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Topic | Replies | Views | Last Post | |
Blurriness on map start Call of Duty : CoD Mapping 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 | 2170 | Apr 29, 2008 11:35 pm by |DA|DarkDilbert |
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I have some questions Call of Duty : CoDUO Mapping 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 | 1865 | Apr 28, 2008 03:39 pm by |DA|DarkDilbert |
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Custom Texture Problem Call of Duty : CoDUO Mapping do'h! i've done that a few times too lol... [more] |
9 | 2930 | Apr 21, 2008 08:41 pm by |DA|DarkDilbert |
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Custom Texture Problem Call of Duty : CoDUO Mapping cheers needs to be a script shader in order to use tcgen environment though. Could be an interesting effect on a logo... [more] |
9 | 2930 | Apr 15, 2008 05:34 pm by |DA|DarkDilbert |
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Custom Texture Problem Call of Duty : CoDUO Mapping 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 | 2930 | Apr 15, 2008 08:49 am by |DA|DarkDilbert |
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Rifle Range remake? Call of Duty 4 : CoD4 MP Mapping saw on iwnation that the guy who made the map has released the .map file for it... [more] |
5 | 2429 | Apr 13, 2008 08:04 pm by |DA|DarkDilbert |
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Convert PK3 to .Map Call of Duty 4 : CoD4 MP Mapping 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 | 3990 | Apr 12, 2008 10:10 pm by |DA|DarkDilbert |
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Convert PK3 to .Map Call of Duty 4 : CoD4 MP Mapping 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 | 3990 | Apr 12, 2008 04:39 pm by |DA|DarkDilbert |
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Lighting difference Call of Duty 4 : CoD4 MP Mapping 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 | 2290 | Apr 10, 2008 11:25 am by |DA|DarkDilbert |
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Lighting difference Call of Duty 4 : CoD4 MP Mapping 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 | 2290 | Apr 10, 2008 11:02 am by |DA|DarkDilbert |
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Lighting (basic question) Call of Duty : CoDUO Mapping 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 | 1704 | Apr 9, 2008 02:39 pm by |DA|DarkDilbert |
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Lighting (basic question) Call of Duty : CoDUO Mapping 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 | 1704 | Apr 9, 2008 02:16 pm by |DA|DarkDilbert |
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Lighting (basic question) Call of Duty : CoDUO Mapping 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 | 1704 | Apr 9, 2008 01:54 pm by |DA|DarkDilbert |
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Prefab buildings or self built? Call of Duty 4 : CoD4 MP Mapping 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] |
30 | 2582 | Apr 9, 2008 12:30 pm by |DA|DarkDilbert |
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[WIP] Island Call of Duty 4 : CoD4 Map + Mod 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 | 2851 | Apr 9, 2008 12:25 pm by |DA|DarkDilbert |
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Blurring Image Call of Duty : CoDUO Mapping 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 | 1915 | Apr 8, 2008 11:00 am by |DA|DarkDilbert |
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Blurring Image Call of Duty : CoDUO Mapping 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 | 1915 | Apr 7, 2008 01:59 pm by |DA|DarkDilbert |
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max curve/terrain collision triangles (131072) exceeded Call of Duty 4 : CoD4 MP Mapping 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 | 2237 | Apr 6, 2008 09:31 pm by |DA|DarkDilbert |
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blocking off lights Call of Duty : CoDUO Mapping Not sure I understand you. What is it you're trying do with these lights exactly? ... [more] |
4 | 1994 | Apr 3, 2008 11:27 pm by |DA|DarkDilbert |
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Normal maps Call of Duty 4 : CoD4 MP Mapping I think that's right - white parts will look higher thak black parts when you use the normal map filter on it.... [more] |
14 | 1747 | Apr 3, 2008 11:01 am by |DA|DarkDilbert |
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Normal maps Call of Duty 4 : CoD4 MP Mapping 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 | 1747 | Apr 2, 2008 02:25 pm by |DA|DarkDilbert |
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Normal maps Call of Duty 4 : CoD4 MP Mapping Yeah, the normal maps in CoD4 are just IWD files but they're in a different format to how normal maps are usually set. Not sure if you'll need to know all the following, but it might help In PhotoShop (The Devil's graphics program) you can directly ... [more] |
14 | 1747 | Apr 2, 2008 12:03 pm by |DA|DarkDilbert |
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looking for random rotation, or map voting program Call of Duty : CoD+UO General Yeah looks like I might have to extract it from AWE. I suppose I could use AWE directly, but I'd prefer to have a small, clean mod, Cheers... [more] |
3 | 1982 | Mar 31, 2008 03:44 pm by |DA|DarkDilbert |
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looking for random rotation, or map voting program Call of Duty : CoD+UO General This is for UO I'm looking for a mod that'll load a map at random, but keeps allows you to set a gametype for that map, if you know what I mean - the one I know of will choose a random map, but will always stay at the server's default gametype Or, a... [more] |
3 | 1982 | Mar 31, 2008 02:44 pm by |DA|DarkDilbert |
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Worst CGI Ever MODSonline : General Wow, Lost had it's budget cut... [more] |
9 | 2326 | Mar 31, 2008 10:51 am by |DA|DarkDilbert |
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