Requests.

Tutorials for Call of Duty 2 mapping

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Drofder2004
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Requests.

Post by Drofder2004 » August 9th, 2006, 3:35 am

What would you like tutorialised (real word ;)).
I am willing to do Mapping and Scripting, and Video tutorials for more advanced mapping.

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Requests:
- ?

Upcoming:
- Advanced Terrain Editing and Alpha-blending [Video]
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Please keep this spam free, all unrelevant posts deleted, all stupid tutorials suggestions denied.
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Post by crabby » August 9th, 2006, 9:28 pm

Hey drof, if you have a chance I'd like to see or read a good tutorial on terrain making (hills valleys) and how to place prefabs within the terrain so they blend in well.
Thanks
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Post by topher » September 21st, 2006, 7:57 pm

how do I make a brickwall that you can walk threw?
also how do you add music to a room? and just that room?

thx 8)
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Post by creator » September 21st, 2006, 8:27 pm

to make a wall u got 2 options:
1: u need to make a script and make the wall script_Brushmodel and a targetname, then put in the script notsolid (u can add a time it solid again ) to make it,
2: rightclick on 2d field [ grids field ] and press "non-collinding" while still selecting the brush
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Post by topher » September 21st, 2006, 8:54 pm

thanks m8 :)
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Post by Soviet » September 21st, 2006, 10:47 pm

using curved patches to make domes and other iregular shapes without compromising the quality of the texture (curved textures on the thing)
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Post by Drofder2004 » September 21st, 2006, 10:54 pm

There is an easier way to make "non solid" walls. Its called "non-coliding" and its an option in the editor.

Select the brush, right-click the 2D window and select "Make non-coliding".

As for the music in a set room there are two ways you can do this...

1 would be to simply make the csv file play music in a small area, this area being the same size as the room.
the second way would be to monitor people in the room, and if they are in the room then play the music...
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Post by creator » September 22nd, 2006, 2:23 pm

drofder didnt i just said that above? [not music]
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Post by topher » September 22nd, 2006, 5:27 pm

Drofder2004 wrote: As for the music in a set room there are two ways you can do this...

1 would be to simply make the csv file play music in a small area, this area being the same size as the room.
the second way would be to monitor people in the room, and if they are in the room then play the music...
could you make a tutorial? because I don't know how to make a csv file..
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Post by creator » September 22nd, 2006, 6:14 pm

wow wtf ? i was thinking it didnt posted cause i had a error

Code: Select all

Failed sending email :: PHP ::

DEBUG MODE

Line : 234
File : emailer.php
o well i will delete 2 [if i can]
edit: i cannot delete those 2, fix the forums peds :P
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Post by topher » September 28th, 2006, 10:06 am

can't really find any tutorials that help me with this, and sure its easy...

how do I make my ground brush/texture look real, and not perfect straight?
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Post by Drofder2004 » September 28th, 2006, 11:15 am

Ground textures look as real as the texture itself. The only way of making it any more realistic is to use a terrain patch and manipulate the terrain, obviously this all depends on the terrain...

For example...

Sand. Sand is a very free-flowing terrain, I doubt you will see many sharp edges in a sandy area. This means you need to make a really smooth yet slightly uneven surface...

Grass. Grass is hard to make look realisitic. grass by nature is very 3d, it sticks upwards which a texture cannot do, so many people do a hill approach. Like sand, the ground should be uneven, but usually with more exagerated hills. Basically larger (in width and height). Look at brecourt/bocage.

It also depends on the graphics on the computer. The higher the resolution the better the texture and also the better the texture bit (16/32) the better the quality.

CoD2 uses high-resolution textures to make the ground look more realistic.
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Post by t3vY » December 19th, 2006, 11:09 am

A request from me, would be a good tutorial on joining terrain patches of different sizes so there are no gaps between them, and it looks natural + fine.
yes this tutorial would be great :)
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Post by waywaaaard » March 16th, 2007, 6:29 pm

mh could someone give me a clear written little tutorials how i can make an trigger (notsolid) and if you walk through it or touch a wav should be played once

i dunno where to put the trigger to or what to script the tutorials on modsonline,com are confusing

maps\mp\_load::main();
thread intro_sound01();


}

intro_sound01()
{
alert = getent ("trigger_intro_sound1", "targetname");
alert playsound("intro_sound1");
}
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Post by Drofder2004 » March 16th, 2007, 10:47 pm

Lev!athan wrote:mh could someone give me a clear written little tutorials how i can make an trigger (notsolid) and if you walk through it or touch a wav should be played once

i dunno where to put the trigger to or what to script the tutorials on modsonline,com are confusing

maps\mp\_load::main();
thread intro_sound01();


}

intro_sound01()
{
alert = getent ("trigger_intro_sound1", "targetname");
alert waittill("trigger", user);
user playsound("intro_sound1");
}
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