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Blurriness on map startCall of Duty : CoD Level Designif 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] |
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Apr 29, 2008 07:35 pm by |DA|DarkDilbert |
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Site Feedback - What have you got to say?MODSonline : In The Newsillram 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] |
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Apr 29, 2008 06:36 am by |DA|DarkDilbert |
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Site Feedback - What have you got to say?MODSonline : In The NewsCan'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] |
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Apr 28, 2008 05:52 pm by |DA|DarkDilbert |
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I have some questionsCall of Duty : CoDUO Level DesignI'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] |
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Apr 28, 2008 11:39 am by |DA|DarkDilbert |
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Custom Texture ProblemCall of Duty : CoDUO Level Designdo'h! i've done that a few times too lol... [ more] |
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Apr 21, 2008 04:41 pm by |DA|DarkDilbert |
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MODSCON 08 DeadlineMODSonline : In The NewsI only ever got it once, and that was when i was uploading something. ... [ more] |
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Apr 15, 2008 05:27 pm by |DA|DarkDilbert |
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Custom Texture ProblemCall of Duty : CoDUO Level Designcheers
needs to be a script shader in order to use tcgen environment though. Could
be an interesting effect on a logo... [ more] |
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Apr 15, 2008 01:34 pm by |DA|DarkDilbert |
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Custom Texture ProblemCall of Duty : CoDUO Level DesignCopy 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] |
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Apr 15, 2008 04:49 am by |DA|DarkDilbert |
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Rifle Range remake?Call of Duty 4 : CoD 4 Level Designsaw on iwnation that the guy who made the map has released the .map file
for it... [ more] |
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Apr 13, 2008 04:04 pm by |DA|DarkDilbert |
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Convert PK3 to .MapCall of Duty 4 : CoD 4 Level DesignSort 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] |
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Apr 12, 2008 06:10 pm by |DA|DarkDilbert |
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Convert PK3 to .MapCall of Duty 4 : CoD 4 Level DesignDon'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] |
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Apr 12, 2008 12:39 pm by |DA|DarkDilbert |
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Lighting differenceCall 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] |
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Apr 10, 2008 07:25 am by |DA|DarkDilbert |
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Lighting differenceCall of Duty 4 : CoD 4 Level Designbasically 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] |
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Apr 10, 2008 07:02 am by |DA|DarkDilbert |
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Lighting (basic question)Call of Duty : CoDUO Level Designyeah 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] |
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Apr 9, 2008 10:39 am by |DA|DarkDilbert |
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Lighting (basic question)Call of Duty : CoDUO Level DesignFilesystem 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] |
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Apr 9, 2008 10:16 am by |DA|DarkDilbert |
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Lighting (basic question)Call of Duty : CoDUO Level DesignSorry, 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] |
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Apr 9, 2008 09:54 am by |DA|DarkDilbert |
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Prefab buildings or self built?Call of Duty 4 : CoD 4 Level Designalsatian31 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] |
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Apr 9, 2008 08:30 am by |DA|DarkDilbert |
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[WIP] IslandCall of Duty 4 : CoD4 Custom Map ReleasesLooks 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] |
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Apr 9, 2008 08:25 am by |DA|DarkDilbert |
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Treyark Needs Tool TestersMODSonline : In The NewsI'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] |
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Apr 8, 2008 04:43 pm by |DA|DarkDilbert |
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Blurring ImageCall of Duty : CoDUO Level Designdo 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] |
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Apr 8, 2008 07:00 am by |DA|DarkDilbert |
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Blurring ImageCall of Duty : CoDUO Level Designxmodels 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] |
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Apr 7, 2008 09:59 am by |DA|DarkDilbert |
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max curve/terrain collision triangles (131072) exceededCall of Duty 4 : CoD 4 Level DesignI'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] |
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Apr 6, 2008 05:31 pm by |DA|DarkDilbert |
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blocking off lightsCall of Duty : CoDUO Level DesignNot sure I understand you. What is it you're trying do with these lights
exactly?
... [ more] |
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Apr 3, 2008 07:27 pm by |DA|DarkDilbert |
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Normal mapsCall of Duty 4 : CoD 4 Level DesignI think that's right - white parts will look higher thak black parts when
you use the normal map filter on it.... [ more] |
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Apr 3, 2008 07:01 am by |DA|DarkDilbert |
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Normal mapsCall of Duty 4 : CoD 4 Level Designnah 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] |
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Apr 2, 2008 10:25 am by |DA|DarkDilbert |