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Forum: Help Center

  1. Ambient room sounds or Ambient - Reverbs

    I'm trying to have a room the player steps into have its own ambient sound. not place a script_struct and have it loop. for example the the zm_giant.map they have trigger_multiple brush textured with a sound_trigger texture and a targetname ambient_package and script_ambientroom factory_largeroom. when i tried this it didn't work also watched this video by UGO aka Wakka on Tutorial 6 - Adding Sounds - Ambient - Reverb - Bumps, watched like a bunch of times and still couldn't get it to work!! please help me somebody! I know someone has this working.

    Started by gunrock12‎, November 22nd, 2018 19:11
    • Replies: 1
    • Views: 975
    December 10th, 2018, 12:36 Go to last post
  2. Question Zombie interest point

    So, I have a vehicle in my map, but, even though he is a moving platform (so it should generate navmesh), zombie can't enter it or even get near to it when the player is on it, so I would like to know if can set something like a interest point, that calls zombies to a place when they don't know where to go. So, I have a vehicle in my map, but, even though he is a moving platform (so it should generate navmesh), zombie can't enter it or even get near to it when the player is on it, so I would like to know if can set something like a interest point, that calls zombies to a place when they don't know where to go.

    Started by Doodles_Inc‎, September 13th, 2017 20:17
    • Replies: 2
    • Views: 2,245
    September 14th, 2017, 16:51 Go to last post
  3. Question Loop a vehicle?

    So I setuped a vehicle in ape and in radiant, its working fine, but, I need a function that makes, when he get to the final vehicle node, he gets back to the start, following the same path, I tried to make a script for this, but it didn't work (I'm really bad at scripting), someone knows how to do it? And, if you want to see my horrible script and tell me what I made wrong... here it is: https://pastebin.com/jLxivaUp

    Started by Doodles_Inc‎, September 9th, 2017 22:54
    • Replies: 2
    • Views: 1,904
    September 12th, 2017, 07:07 Go to last post
  4. Missing .d3dbsp file for my map. "UNRECOVERABLE ERROR"

    While compiling my map the other day there was an error during the linking process that halted the compile. It says: Linking "zm_devmap" (usermaps\zm_devmap stable 2642364 v593): processing... ******************************************************************************** UNRECOVERABLE ERROR: EXE_ERR_COULDNT_LOADmaps/zm/zm_devmap.d3dbsp

    Started by kingkarrit‎, May 27th, 2017 01:18
    • Replies: 3
    • Views: 2,541
    May 29th, 2017, 05:21 Go to last post
  5. Train function

    Hi Melvin, Would you or anyone else be willing to put a tutorial together for me? I'm looking for help on setting up the train function. I'd like to have some models moving down a belt. I've done it before with CoD4, but it's been so long... Any help would be greatly appreciated, thanks!

    Started by {N2N}Shadow‎, March 28th, 2017 17:26
    3 Pages
    1 2 3
    • Replies: 26
    • Views: 8,475
    April 4th, 2017, 12:54 Go to last post
  6. Let zombies enter the map without barriers (not risers)

    Sup guys I want zombies to enter the map without able to repair the wooden barriers (So they just jump over the brush/model when they enter the playable area). But for some reason I can't get zombie jumping over brushes and/or models work. I've tried a lot of things and also watched a lot of tutorials. But for some reason it just doesn't work. Here's an image of what I use and the KVP's I gave it.

    Started by biel‎, March 21st, 2017 14:08
    • Replies: 3
    • Views: 2,507
    March 24th, 2017, 09:25 Go to last post
  7. PBG Volume to achieve the 'Bloom' effect

    Hey peeps, Biel here. I'm having a question about the PBG Volume that Clayton used on his WIP map 'Alleyway'. When I'm searching for the PBG, I receive 3 hits. 'Box', 'Omni' and 'Spot'. I want to receive a nice bloom effect on a spot that I made. What do I need to use and how do I use it? Here's an example of what I have right now by only using a custom LightFX and Fog:

    Started by biel‎, March 11th, 2017 07:33
    • Replies: 2
    • Views: 2,188
    March 13th, 2017, 20:20 Go to last post
  8. Strange brightness/darkness when entering certain areas?

    So I've had this problem on my map since the start, got frustrated with it and gave up mapping for about 5 months and I recently thought I'd give my map another shot and try and fix this issue but I'm really struggling. In certain areas when I get close to a probe or enter a new room I get this blinding brightness effect, and when I turn around to look into the room I came from it looks pitch black. Once in the room the lighting returns to normal (mostly). I have messed with the SSI/sun/worldspawn, etc to no avail. I have tried countless different approaches to how I set up my probes, using boxes, Ctrl + left clicking the walls, cutting the probes to shape, using multiple probes, linking probes, blending probes, but nothing fixes it entirely (I occasionally manage to improve it, or fix an area entirely, but then it just occurs in the following room or something) and I'm really at the end of my tether with it. What's worse is that no one seems to know why it's happening or has this...

    Started by steviewonder87‎, March 9th, 2017 18:43
    • Replies: 8
    • Views: 3,298
    March 10th, 2017, 22:01 Go to last post
  9. Mystery Box Beam, is there a way to hide it?

    Well, more like, is there a way to keep a certain part of the beam from appearing? Let me set up the scenario that I am in currently: so in this one area of my map, there are two different levels, one room directly on top of the other, and the box is placed in the bottom level, sooo, the box beam appears straight through the floor of the upper level and just looks awful (see picture in this link, please http://s1376.photobucket.com/user/masterguyperson_the_second/media/Box Beam_zpsj7uayi7t.jpg.html?sort=3&o=0) - So, as I says, is there any way to hide a part of the box's light beam so that it's not immediately appearing out of the ground? Thanks!

    Started by masterguyperson‎, February 22nd, 2017 20:41
    • Replies: 2
    • Views: 2,256
    February 23rd, 2017, 11:04 Go to last post
  10. Question on utilizing relfection_probes

    Hi there! So I have seen the tutorials that MelVin has created, and while they are helpful, they didn't exactly cover a situation that I am currently facing. So I have a room that is rectangular, and has a square that protrudes out from one of the walls (see pictures http://s1376.photobucket.com/user/masterguyperson_the_second/library/Reflection_Probe?sort=3&page=1), that square is the outer wall of what is an elevator shaft. My question is, how do I set up my probes so that they aren't cutting into other areas, but also don't leave any seams, in a situation like this? Thanks!

    Started by masterguyperson‎, February 15th, 2017 20:02
    • Replies: 3
    • Views: 2,397
    February 20th, 2017, 18:19 Go to last post
  11. Sounds

    Can not get sounds working and now its doing my head in, I need custom sounds for the doors ect and ambient sounds so any chance of a tutorial please before I go mad? (though I fear I did that years ago). Also my minimap was working fine and looked great ect but now since the last tools update it no longer works, I have tried redoing it from scratch but no joy :( that's just the last 2 things to get my map finished now.

    Started by Dickymint‎, December 26th, 2016 13:31
    • Replies: 5
    • Views: 3,653
    January 28th, 2017, 02:44 Go to last post
  12. Having problems with Radiant Black Edition

    Hello, I am new to mapping with radiant and have so questions - when switching to the light-render mode (F9) it tells me I need to press the lightning bolt to update the lighting, where is it? - when recently launching radiant, I were not able to delete a block that I've build - is it normal that key binds like ctrl + c and ctrl + v don't work? - is there a way to switch this awkward camera movement controls to something reasonable? Also in the first map I created, there were no gun sounds at all (even the standard weapons), any clues why? it was no problem when making a new one. Thankful for any replies :)

    Started by Xavlamin‎, January 19th, 2017 11:58
    • Replies: 2
    • Views: 2,342
    January 21st, 2017, 11:42 Go to last post
  13. Zombie proximity game over trigger

    I'm making a map that would benefit from a feature where if a zombie wanders into a certain area of the map, it would trigger a game over. Could somebody help me out with this?

    Started by kingkarrit‎, January 15th, 2017 22:03
    • Replies: 1
    • Views: 1,884
    January 15th, 2017, 22:13 Go to last post
  14. ghosting

    I'm having trouble with ghosting, seems to be mostly at the edge of a reflection probe like in a wall when I walk up to the wall I can see shadows of the wall, does it in the temp plate map to. v watched about every youtube vid I can find, lol

    Started by justonemore‎, January 7th, 2017 23:28
    • Replies: 3
    • Views: 3,744
    January 9th, 2017, 22:05 Go to last post
  15. Lighting bug

    https://s27.postimg.org/hvmfltsz7/Untitled2.png ill let the screenshot speak for itself, but all interiors look like this with light constantly leaking though. The picture shows a giant block i just made, then made hollow with a very sizeable wall thickness then rendered the light.

    Started by Sekerali‎, December 24th, 2016 06:49
    3 Pages
    1 2 3
    • Replies: 24
    • Views: 8,763
    January 5th, 2017, 19:26 Go to last post
  16. Since last update workshop map has light issue

    Since the BO3 and modtools update, my map in Workshop is light glitched. It's fine every time after I compile on my pc, but uploaded is blackout, no light. The first time, I was able to fix it with a change to a default ssi. It wouldn't even display right in Radiant until I changed the ssi I was using. So that was an obvious fix. I used another stock ssi, it worked. But I didnt like it so changed it. Now, after 6 attempts, even with stock default night ssi the workshop version is glitched black. My map is fine, without errors on my pc. Uploaded, no light. Another Radiant glitch? Suggestions?

    Started by Rendori‎, December 17th, 2016 08:03
    • Replies: 5
    • Views: 2,675
    December 18th, 2016, 16:48 Go to last post
  17. Doors

    Sorry but need some help (again) been trying to get my doors to work, the old script way does not work and using the zombies doors does not work even if I change the trigger to use touch so now I know about 20 ways it does not work can someone write a tutorial please on how it does work. Thanks :)

    Started by Dickymint‎, November 10th, 2016 17:44
    3 Pages
    1 2 3
    • Replies: 26
    • Views: 13,655
    November 24th, 2016, 05:58 Go to last post
  18. now you see it now you dont!

    Hi, I have a problem with my map in that I have 2 places on my map that have metal rails, one place being a window with bars in it and the second a handrail on a bridge and the problem I have is nothing is being drawn between the rails on the bridge or out the window...... its just a nice view of the skybox :( Its my guess that they have done away with portals and it does it its self but there must be a way to over ride it, I have tried several things like making them non collision ect and by the way "HI Everyone!"

    Started by Dickymint‎, October 21st, 2016 13:06
    3 Pages
    1 2 3
    • Replies: 21
    • Views: 14,064
    November 12th, 2016, 23:15 Go to last post
  19. Images

    Just a quick one here, made some custom textures that work ok in Radiant but not showing in the game, where do I stick either the images folder or the .iwd......... I have tried both and several different combinations ect

    Started by Dickymint‎, November 7th, 2016 18:46
    • Replies: 3
    • Views: 3,531
    November 7th, 2016, 23:50 Go to last post
  20. Outdoor probes.

    See alot of indoor adding probes but not much on outdoors. So how many should I add..where and why..and what if I don't want every shiny..metal etc. I understand but wall etc.don't have to be shiny in my case...also what can we change in the probes.Bit of a noob with probes..

    Started by dundy‎, October 22nd, 2016 07:26
    • Replies: 4
    • Views: 3,827
    October 23rd, 2016, 06:56 Go to last post

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