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Custom Texture ProblemCall of Duty 4 : CoD 4 Level DesignI know this is an old topic but ive spent the last 20 years trying to get
my custom textures to work in cod4 and now im so happy they work WOOHOO!
I basically have my mapname folder in the COD4\usermaps\mp_myMap folder
where i moved my two ff files... [ more] |
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Aug 22, 2008 08:03 am by Maddogg8472 |
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Custom texture questionCall of Duty 4 : CoD 4 Level DesignIm trying to make some custom textues for my map but dont know what format
my JPEG has to be before i convert it.
Can some tell me clearly what things i have to do to my JPEG picture before
converting Please.
I dont understand what the thing about a... [ more] |
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Mar 1, 2008 01:56 pm by Maddogg8472 |
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lights trubleCall of Duty 2 : CoD 2 Level Designit seems to be compiling the lighting part now.......will edit if it goes
kapput... [ more] |
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Apr 24, 2006 06:00 am by Maddogg8472 |
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lights trubleCall of Duty 2 : CoD 2 Level Designim have ing pain in neck from trying to get lighting to work?
can someone point me in right direction pleeaaassseeeee
my light has these:
_color / 1.000000 0.000000 0.000000
classname / light
def / tunsten_lamp
exponent / 0
fov_outer / 100
origi... [ more] |
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Apr 23, 2006 06:21 pm by Maddogg8472 |
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How i make "airwall"Call of Duty : CoDUO Level Designwelol have you tried using the texture:
textures/common/playerclip? im radiant it looks like a red square... [ more] |
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Mar 24, 2006 06:32 am by Maddogg8472 |
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model lightingCall of Duty : CoDUO Level Designhmmm i have the same problem
leaf at (-208 839 -562) - (-76 960 842) ignoring light at (-163 764 317)
with ma
x intensity 0.166
leaf at (-160 960 -562) - (-124 992 842) ignoring light at (-163 764 317)
with m
ax intensity 0.0965
leaf at (-198 838 -... [ more] |
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Mar 22, 2006 04:46 pm by Maddogg8472 |
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custom map start spawnCall of Duty : CoDUO Level Designwell what i want to really do is something like this in the MP map im
building:-
what i want to do is have the allies spawn into the map via a short glider
ride, and maybe have the glider crash land and then the ppl get out of the
wreck. so possibly ha... [ more] |
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Mar 16, 2006 05:10 pm by Maddogg8472 |
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custom map start spawnCall of Duty : CoDUO Level Designhey all,
im nearly done with my beta version of my map and want to put something
unique in it. so anyway i thought a custom map start would be a good idea.
Anyone know how i can have this in my map? or can you point me in the right
direction as where t... [ more] |
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Mar 13, 2006 08:08 pm by Maddogg8472 |
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connecting stuff in script?Call of Duty : CoDUO Level Designoh well i thought origins were only for doors or breakable windows
thats not too bad...thanks again grassy... [ more] |
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Mar 12, 2006 06:12 pm by Maddogg8472 |
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connecting stuff in script?Call of Duty : CoDUO Level Designwell i was too polite to say anyting lol...
i spose i should have asked this before but after i link doors to the lift
do i need to unlink them for the doors to be able to open?
as it stands the doors and hatch move with lift perfectly, but the doo... [ more] |
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Mar 12, 2006 05:55 pm by Maddogg8472 |
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connecting stuff in script?Call of Duty : CoDUO Level Designwell i tried it but the doors dont seem to move with the lift but i may
have made an error. Also i didnt say that i have 8 doors to move about, and
four door to link to the lift. Heres my lift gsc for anyone who can help.
Also i have a hatch in the top o... [ more] |
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Mar 12, 2006 04:45 pm by Maddogg8472 |
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connecting stuff in script?Call of Duty : CoDUO Level Designok im making a lift in my map with doors that will have to move with the
elevator as it moves. anyone know how i can connect my lift doors to the
lift brush_model in my lift gsc file please?
here my lift script can you show me where in the script i sho... [ more] |
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Mar 11, 2006 03:57 pm by Maddogg8472 |
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world model lighting errorCall of Duty : CoDUO Level Designwell ive searched the site but havent found anything on this error. Ive
only posted the lines containing the error as the rest of the BAT log looks
normal. Can anyone tell me how i can fix this error please?
iLeafNum(4590) > g_Map.iClusterCount(4586) -... [ more] |
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Mar 9, 2006 04:07 am by Maddogg8472 |
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more sound help plzCall of Duty : CoDUO Level Designwell im still having trouble getting sounds to work in my map..
when i had one sample to test the idea it worked top and bottom.
now when im trying to play different sounds it dont work so can anyone
answer:-
1. i have a sound script model in my m... [ more] |
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Mar 1, 2006 04:09 pm by Maddogg8472 |
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wierd stuff in graydientCall of Duty : CoDUO Level Designok ive had some of these duplicate plane errors in my map for a while, and
had trouble finding duplicate plane brush in graydient (misc/find brush).
Now ive just looked at the common mapping errors section and seen a thing
about this error, so i follow... [ more] |
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Feb 25, 2006 05:06 am by Maddogg8472 |
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sound triggerCall of Duty : CoDUO Level Designwell its nearly working as i hear a wierd sound clip when i press the lift
switch but no sound. Im not sure what to rename the trigger to in your
example above as i seem to have a level.trig?
And i want to trigger three different sounds when this lift gs... [ more] |
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Feb 23, 2006 02:18 pm by Maddogg8472 |
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sound triggerCall of Duty : CoDUO Level Designok ive read thru the tutorial on this and have had the example map running
but can figure it out.
if i have a sound trigger in my map (with the sound script_model) with
targetname doors what should i put in the gsc file to call the trigger?
Im a tota... [ more] |
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Feb 23, 2006 11:35 am by Maddogg8472 |
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elevator timing?Call of Duty : CoDUO Level Designok ive had to have two scripts for each lift but they work fine heres theye
are for anyone else whos stuck...
main()
{
thread gate_init();
}
gate_init(){
level.gatemoving=false;
level.gate1 = getent("lift1DL","targetname");
level.gate2 = geten... [ more] |
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Feb 20, 2006 07:12 am by Maddogg8472 |
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elevator timing?Call of Duty : CoDUO Level Designsomeone let me look at their example script from heavy water plant and ive
been editing it.
That seem to work now thanks....ive just got to fix the doors... [ more] |
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Feb 19, 2006 07:18 am by Maddogg8472 |
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elevator timing?Call of Duty : CoDUO Level Designok im still stuck on the lift doors, but heres my latest attempt which
doesnt work.
But the lower lift doors open but only the left one of these doors close.
lift goes up but then it just sits at the top and nothing else happens.
Eventually the lift go... [ more] |
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Feb 18, 2006 06:57 pm by Maddogg8472 |
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Can a brushmodel kill you?Call of Duty : CoDUO Level Designdont know if anyones interested but i got a reply on this at IWNation which
seems to work. Im not an expert so use it at your own risk....lol I would
assume that you can make any brush_model kill ppl
I had this same issue in my current project. I was a... [ more] |
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Feb 17, 2006 08:31 pm by Maddogg8472 |
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sound help plz....Call of Duty : CoDUO Level Designoh well i finnally got the damn sound working. i got someone else to do
it...... [ more] |
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Feb 17, 2006 05:43 pm by Maddogg8472 |
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elevator timing?Call of Duty : CoDUO Level Designok but b4 i do i did try pasteing it into the space but when i ran map i
got a script compile error - bad syntax i think.
main() {
level.elevatorDown = true; // elevator starts at bottom: true/false
level.elevatorMoving = false; // elevator is not ... [ more] |
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Feb 17, 2006 05:35 pm by Maddogg8472 |
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elevator timing?Call of Duty : CoDUO Level Design
dont i have to put the lift script at a certain point in the gsc file above
for the lift to move at the right time? like after the top two doors
close?
edited on Feb. 17, 2006 05:22 pm by Maddogg8472... [ more] |
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Feb 17, 2006 05:20 pm by Maddogg8472 |
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Can a brushmodel kill you?Call of Duty : CoDUO Level Designwell i tried it but didnt work, when i touch trigger i die.
i put the lines in the gsc file after the ::main calls and even tried
putting it b4.
... [ more] |
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Feb 17, 2006 04:34 pm by Maddogg8472 |