4 Level Design
Ok this is with sundiffusesamples at 0.45 - so 1 might equate to 90 degrees come to think of it the left image was with "sundiffusesamples 2" set, I think, and the one on the right was 6 edited on Apr. 10, 2008 07:25 am by |DA|DarkDilbert... [more]
7 181 Apr 10, 2008 07:25 am
by |DA|DarkDilbert
Lighting difference
Call of Duty 4 : CoD 4 Level Design
basically fast compile renders the map as though there was only one beam of light (per light), so you get harsh shadows. High settings means more diffuse samples, meaning the game renders a number of beams within the vectors derived from diffusefraction... [more]
7 181 Apr 10, 2008 07:02 am
by |DA|DarkDilbert
Lighting (basic question)
Call of Duty : CoDUO Level Design
yeah it gives the redbox for everyone when i load one its me this k:/games/call of duty/uo/xmodel/b17_dorsal_ai just delete the directory path from this value so it's just xmodel/b17_dorsal_ai and it'll work fine ... [more]
15 211 Apr 9, 2008 10:39 am
by |DA|DarkDilbert
Lighting (basic question)
Call of Duty : CoDUO Level Design
Filesystem call made without initialization I think that's the problem. Either flare's current folder is corrupt somehow - maybe dir structure or just a bad pk3 , or it may have too many levels of subfolders. Either way, coduomaker will clean this... [more]
15 211 Apr 9, 2008 10:16 am
by |DA|DarkDilbert
Lighting (basic question)
Call of Duty : CoDUO Level Design
Sorry, didnt see this earlier. Don't worry too much about 2+ major axis problems. It won't cause the entire map to fail with lighting - just that there's a possibilty that it'll fail to light that brush properly skybox shadererror isn't a problem eithe... [more]
15 211 Apr 9, 2008 09:54 am
by |DA|DarkDilbert
Prefab buildings or self built?
Call of Duty 4 : CoD 4 Level Design
alsatian31 writes...Quote:HIya guys Im new to this mapping amd I'm trying to develop my first map. Ive found the the videos really useful but im stuck with needing a staircase - are these available as a prefab or do you have to construct them yourself??... [more]
26 484 Apr 9, 2008 08:30 am
by |DA|DarkDilbert
[WIP] Island
Call of Duty 4 : CoD4 Custom Map Releases
Looks good. I don't know why people are complaining about open maps. In the older games I can understand, but in this one all the guns are accurate at range, so people stuck out in the open with an automatic are going to be able to defend themselves again... [more]
27 758 Apr 9, 2008 08:25 am
by |DA|DarkDilbert
Treyark Needs Tool Testers
MODSonline : In The News
I've no interest in professional game development, I'd just like to know why such tech savvy and apparently flexibly creative companies like can't use netcommuting systems for stuff like this... [more]
7 257 Apr 8, 2008 04:43 pm
by |DA|DarkDilbert
Blurring Image
Call of Duty : CoDUO Level Design
do you mean full vis and not fast vis? I can't imagine it being that - data size will still be the same, it'll just take longer optimising the cells i believe The portal in the window looks like it might have more than one face patined with portal, but... [more]
21 287 Apr 8, 2008 07:00 am
by |DA|DarkDilbert
Blurring Image
Call of Duty : CoDUO Level Design
xmodels shouldnt be adding data to vis. If you have a big, complex object in the middle of your map try making it detail. It should trop down the number of cells vis makes, but could decrease fps a little if that building contains a lot of detail and m... [more]
21 287 Apr 7, 2008 09:59 am
by |DA|DarkDilbert
max curve/terrain collision triangles (131072) exceeded
Call of Duty 4 : CoD 4 Level Design
I'm not sure if it means the number of seperate meshes, or the individual triangle pairs that make them If it's the pairs you can always delete unneeded rows and columns - hold shift and click on a vert to select the entire row it's on, or press twice ... [more]
5 149 Apr 6, 2008 05:31 pm
by |DA|DarkDilbert
blocking off lights
Call of Duty : CoDUO Level Design
Not sure I understand you. What is it you're trying do with these lights exactly? ... [more]
4 119 Apr 3, 2008 07:27 pm
by |DA|DarkDilbert
Normal maps
Call of Duty 4 : CoD 4 Level Design
I think that's right - white parts will look higher thak black parts when you use the normal map filter on it.... [more]
14 240 Apr 3, 2008 07:01 am
by |DA|DarkDilbert
Normal maps
Call of Duty 4 : CoD 4 Level Design
nah I meant for othergames - they usually dump spec intensity in alpha, where CoD4 treats normal maps and specular maps differently. Spec maps for CoD4 are the ones with filenames starting with ~ - i think spec is the main layer, and glossiness is defi... [more]
14 240 Apr 2, 2008 10:25 am
by |DA|DarkDilbert
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