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Forum: All Forums : Call of Duty 4
Category: CoD 4 Level Design
CoD 4 mapping and level design.
Moderators: foyleman, rEdrUmMDK, Foxhound, Rasta, StrYdeR, The_Caretaker, batistablr, playername, Welshy
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Author Topic: red colours. multi colored. omg...
MasterChief
General Member
Since: Feb 4, 2005
Posts: 649
Last: Dec 1, 2008
[view latest posts]
Level 6
Category: CoD 4 Level Design
Posted: Tuesday, Feb. 12, 2008 02:04 pm
well after searching and doing everything i have seen on the forums. i still get failed to load when doing my fast file. I read and did not even remotly understand on how to use this "Volume Light Grid" texture. so i just put about 9 blocks of it and it covers every inch of my map which im guessing is wrong. I load into the game and all the crap is red or rainbow coloured. depending on what it feels like doing.

Mabye its my skybox. i just threw brushes to cover my map (its currently a building, with about 8 models that for some reason i can walk thru. It has some ground outside that there is access too as well.

So whats going on? Id like my fast file to not show a bunch of errors if possible, this is just a test map i have created and so far the testing is failing. And i do not particularly want to run around for five and a half hours ramming into walls to collect dots.
drexton
General Member
Since: Jan 29, 2008
Posts: 13
Last: Feb 26, 2008
[view latest posts]
Level 1
Category: CoD 4 Level Design
Posted: Tuesday, Feb. 12, 2008 03:16 pm
For the rainbow colors, you need to add reflection probes. Also create an actual skybox that surrounds your entire map. To add reflection probes, right click and then select reflection probe. There's no real rule to how many to add so just add a few here and there and try to even them across the map. At least that's what I do.

As for the red thing. Compile/build reflections/build fast file (ff)/update fast file (copy everything on left hand side to right hand side/build fast file again/update again (if anything new on left hand side copy it over)/build ff again if needed then test.

Instead of the light volume grid thing, you can check the box "model collect dots" on the Level Compiling tab. Then run around and collect all the dots.

Hope this helps
MasterChief
General Member
Since: Feb 4, 2005
Posts: 649
Last: Dec 1, 2008
[view latest posts]
Level 6
Category: CoD 4 Level Design
Posted: Tuesday, Feb. 12, 2008 07:19 pm
heh. id rather not spend hours collecting dots. i will try to figure out the Volume Light Grid lol. thanks for the other info though.
Sevenz
General Member
Since: Apr 24, 2006
Posts: 1134
Last: Dec 3, 2008
[view latest posts]
Level 8
Category: CoD 4 Level Design
Posted: Tuesday, Feb. 12, 2008 08:30 pm
Creating a grid file
piercy
General Member
Since: Feb 11, 2008
Posts: 25
Last: Feb 19, 2008
[view latest posts]
Level 1
Category: CoD 4 Level Design
Posted: Wednesday, Feb. 13, 2008 09:07 am
all i had to do was start adding models to my maps.. i added a truck a tree and some grass and my rainbow colors are gone. I think ive got a lone relefction probe in there somewhere aswell..

as for models you can run through... i think this is a standard with mos tmap editors. anyway rather than selecting a model select a prefab. same was as selecting a model but choos prefab in stead of model then in popup explorer browse to the prefabs/xmodels (i think) folder. These are pre clipped models. ie. there are invisible clip brushes around the model. when adding a prefab in you will see these and it will become clear. if you havent already find the upgraded mod tools v1.1 fixes a model and prefabs bug i think.. maybe a few other things aswell not sure.. all i kno is when i did it where i used to error when adding models i now dont :).

also, for cutom models use the same texture used on the prefabs (summit clip cant remember the name) add you model to a new map at coords 0,0,0 and save it to a folder of your choise (/mapsource/mp_mymap/prefabs/ maybe?) The add the prefab in and the clips wil be done for you. only reason to use a prefab is for reuse in later maps or reuse within your current map..

Good luck
Piercy [thumbs_up]
Sevenz
General Member
Since: Apr 24, 2006
Posts: 1134
Last: Dec 3, 2008
[view latest posts]
Level 8
Category: CoD 4 Level Design
Posted: Wednesday, Feb. 13, 2008 11:00 am
folder is Call of Duty 4 - Modern Warfare\map_source\prefabs\misc_models


Quote:
only reason to use a prefab is for reuse in later maps or reuse within your current map.

another reason:
you can split the work of a map (division of labor) by using prefabs. different people can work on the same map at the same time. but don't forget to talk to your co-mappers: assign all tasks! changes to prefabs have effect on the respective previously placed prefabs in other maps (not on compiled maps unless you re-compile 'em)! It's sort of a map "update".

edited on Feb. 13, 2008 11:08 am by Sevenz
piercy
General Member
Since: Feb 11, 2008
Posts: 25
Last: Feb 19, 2008
[view latest posts]
Level 1
Category: CoD 4 Level Design
Posted: Wednesday, Feb. 13, 2008 12:25 pm
Sevenz writes...
Quote:
folder is Call of Duty 4 - Modern Warfare\map_source\prefabs\misc_models


Quote:
only reason to use a prefab is for reuse in later maps or reuse within your current map.

another reason:
you can split the work of a map (division of labor) by using prefabs. different people can work on the same map at the same time. but don't forget to talk to your co-mappers: assign all tasks! changes to prefabs have effect on the respective previously placed prefabs in other maps (not on compiled maps unless you re-compile 'em)! It's sort of a map "update".

edited on Feb. 13, 2008 11:08 am by Sevenz



ahah yes ofcourse :) didnt think of that one.
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