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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: PLZ help the map is Red
ZolPo
General Member
Since: Jun 14, 2008
Posts: 19
Last: Oct 4, 2008
[view latest posts]
Level 1
Category: CoD 4 Level Design
Posted: Thursday, Jun. 26, 2008 03:16 am
help all the map i making i look Red!
all textures is a red color:
the image:

LINK:Here

plz help me what i need do ?
for saw the normal textures!
THX

edited on Jun. 26, 2008 03:17 am by ZolPo
Rasta
Preferred Member
Since: Apr 10, 2004
Posts: 4298
Last: Nov 22, 2008
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Level 9
Forum Moderator
Category: CoD 4 Level Design
Posted: Thursday, Jun. 26, 2008 03:22 am
You need to add refelction probes to your map, right click and select them in the drop down menu, place them around your map, one in each room and again when you have a change in geometry

You may also need to create a lightgrid, to do this cover the playable areas of you map in a brush with the 'lightgrid' texture, then you compile as normal..
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ZolPo
General Member
Since: Jun 14, 2008
Posts: 19
Last: Oct 4, 2008
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Level 1
Category: CoD 4 Level Design
Posted: Thursday, Jun. 26, 2008 03:25 am
™Thnks Guy™

[drink]
nutty23
General Member
Since: Jun 17, 2008
Posts: 1
Last: Jun 27, 2008
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Level 0
Category: CoD 4 Level Design
Posted: Friday, Jun. 27, 2008 02:24 pm
Rasta writes...
Quote:
....You may also need to create a lightgrid, to do this cover the playable areas of you map in a brush with the 'lightgrid' texture, then you compile as normal..



How do I cover the playable areas? Select the floor, walls etc. and assign the light grid - texture to them? WHen I try that it just replaces the original texture with the lightgrid.

Please give me a step by step description, I am newb.
qferret
General Member
Since: Mar 30, 2008
Posts: 95
Last: Jul 10, 2008
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Level 3
Category: CoD 4 Level Design
Posted: Wednesday, Jul. 2, 2008 09:46 am
nutty23 writes...
Quote:

How do I cover the playable areas? Select the floor, walls etc. and assign the light grid - texture to them? WHen I try that it just replaces the original texture with the lightgrid.

Please give me a step by step description, I am newb.


Just make 1 big brush that covers everything and assign the lightgrid texture to it (so the brush surrounds everything you can get to in the map)
illram
General Member
Since: Jan 22, 2008
Posts: 233
Last: Jul 15, 2008
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Level 4
Category: CoD 4 Level Design
Posted: Wednesday, Jul. 2, 2008 05:47 pm
qferret writes...
Quote:
nutty23 writes...
Quote:

How do I cover the playable areas? Select the floor, walls etc. and assign the light grid - texture to them? WHen I try that it just replaces the original texture with the lightgrid.

Please give me a step by step description, I am newb.


Just make 1 big brush that covers everything and assign the lightgrid texture to it (so the brush surrounds everything you can get to in the map)


I believe it's easier on the system resources to break the brush up into smaller brushes but yeah, that's the general idea.
matsen
General Member
Since: May 10, 2007
Posts: 10
Last: Jul 19, 2008
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Level 0
Category: CoD 4 Level Design
Posted: Sunday, Jul. 6, 2008 10:17 am
I got the same problem with the red models and stuff. I added reflection probes and I covert the whole map with light grid texture. But it only gets worse.
Can someone help me please?

kjohn175
General Member
Since: Feb 4, 2008
Posts: 89
Last: Jul 14, 2008
[view latest posts]
Level 3
Category: CoD 4 Level Design
Posted: Sunday, Jul. 6, 2008 12:25 pm
How high is your lightgrid rexture? it doesnt have to be too high as long as it isnt the same height as the skybox.
techno2sl
General Member
Since: Aug 5, 2004
Posts: 1462
Last: Nov 22, 2008
[view latest posts]
Level 8
Category: CoD 4 Level Design
Posted: Sunday, Jul. 6, 2008 01:24 pm
Background scenery should be covered with the Light Grid Sky texture, any playable space should use the Light Grid texture (the purple one)


Only 1 reflection probe per portal cell. If you dont have any portals, then its best to test compile with just 1 reflection probe.

Make sure once you have reflections compile that you build the Fast File again.

If a reflection probe is touching or inside a solid object it may cause the reflections to compile wrong, a reflection probe touching or outside of the skybox is a 'leak'.

Check the whole of your d3dbsp compile log for any errors whatsoever.
matsen
General Member
Since: May 10, 2007
Posts: 10
Last: Jul 19, 2008
[view latest posts]
Level 0
Category: CoD 4 Level Design
Posted: Monday, Jul. 7, 2008 10:09 am
When I click on compile reflections it's done in 1 sec. Could that be the problem?
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