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I have two triggers both looping while the players stand it. one starts the music while the other trigger stops it while the player stands in it. The problem is once the player stands in the stop looping sound second trigger the music keeps on playing. How do i get the music to stop playing in the second trigger the player stands in? function soundbox1()////////PLAYS SOUND LOOP WHILE PLAYER IS IN THE TRIGGER {
can I get zombies to break glass? like if they crawl through a windows?
Some questions (I've been saving up) (I've watched tuts but haven't seen clues yet to these) 1. In my entity list - I have loads of yellow entries - what does the colour mean? (e.g. Under Worldspawn I have 50+ worlspawns in yellow that spec my prefabs), loads of others in other areas, probes, etc. 2. Materials - pngs seem to work and I've been using png normals, is this ok or will I get a different result using tif? 3. Collision isn't working, even with the collmaps I've added, in APE, what am I missing? 4. In rooms I see ghosts of textures as the player camera moves around, reflection probe issues? How do I fix this? 5. In porting, lights came over, can I use that light? Should I swap old lights for BO3 lights? Whats a BO3 build light V light? My map finally compiles but in 4 or more attempts won't play right (only in compiled map) - invisible walls that come and go (not clips), I can go sometimes foward and left and back, but one direction is blocked, e.g, to the...
Wanna add some WAW textures to my map mainly brick , concrete and roof but just can,t get them looking right. Not much of a texture artist so i get the color map from waw and turn it into tif then in PhotoShop turn colormap with default settings into normal map. In ape i set texture up as detail lit and default settings and save. But textures either look flat or shiny.. Can any one tell in detail how to make the was texture look good. Thanks. Please some texture size and settings
What essential procedures should I do to ensure smooth porting CoDWaW to BO3 using the Modtools? Old missing models, textures or entities - will even one if present kill the compile? Old mp entities especially, can dm and tdm mp entities be carried over (but no others as incompatible) or should I delete them all and replace with new? I have brushmodels, structs, etc, must I delete them all and rebuild them anew or can I just adapt them into BO3? I've never successfully compiled, it says it can't find fastfiles. I believe that's because I have loads of old elements still on the map, which I'm working on. Any advice gratefully received.
I have a sun_volume, it worked fine. I attempted a couple of compiles, without success, but the lighting was working. Now I get the no sun_volume error. I have a sun_volume, all the volumes, in fact. I've tried deleting and recreating, copying in from a new map, everything. Now the map is dead because it won't see the existing sun_volume, no matter what I try. Ideas? Rendori
As there was a discussion around lighting in another thread I am making available a file that should help with getting started. I have kept the stock starting map size, which you can adjust as your map grows. Download the file below, and unzip to your map_source/mp folder. Download Link:*https://drive.google.com/open?id=0BwMpdOR2ABDObTJzSlg2eWRIckE Note: *Please follow the below steps.
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