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Forum: All Forums : Call of Duty: World at War
Category: CoDWW MP Mapping
CoD: World at War Multiplayer mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: MOD Tools Errors - report them here
Chris_P
General Member
Since: May 31, 2004
Posts: 20
Last: Nov 4, 2009
[view latest posts]
Level 1
Category: CoDWW MP Mapping
Posted: Saturday, Jan. 24, 2009 11:04 pm
kals writes...
Quote:
Well i stand corrected on the destructible vehicles..I have tested and found all to work now..
Im still getting the error of 'exceeded limit of 400 'fx' assets'
when i try to add the driveable vehicles..
[drink]


Try removing the "impactfx" line from your zone source file ( .csv ) and see if the problem with the FX goes away.

This seems like a bug with the launcher placing this line in there automatically, when it shouldn't.

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Chris_P
General Member
Since: May 31, 2004
Posts: 20
Last: Nov 4, 2009
[view latest posts]
Level 1
Category: CoDWW MP Mapping
Posted: Saturday, Jan. 24, 2009 11:07 pm
Quote:
MAX_BRUSH_COLLISIONVERTS (196608)


That means you have too much collision. Try making some of your geo/terrain/brushwork non-colliding , or remove some collmaps from models that are not in the playable area.
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InsideOut
General Member
Since: Jan 22, 2008
Posts: 171
Last: Sep 12, 2012
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Saturday, Jan. 24, 2009 11:09 pm
From testing all mp/vehicles using zone I found all to be only drivable with collision.

veh_panzer and veh_t34 are in the best condition

Veh_panzer-
crosshair & aim
shooting fx + sound
ability to exit vehicle
switch seats
use both mg's
missing: tank movement sound & fx, coxial mg sound

Veh_t34
crosshair & aim
shooting fx + sound
ability to exit vehicle
switch seats and use mg
missing: tank movement sound & fx
not working: coxial mg

zone CSV
include,mp_vehicles_fx
include,vehicles_drivable_mp

sound,vehicles,veh_mp,all_mp
sound,mp_ravine_v1,mp_ravine_v1,all_mp

sound,common,mp_ravine_v1,all_mp
sound,generic,mp_ravine_v1,all_mp
sound,voiceovers,mp_ravine_v1,all_mp
sound,multiplayer,mp_ravine_v1,all_mp




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zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
[view latest posts]
Level 8
Category: CoDWW MP Mapping
Posted: Saturday, Jan. 24, 2009 11:37 pm
darkcod5 writes...
Quote:
From testing all mp/vehicles using zone I found all to be only drivable with collision.

veh_panzer and veh_t34 are in the best condition


Bare with me, im about to release a map example with all you need (and tutorial)
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Chris_P
General Member
Since: May 31, 2004
Posts: 20
Last: Nov 4, 2009
[view latest posts]
Level 1
Category: CoDWW MP Mapping
Posted: Saturday, Jan. 24, 2009 11:37 pm
You need to make clientscripts for your map in order to hear the sounds & see the FX.

Take a look at the roundhouse clientscripts , you should just be able to copy & rename them for the most part. If you have any problems figuring it out from there, let me know and I can give you more advice.

Oh, and yea...it looks like Zeroy has got something together to help you folks out as well, he looks to have solved the vehicle issues.

darkcod5 writes...
Quote:
From testing all mp/vehicles using zone I found all to be only drivable with collision.

veh_panzer and veh_t34 are in the best condition

Veh_panzer-
crosshair & aim
shooting fx + sound
ability to exit vehicle
switch seats
use both mg's
missing: tank movement sound & fx, coxial mg sound

Veh_t34
crosshair & aim
shooting fx + sound
ability to exit vehicle
switch seats and use mg
missing: tank movement sound & fx
not working: coxial mg

zone CSV
include,mp_vehicles_fx
include,vehicles_drivable_mp

sound,vehicles,veh_mp,all_mp
sound,mp_ravine_v1,mp_ravine_v1,all_mp

sound,common,mp_ravine_v1,all_mp
sound,generic,mp_ravine_v1,all_mp
sound,voiceovers,mp_ravine_v1,all_mp
sound,multiplayer,mp_ravine_v1,all_mp






edited on Jan. 24, 2009 06:40 pm by Chris_P
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kals
General Member
Since: Oct 11, 2005
Posts: 283
Last: Jan 26, 2014
[view latest posts]
Level 5
Category: CoDWW MP Mapping
Posted: Sunday, Jan. 25, 2009 12:03 am
Well since dleteing the impactfx from csv ive tried the panzer4 and it is working,,sounds work also..Only thing i have not tried on it is the coaxial mg..
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kals
General Member
Since: Oct 11, 2005
Posts: 283
Last: Jan 26, 2014
[view latest posts]
Level 5
Category: CoDWW MP Mapping
Posted: Sunday, Jan. 25, 2009 12:39 am
Ive now also tested the t34 which also works(sounds included etc)..All are destructible...In the test map i have created i have not even created any clientscripts and the sounds work..
In my csv i have these lines

rawfile,maps/mp/mp_vehicle.gsc
rawfile,vehicles/panzer4_mp
rawfile,vehicles/t34_mp



include,mp_vehicles_fx
include,vehicles_drivable_mp

sound,vehicles,veh_mp,all_mp


[drink]
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LoSgodfather
General Member
Since: Jan 29, 2008
Posts: 2
Last: Feb 13, 2009
[view latest posts]
Level 0
Category: CoDWW MP Mapping
Posted: Sunday, Jan. 25, 2009 01:56 am
ERROR: physics constraints 't34_break_front' not found
ERROR: physics constraints 't34_break_left_up' not found
ERROR: physics constraints 't34_break_right_up' not found
ERROR: physics constraints 't34_break_left' not found
ERROR: physics constraints 't34_break_right' not found
ERROR: physics constraints 't34_break_up' not found
ERROR: physics constraints 't34_break_back' not found


i got this error when adding a tank also why dose my map crash when i add tanks to my map
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zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
[view latest posts]
Level 8
Category: CoDWW MP Mapping
Posted: Sunday, Jan. 25, 2009 02:17 am
For the tanks, solution is HERE
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW MP Mapping
Posted: Sunday, Jan. 25, 2009 12:38 pm
Rasta reported script_structs not playing sounds:

Mine work with:

Line in my sound alias (calling a small fire effect)

raw/soundaliases/mymapname.csv:

Code:

small_02,,SFX\Destruction\fires\small\small_02.wav,,1,1,50,500,,,,,ambience,,curve2,,,,,1,1,,3d,,,looping,,,,,,,,,,,,,,,,,,,,5,10,0.15,0.85,,


Calling my soundalias (mymapname.csv) from my zone source:

sound,mymapname,mymapname,all_sp

Radiant setup:: (small_02 is the name used inthe soundalias)

script_sound small_02
script_looping 1
script_label looper
targetname looper_loop
classname script_struct

ERRORS:

30cal sounds don't work in SP, might try extracting the MP sounds

Dogs for SP work (I have a tutorial here somewhere) but I had to use scripts which had comments in them like "TEST until dogs are fixed" or something along those lines, does that mean I am still using unfinished code? or is it ok? (I can find the exact scripts if you like)

FPS seems unstable even with portals and proper detailing/structural defining of brushes.

Zombie Radio: The radio (through clientscripts) appears not to work for anyone other than the host. (no one else can hear it, my other script_stuct and triggered room sounds are fine though)

Levels darken over a period of time (after using the flamethrower

When not using and even when using a vision file on zombie maps after doing r_fastrestart a different vision file is implied (maybe a zombie mode specific one?)

Bipod usage is null (or sometimes the "press F to mount" is missing when the bipod mount texture intersects a clip texture.

hellhound and German shepherd black models are not used/can't be used (I created a custom character alias and still the game would not use those models)

Action nodes: defining a start and end with no_stand (or any combination) will not work in zombie mode, they will always walk around.

There's no mention of how to get bipods to work in the prone position.

Updating worldspawn settings sometimes does not work (compile show's no change in the lighting for numerous tries with no errors in the compile log)

One last thing, no big deal really as we can get it through other means, missingassets.csv, was a great tool in the days of cod4!


edited on Jan. 25, 2009 07:39 am by techno2sl
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