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Latest Posts by Cover_Fire
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mp_Accursed
Call of Duty : CoD and CoDUO Custom Map Releases
Originally built to be the middle flank of an imaginary town on the edge of the Biesbosch marsh in the Netherlands growing into a 3 vs 3 base assault map. This took up all my build space though, Accursed seemed a fitting name for the end product. For C... [more]
1 84 Sep 12, 2008 07:09 pm
by Cover_Fire
How Team Deathmatch
Call of Duty : CoDUO Level Design
I haven't tested yet so no errors to report. It's a 1 vs 1 base (30 spawns 2X15) and a DM map (30 spawns). Got more than one saying it would make a good TDM but I don't really play it so no real idea on how to set it up... and I haven't mapped for tdm y... [more]
3 81 Sep 10, 2008 07:51 am
by Cover_Fire
How Team Deathmatch
Call of Duty : CoDUO Level Design
I have been asked to add team deathmatch to my map since it is so small... I went to spawns and there are 3 different types all named the same? I'm not familiar with it.. .don't play much.. so add TDM to .arena file? add tdm intermission... there ... [more]
3 81 Sep 10, 2008 06:08 am
by Cover_Fire
max polys exceeded
Call of Duty : CoD Level Design
this was supposed to be in UO ... not CoD crawled through the map and changed everything down to detail and all it seemed to do was drop vista size... 890,000... max poly still exceeded... [more]
4 106 Sep 8, 2008 12:13 pm
by Cover_Fire
max polys exceeded
Call of Duty : CoD Level Design
howdy Max Polys Exceeded (1,048,576) I am making a 1 vs 1 base assault I was hoping to expand into a 3 vs 3 eventually but I am already over it would seem. Is there something in building that eats up lots of polys? I am not using any patch meshes... [more]
4 106 Sep 8, 2008 10:23 am
by Cover_Fire
_soldiertype
Call of Duty : CoDUO Level Design
wow... trying to mess with the AWE getting beyond me... I still have to look at the forums to figure out vehicles Trying to make this map work with server that runs Stock CoD UO and work my way up. So I take it without AWE this combination of winter_s... [more]
9 208 Aug 12, 2008 02:14 pm
by Cover_Fire
_soldiertype
Call of Duty : CoDUO Level Design
Yes... it's AWE... I noticed it hijacked some stuff with screenshots from UO the exact error message was: 'playerbody_german_wehrmact_winter' not cached I changed them to: game["american_soldiertype"] = "airborne"; game["american_soldier... [more]
9 208 Aug 10, 2008 07:54 am
by Cover_Fire
_soldiertype
Call of Duty : CoDUO Level Design
Both winter types... so that should of worked? Would a tester who had an old copy of my map in UO trying to join the server make that error then? It crashed the whole map... You could spec... and look and such... but once we joined to start the rou... [more]
9 208 Aug 8, 2008 07:29 pm
by Cover_Fire
_soldiertype
Call of Duty : CoDUO Level Design
Is there a post somewhere listing what type goes with what type? I tried: game["american_soldiertype"] = "airborne"; game["american_soldiervariation"] = "winter"; game["german_soldiertype"] = "waffen"; game["german_soldiervariation"] = "winte... [more]
9 208 Aug 8, 2008 12:02 pm
by Cover_Fire
Total World Brush
Call of Duty : CoDUO Level Design
So far most of my patches are 3x3 , ocean side netherlands is thankfully rather flat :) Only large 10 x 10 patches I have used is for terrain blending footpath wear in greenery. Is triangle count indicated somewhere in this list of compile jargon? The... [more]
4 167 Jul 5, 2008 07:38 am
by Cover_Fire
Total World Brush
Call of Duty : CoDUO Level Design
Total World Brushes : How many are allowed? Assuming this is TOTAL brushes included patch / detail and the like? thx :) ... [more]
4 167 Jul 4, 2008 06:22 pm
by Cover_Fire
Hiding a Portal
Call of Duty : CoDUO Level Design
Sry.. maybe I worded the topic title wrong. It's the gap between the buildings where the portal runs I am trying to hide. [/url]... [more]
4 131 Apr 15, 2008 02:02 pm
by Cover_Fire
Hiding a Portal
Call of Duty : CoDUO Level Design
Urban map... the only way thus far this portal has worked properly is in the config shown. No prob other than it leaves a 4 inch gap you can see through as you walk past. Models don't mess with portals so I could stack some boxes up on the sidewalk or ... [more]
4 131 Apr 14, 2008 08:11 pm
by Cover_Fire
Subtracting a segment of Terrain Mesh?
Call of Duty : CoDUO Level Design
1 - your hill 2 - "V" for ROWS 3 - add + subtract rows as needed 4- cut out tunnel mouth along the rows 5 - one tunnel mouth.. put your tunnel in the hill and match up [/url]... [more]
8 143 Apr 6, 2008 01:15 am
by Cover_Fire
Stuck on Custom Sound
Call of Duty : CoDUO Level Design
TY much.. that fixed it 12.000 kHz 16-bit mono /.wav ... [more]
3 132 Apr 4, 2008 04:41 am
by Cover_Fire
Stuck on Custom Sound
Call of Duty : CoDUO Level Design
Ok. I have followed the adding custom sound tutorial trying to add a .mp3 sound to a field radio. It works like it is supposed to if i use a sound from the game: Renaming "amb_radio_loop.wav" from the game to "radio_cover.wav" it works fine. radio... [more]
3 132 Apr 3, 2008 06:18 am
by Cover_Fire
Building Area
Call of Duty : CoDUO Level Design
Posted this up on another forum, thought I would add it here too. The Unreal tutorials used to have you build a "building box" then work from there. I have found this to be a good method so far with CoD. Posting it up if anyone else can use the method ... [more]
1 81 Mar 31, 2008 12:32 pm
by Cover_Fire
Help! Please! I am a beginner
Call of Duty : CoDUO Level Design
setting up editor part 1 http://www.modsonline.com/Tutorials-read-231.html setting up editor part 2 http://www.modsonline.com/Tutorials-read-289.html Then Editor Basics part 1-4 to get started http://www.modsonline.com/Tutorials-read-188.html ... [more]
3 102 Mar 27, 2008 02:48 am
by Cover_Fire
MODSonair Episode 120 Live
MODSonline : In The News
I was at the website looking up how to add brush sounds to foliage brushes and caught the live chat by accident. I thought it was a voice pop-up ad or something ! I have no idea ya'all did that. Cool to just listen to while I was finishing up my map l... [more]
7 170 Mar 25, 2008 04:19 am
by Cover_Fire
Brush/Trees Rustle Sounds
Call of Duty : CoDUO Level Design
Too obvious ! thx !... [more]
4 84 Mar 23, 2008 09:23 pm
by Cover_Fire
Brush/Trees Rustle Sounds
Call of Duty : CoDUO Level Design
Good looking trees and brush models to use, but they are Silent when I walk through them. \Call of Duty\Main\pak2.pk3 "folder misc" bush_mvmnt01.wav Is the sound for it. Can I add a world value for the models to rustle when you walk through them... [more]
4 84 Mar 23, 2008 11:03 am
by Cover_Fire
Making Bases
Call of Duty : CoDUO Level Design
You can save yourself the time of ripping it out of Foy, it's already up. http://www.modsonline.com/Downloads-full-4141.html ... [more]
6 141 Mar 23, 2008 10:25 am
by Cover_Fire
Thicket / Wesel 2 conflict
Call of Duty : CoDUO Level Design
ok.. pulled out wesel and nothing happened... found 2 textures I was using.. hurm.. ok.. pulled out wesel 2 and hey.. that no texture showed up in the backup copy.. that is a nice trick.. if i had done it right the first time wouldn't of taken all mo... [more]
6 241 Mar 5, 2008 08:38 pm
by Cover_Fire
Thicket / Wesel 2 conflict
Call of Duty : CoDUO Level Design
Wesel 2 b3 pak something I will email them and see if we can test it again so i can get the exact error message. Not like that was the only error... my skybox is apparently blocking arty.. you can watch it blow up in mid air before it hits the grou... [more]
6 241 Mar 4, 2008 03:02 pm
by Cover_Fire
Thicket / Wesel 2 conflict
Call of Duty : CoDUO Level Design
Howdy :) Has anyone ever figured out the Lazur / Stalingrad conflict? With the help of the tutorials and forums here I have gotten far enough to actually test my first base map The {BA} Public Assault Server was cool enough to put it up for a go... [more]
6 241 Mar 4, 2008 03:45 am
by Cover_Fire
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