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Threads 1 to 6 of 6

Forum: Level Design / Mapping

  1. Zombies and Glass

    can I get zombies to break glass? like if they crawl through a windows?

    Started by justonemore‎, January 12th, 2017 15:05
    • Replies: 3
    • Views: 994
    March 11th, 2017, 20:08 Go to last post
  2. Porting CoDWaW map - questions

    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...

    Started by Rendori‎, October 27th, 2016 09:35
    2 Pages
    1 2
    • Replies: 18
    • Views: 3,154
    November 8th, 2016, 21:05 Go to last post
  3. Waw texture help.

    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

    Started by dundy‎, October 29th, 2016 03:23
    • Replies: 5
    • Views: 1,367
    October 29th, 2016, 18:13 Go to last post
  4. Porting CoDWaW maps into BO3

    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.

    Started by Rendori‎, October 18th, 2016 06:08
    bo3, brushmodels, codwaw, mapping, mp entities, porting maps, structs
    • Replies: 1
    • Views: 1,176
    October 18th, 2016, 07:09 Go to last post
  5. no sun_volume error

    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

    Started by Rendori‎, October 17th, 2016 15:21
    bo3 mapping, lighting, mapping, modtools, sun_volume error
    • Replies: 4
    • Views: 931
    October 18th, 2016, 07:05 Go to last post
  6. Volumes example map

    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.

    Started by Ieuan‎, September 30th, 2016 07:06
    • Replies: 3
    • Views: 1,552
    September 30th, 2016, 19:06 Go to last post

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