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mp_AccursedCall of Duty : CoD and CoDUO Custom Map ReleasesOriginally 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] |
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Sep 12, 2008 07:09 pm by Cover_Fire |
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How Team DeathmatchCall of Duty : CoDUO Level DesignI 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] |
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Sep 10, 2008 07:51 am by Cover_Fire |
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How Team DeathmatchCall of Duty : CoDUO Level DesignI 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] |
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Sep 10, 2008 06:08 am by Cover_Fire |
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max polys exceededCall of Duty : CoD Level Designthis 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] |
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Sep 8, 2008 12:13 pm by Cover_Fire |
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max polys exceededCall of Duty : CoD Level Designhowdy
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] |
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Sep 8, 2008 10:23 am by Cover_Fire |
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_soldiertypeCall of Duty : CoDUO Level Designwow... 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] |
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Aug 12, 2008 02:14 pm by Cover_Fire |
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_soldiertypeCall of Duty : CoDUO Level DesignYes... 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] |
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Aug 10, 2008 07:54 am by Cover_Fire |
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_soldiertypeCall of Duty : CoDUO Level DesignBoth 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] |
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Aug 8, 2008 07:29 pm by Cover_Fire |
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_soldiertypeCall of Duty : CoDUO Level DesignIs 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] |
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Aug 8, 2008 12:02 pm by Cover_Fire |
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Total World BrushCall of Duty : CoDUO Level DesignSo 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] |
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Jul 5, 2008 07:38 am by Cover_Fire |
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Total World BrushCall of Duty : CoDUO Level DesignTotal World Brushes : How many are allowed?
Assuming this is TOTAL brushes included patch / detail and the like?
thx :)
... [ more] |
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Jul 4, 2008 06:22 pm by Cover_Fire |
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Hiding a PortalCall of Duty : CoDUO Level DesignSry.. 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] |
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Apr 15, 2008 02:02 pm by Cover_Fire |
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Hiding a PortalCall of Duty : CoDUO Level DesignUrban 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] |
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Apr 14, 2008 08:11 pm by Cover_Fire |
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Subtracting a segment of Terrain Mesh?Call of Duty : CoDUO Level Design1 - 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] |
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Apr 6, 2008 01:15 am by Cover_Fire |
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Stuck on Custom Sound Call of Duty : CoDUO Level DesignTY much.. that fixed it
12.000 kHz 16-bit mono /.wav
... [ more] |
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Apr 4, 2008 04:41 am by Cover_Fire |
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Stuck on Custom Sound Call of Duty : CoDUO Level DesignOk. 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] |
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Apr 3, 2008 06:18 am by Cover_Fire |
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Building AreaCall of Duty : CoDUO Level DesignPosted 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] |
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Mar 31, 2008 12:32 pm by Cover_Fire |
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Help! Please! I am a beginnerCall of Duty : CoDUO Level Designsetting 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] |
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Mar 27, 2008 02:48 am by Cover_Fire |
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MODSonair Episode 120 LiveMODSonline : In The NewsI 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] |
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Mar 25, 2008 04:19 am by Cover_Fire |
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Brush/Trees Rustle SoundsCall of Duty : CoDUO Level DesignToo obvious !
thx !... [ more] |
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Mar 23, 2008 09:23 pm by Cover_Fire |
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Brush/Trees Rustle SoundsCall of Duty : CoDUO Level DesignGood 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] |
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Mar 23, 2008 11:03 am by Cover_Fire |
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Making BasesCall of Duty : CoDUO Level DesignYou can save yourself the time of ripping it out of Foy, it's already up.
http://www.modsonline.com/Downloads-full-4141.html
... [ more] |
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Mar 23, 2008 10:25 am by Cover_Fire |
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Thicket / Wesel 2 conflictCall of Duty : CoDUO Level Designok.. 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] |
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Mar 5, 2008 08:38 pm by Cover_Fire |
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Thicket / Wesel 2 conflictCall of Duty : CoDUO Level DesignWesel 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] |
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Mar 4, 2008 03:02 pm by Cover_Fire |
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Thicket / Wesel 2 conflictCall of Duty : CoDUO Level DesignHowdy :)
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] |
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Mar 4, 2008 03:45 am by Cover_Fire |