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Forum: All Forums : Call of Duty
Category: CoDUO Level Design
CoD United Offensive mapping and level design.
Moderators: foyleman, rEdrUmMDK, Foxhound, Wyatt_Earp, Rasta, StrYdeR, The_Caretaker, Cypher2004, supersword, batistablr, Welshy
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Author Topic: Walking through Vehicles
The_Caretaker
Preferred Member
Since: Jun 8, 2004
Posts: 11559
Last: Oct 4, 2008
[view latest posts]
Level 10
Forum Moderator
Category: CoDUO Level Design
Posted: Saturday, Oct. 15, 2005 09:07 pm
Did you set up your editor right? Because as far as I know, most vehicles have collmaps already.

As for the models getting black.. do you have the same problem on other models? Or even on your player model? If so.. add worldspawnsettings to your map and run the flare.

Also, make your own topic about this. Don't post in sticky topics too much, because they get cluttered easily.
mercilessrangeradam
General Member
Since: Aug 18, 2006
Posts: 82
Last: Mar 7, 2008
[view latest posts]
Level 3
Category: CoDUO Level Design
Posted: Monday, Jan. 1, 2007 02:49 pm
your model might be black because u sued clip_metal not clip_nosight_metal or whatever thats called, it has been known to mess with lighting

so use clip_nosight_metal which DOESNT mess with lighting
viraj_mantri
General Member
Since: Nov 15, 2006
Posts: 66
Last: May 16, 2007
[view latest posts]
Level 3
Category: CoDUO Level Design
Posted: Tuesday, Jan. 2, 2007 02:20 am
Hey friendz,i m working on moving vehcile in mp it works but i need my vehcile to detect collision while moving i.e it should help my player to stand on it and move along with that vehc.what script or texture should be taken care of so that my player can easily stand and move along with that while in motion.

As it is possible for static vehc but not for moving vehc.pls help me out
|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
[view latest posts]
Level 6
Category: CoDUO Level Design
Posted: Monday, Apr. 9, 2007 04:35 pm
If it's a script vehicle I don't think you can - you'll just fall off it and/or get injured.
I haven't put any move functions on an xmodel, only brushes, but I think you can use a static vehicle xmodel (copy and rename one so it doesn't load a collmap) and draw clip_metal_nosight brushes all over it, as detailed as you can and make the whole thing a script brush model
Raven21633
General Member
Since: Jan 17, 2008
Posts: 70
Last: Aug 24, 2008
[view latest posts]
Level 3
Category: CoDUO Level Design
Posted: Tuesday, Mar. 11, 2008 11:10 am
Well, I followed the Setting Up the Editor tutorial to the letter... twice (I had a problem the other day that I thought was a corrupted file so I went through the tutorial again with tweezers, Dobby pointed out that it was something I was doing wrong in the editor, but I still have a fresh install)

I followed the the Vehicles tutorial to the letter and still ended up with a jeep with no collision detectors. (one I could walk through).

By the way, I'm trying to add a vehicle that you can get in and drive around the map.



-------------------------------------

So after fining this thread, I tried making a caulk that enclosed the jeep, highlighted the caulk and clicked clip_nosight_metal. I eneded up with a jeep in mid-air.



That's great if you want to lube it ha ha [biggrin]

-------------------------------------

So next I tried just hilighting the vehicle model and clicking on clip_vehicle. I ended up with a permanant "Duke brothers stunt" LOL!



I now feel like the Salvador Dalν of COD mapping [biggrin]

-------------------------------------

When it compiles, it always gives the warning that it can't find the collision map (collmap) for the Willy's jeep, so I checked the collmap directory in the textures directory and sure enough, there isn't a collmap for either the Willy's jeep OR the German Hortch.



Now is the Willy's jeep collmap in a file somewhere that I haven't unpacked or that's not covered by the tutorial? Or do I need to copy/modify an existing collmap? or something else?

Thanks in advance :)
Raven

edited on Mar. 11, 2008 11:12 am by Raven21633
Raven21633
General Member
Since: Jan 17, 2008
Posts: 70
Last: Aug 24, 2008
[view latest posts]
Level 3
Category: CoDUO Level Design
Posted: Sunday, Mar. 23, 2008 11:24 am
Well, it seems that no-one has an answer to this question.

I've searched this forum as well as Googled for the answer to this very question and still found no relief.

The problem must be either the "Setting up the Editor" tutorial is missing something, or the instructions for adding usable vehicles is wrong.

I say this because I did indeed follow the Setting up the Editor tutorial to the letter, not once but twice (because when I hit this problem I thought I may have missed something), yet I still have the same problem.

I also downloaded the supplementary map for the Adding Vehicles tutorial, and when I run the PK3 that Bodger supplied, it works just fine but when I compile the .map file in Radient UO (without making any changes what-so-ever) POOF! Vehicles you can walk right through. (trigger problem perhaps?). The funny thing though is that the Flak 88 works just fine.

I have to admit, this is getting quite frustrating.

Raven
Raven21633
General Member
Since: Jan 17, 2008
Posts: 70
Last: Aug 24, 2008
[view latest posts]
Level 3
Category: CoDUO Level Design
Posted: Thursday, Apr. 17, 2008 12:13 am
BINGO!!!!

I finally found the problem.

My Collmaps folder was in c:/program files/call of duty/uo instead of c:/program files/call of duty/uo/textures.

I simply moved the collmap folder from the uo folder to uo/textures and POOF the vehicles started working!!! :)

Raven
tizmo
General Member
Since: Nov 19, 2006
Posts: 47
Last: Apr 18, 2008
[view latest posts]
Level 2
Category: CoDUO Level Design
Posted: Friday, Apr. 18, 2008 12:47 pm
Cheers for the fix Raven! I too have been wondering about this for some time now. Now I just have to try it out, lol. I also followed the setting up tutorial word by word, so I should get the same results as you...

Did you get any black/dark models this way?
Raven21633
General Member
Since: Jan 17, 2008
Posts: 70
Last: Aug 24, 2008
[view latest posts]
Level 3
Category: CoDUO Level Design
Posted: Saturday, Apr. 19, 2008 05:27 pm
Hmm... no I haven't gotten any dark models, but it seems I have run across someone else reporting that problem here. I'll see if I can find the thread again and find the fix :)

Here's the error in the tutorial Setting Up the Editor:


Quote:
navigate to your installation directory then UOTools
in the folder UOTools there is a folder called game
open the game folder and locate the folder called uo
open the uo folder and locate the folder called collmaps

right click on the collmaps folder and click copy

navigate back to .../call of duty/UO/ and right click and paste
you should now have a collmaps folder in the UO installation directory


That should read ".../call of duty/UO/textures/"

Raven
|TM|TexasRebel
General Member
Since: Apr 30, 2006
Posts: 258
Last: Nov 16, 2008
[view latest posts]
Level 5
Category: CoDUO Level Design
Posted: Saturday, Apr. 19, 2008 06:37 pm
If you mean having black models after your map compiles and your playing in game, I do believe it is because you are not doing a full lighting compile. You probably are doing the fast lighting compile.

I would not do a full lighting compile until after youve thoroughly tested your map and fixed it to release point.
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