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Tutorials: CoD2 Mapping
Mapping and modding for Call of Duty 2.

Rating:
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Multiplayer Mortars
2006-08-27 17:58:12
Heres a tut on making a realistic mortar hole in Multiplayer
Wanna know wot it is ur exactly making?, then View the video Here

Ok so first off we need to create the land and mortar whole in radiant

So step 1: create a brush thats 500 x 500 units wide



Step2: we now need to turn the brush into terrain, so select the brush and go to Patch/Simple Terrain Patch. And give it a density of 10 x 10, then give it a texture, i used grass



Step3: Now we need to make the terrain a whole, so start of by setting up the terrain editor, Press Y and give it the options on the picture below



Ok now u need to hover ur mouse over the terrain, hold alt and right click on ur terrain, with the buttons heald down move ur mouse a but to make the terrain go down. u dont need the terrain to go down to far because we make the whole deeper on the next setting.

Now u have done that, give ur terrain editor these settings and finishe the whole off.



This is how my whole turned out, it did'nt look as good as i wanted it to, but if u play around with the settings u can make it look really nice.



Step 5: Ok now we have our whole we need to add a realistic looking decal. So start off by copying and pasting ur crater hole. Edit/ Copy , Edit/ Paste

Then once its done u need to add a decal texture, i use:

- Textures/Surface Ttype/Dirt/egypt_roughdirt_crater_night

Now once ur texture is applyed u need to fit it, so press S to bring up the Surface Inspector and press Fit.

It should look somthing like this



Step 6: Now we need to turn the crater into a brushmodel, So press escape to de select any peices of terrain u got selected and then select the craters both peices of terrain.

Now right click and go script/brushmodel

Then all u gotta do now is give them a targetname of botlayer



Step 6: Ok now create some terrain around the outside of ur mortar hole



Step 7: Now u need to cover up the motar hole, so create a peice of terrain and place it over the whole. Then make it a brush model, right click/brushmodel



Now all u gotta do is give it a targetname of toplayer



Step 8: Right click and go Script/ Script origin, then place the origin in the center of ur mortar hole, and give it a targetname of action



Step 9: Now for the trigger, start of by creating a big brush around the outside of ur hole and giving it the trigger texture which is located in textures/tools

Once thats done, with the trigger selected right click and go to Trigger/Once




Then give the trigger a targetname of morttrig



Ok thats it for the mapping, just make sure u have the standard things to run a map: skybox, dm spawn, global intermission

Save ur map and now onto the scripting.

Ok So first off u need a mapname.gsc to call on the script

Place this file in ur maps/mp folder

Put this code in into ur mapname.gsc

main()
{

maps\mp\ground_mortars::main();
maps\mp\_load::main();

setExpFog(0.0009, 0.30, 0.31, 0.34, 0);

game["allies"] = "american";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";

setCvar("r_glowbloomintensity0", ".25");
setCvar("r_glowbloomintensity1", ".25");
setcvar("r_glowskybleedintensity0",".3");



}


Now create a file called ground_mortars.gsc and place it into ur maps/mp folder

Put this code in the ground_mortars.gsc

main()
{

level._effect["mortexplosion"] = loadfx("fx/explosions/artilleryExp_dirt_brown.efx");


thread mortar1();


}

mortar1()
{

action = getent ("action","targetname");
botground = getent ("botlayer","targetname");
topground = getent ("toplayer","targetname");
trigger = getent ("morttrig","targetname");

botground hide();

trigger waittill ("trigger");

origin = action getorigin();

action playsound("incoming_mortar");

wait (1);

action playsound("explosion_ground");

playfx(level._effect["mortexplosion"], origin);

botground show();

topground delete();



}

Now all u gotta do is add a mapname.csv file

Place this file into ur soundaliases folder

Heres the code to place in ur mapname.csv file


name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage #ambients,,,,,,,,,,,,,,, incoming_mortar,,Explosions/artillery_incoming01.wav,1,1,,1,1,5000,6000,auto,streamed,,,,mp_mortar_map,,,, explosion_ground,,Explosions/Mortar_dirt01.wav,1,1,,1,1,5000,6000,auto,streamed,,,,mp_mortar_map,,,,

 


Enjoy

Created By R&R|Ricsta

Website: rnr-projects

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