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Forum: Level Design / Mapping

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  1. Sticky Thread Sticky: [TUTORIAL] cod4 sound tutorial

    above is a tut i made showing a tutorial on how to create sounds in your map hope this helps sounds are a bit rubbish sorry about that and also the game does not show however it should help any how.

    Started by privateparts‎, April 29th, 2014 11:51
    • Replies: 2
    • Views: 3,050
    February 23rd, 2015, 18:42 Go to last post
  2. Sticky Thread Sticky: [TUTORIAL] CoD4 Minimap video Tutorial

    this first video part one is a bit chatty as myself and {osg}Brodie were conversing but i managed to follow the tutorial as i say appologise for the swearing but it does work please follow to the word the end video of the in game demo was not showing up at all but i can assure you it works as there are comments made about what is needed in there. if there is anything else such as missing assets tht may not have been mentioned let me know and i will try to add them as an image to help you. You will see in my sidesnipe_final version and also =103=fishing_run map that this tut works. The second part will follow shortly. https://www.youtube.com/watch?v=k0aez7ITyoo This is the second part converters can be found here http://tom-crowley.co.uk/downloads/ http://tom-crowley.co.uk/downloads/

    Started by privateparts‎, May 4th, 2014 10:47
    • Replies: 4
    • Views: 3,685
    May 5th, 2014, 06:22 Go to last post
  3. Cool Sticky Thread Sticky: handy little tip re out of memory error

    heres something i found out by accident not sure why it works but i think its to o with prefabs precaching everything. ok i had a map giving me an out of memory error on our huge mod so heres what i did simply start a new blank map right click on 2D section of radiant and load your completed map as if it was a prefab save it back over your map name and recompile 90% success rate

    Started by {OSG}Brodie‎, July 12th, 2013 07:43
    • Replies: 3
    • Views: 2,175
    July 13th, 2013, 12:44 Go to last post
  4. Sticky Thread Sticky: CoD4 LOADSCREEN demystified!

    Watch this tutorial. I created and it works!!!! http://www.codutility.com/showthread.php?1098-CoD4-mp-LOADSCREEN-demystified!

    Started by CaptCom‎, April 3rd, 2012 14:35
    • Replies: 2
    • Views: 2,999
    April 4th, 2012, 19:57 Go to last post
  5. Sticky Thread Sticky: [Tutorial] Ripping & Importing models in CoD4

    Ripping & Importing models in CoD4 Many guys asking me last few days how do i get mw2 models in my maps.Here is how. This work on any other game that u want to rip off models. http://youtu.be/DYb12dEKuoU

    Started by miregrobar‎, August 12th, 2010 20:25
    2 Pages
    1 2
    • Replies: 16
    • Views: 6,188
    August 16th, 2010, 07:13 Go to last post
  6. Sticky Thread Sticky: CoD4 ModTools Patch 1.1

    Official Mod Tools patch 1.1 Download HERE

    Started by CaptCom‎, May 5th, 2009 10:28
    cod4 mod tools, mod tools, patch
    • Replies: 0
    • Views: 2,299
    May 5th, 2009, 10:28 Go to last post
  7. Sticky Thread Sticky: CoD4 ModTools v1

    Official Mod Tools software Available HERE

    Started by CaptCom‎, May 5th, 2009 10:27
    cod4 mod tools, mod tools
    • Replies: 0
    • Views: 2,174
    May 5th, 2009, 10:27 Go to last post
  1. break glass tutorial 2

    Ok first off I did not write or create any of this, it was done by -=FD=-, I was asked to do this so here you are, I hope you have fun with it! First copy and paste this into a note pad and name it: _breakglass.gsc and place it in raw/maps/mp Next place this line in your maps main .gsc ( raw/maps/mp/your map )

    Started by dogface1983‎, June 26th, 2016 17:16
    • Replies: 1
    • Views: 665
    November 1st, 2016, 16:24 Go to last post
  2. ctf needed please

    I am trying to set up capture the flag in my map I have used zeroys script for the gsc file and also the modsonline tutorial on setting it up but I keep getting an error any help much appreciated.

    Started by privateparts‎, August 19th, 2016 12:53
    2 Pages
    1 2
    • Replies: 12
    • Views: 2,248
    August 22nd, 2016, 17:54 Go to last post
  3. automatic trigger sound help

    reading an old post i found this script that worked when you press a button what i am after now is a trigger that works automaticaly when you enter an area any ideas and here is the script from the last post i am thinking it just needs modifying. main() { thread sound(); } sound() { trig = getent("sound_activate","targetname"); //calls the trigger while(1)

    Started by privateparts‎, July 14th, 2016 05:47
    5 Pages
    1 2 3 ... 5
    • Replies: 43
    • Views: 4,031
    August 2nd, 2016, 15:37 Go to last post
  4. hunk allocation failed on reflection probes

    i get an error when compilng the reflection probes not sure what the issue is but it comes up with a hunk allocation failed and gives me what the memory required is could it be the sound files ive used or something in the map ive used

    Started by privateparts‎, July 19th, 2016 08:24
    • Replies: 1
    • Views: 601
    July 19th, 2016, 08:41 Go to last post
  5. Trigger Sound?

    What would be the easiest way to accomplish this? I already have a trigger_multiple setup and just not sure about the scripting to tell it the sound to play and where the sound should be located.

    Started by HarryNutz‎, February 27th, 2012 00:20
    5 Pages
    1 2 3 ... 5
    • Replies: 41
    • Views: 8,983
    July 14th, 2016, 19:01 Go to last post
  6. memory error or linker problem?

    any idea on fixing this, it happens every time i try to build the ff's, even to a test map with only 1 building on it

    Started by dogface1983‎, June 24th, 2016 23:44
    • Replies: 8
    • Views: 1,788
    July 8th, 2016, 17:18 Go to last post
  7. error in game

    ok this is hard to explain so i will try my best here is a script for a trigger hurt on a scriptbrushmodel attached to a trigger use to make spikes come up and hurt you like a trap the issue doesnt crash the game but the error message i get once the script has finished is that it says linkto has already been enabled. can anyone figure how to stop this message and what to add to the script and where to add it in please. here is the script. main() { thread lift8(); } lift8() {

    Started by privateparts‎, October 3rd, 2015 11:00
    • Replies: 5
    • Views: 2,279
    October 10th, 2015, 19:48 Go to last post
  8. cant open sound file

    here is my csv file for the door sounds to go with my trigger doors pacedoor_open,10,misc/spacedoor1.wav,0.7,0.8,max,1,1,50 ,500,auto,streamed,,,,all_mp,,,,,,,,0.2,,,75,200,0 .65 spacedoor_close,10,misc/spacedoor2.wav,0.7,0.8,max,1,1,50 ,500,auto,streamed,,,,all_mp,,,,,,,,0.2,,,75,200,0 .65 here is the error message from game i have noticed the / \ not sure whats going on here.

    Started by privateparts‎, October 3rd, 2015 17:52
    • Replies: 1
    • Views: 1,114
    October 4th, 2015, 17:43 Go to last post
  9. trigger fx

    hi this is probably been explained to death and i appologise if it has, but i can't find it any where. I need an fx where by it triggers when you enter a desired area i can add fx's but not sure of the script needed and what i need in radiant for this to be achieved.Thanks for any help given.

    Started by privateparts‎, September 19th, 2015 05:10
    • Replies: 4
    • Views: 2,009
    September 25th, 2015, 22:44 Go to last post
  10. rain fx

    when i try to run the fx i get -fx is not an int at line 90 and other lines here are the two fx scripts can anyone tell me what it is im doing wrong or whether im missing something from radiant or the zone file thanks guys. fx is: main() { //rain and lightning

    Started by privateparts‎, September 10th, 2015 17:16
    • Replies: 4
    • Views: 1,976
    September 19th, 2015, 05:07 Go to last post
  11. looking for stock texture

    im looking for a stock texture called ship_outside_wall if anyone can find it that would be awsome. I have searched the iwd files in main but to no avail so im thinking that more than one pair of eyes would be better. many thanks.

    Started by privateparts‎, September 4th, 2015 17:57
    • Replies: 0
    • Views: 1,047
    September 4th, 2015, 17:57 Go to last post
  12. BO1 custom models

    Hi there. I cannot find an xmodel that a friend used and cannot get in touch with him.Now he used "t5_veh_snowcat_body_c"(got name from IWD) and said it was in a BO1 pack from cfgfactory but it is not in any of the downloads I can find. Does anyone know where this can be found ? It is a snow covered snow cat. Anyone know where a larger BO1 xmodel rip is available ? Thanks in Advance Zeep

    Started by captain_zeep‎, August 25th, 2015 07:59
    • Replies: 6
    • Views: 2,308
    August 25th, 2015, 13:34 Go to last post
  13. Custom Texture Issue (downloaded)

    Hello all. I recently downloaded some winter textures/decals from CFG and for the life of me cannot get them to show up in radiant! Now I have created my own before using asset_manager but the downloaded textures just will not show up. Can someone tell me which folder to put them in as they are already in iwi form ( I put them in raw/images ) PS - when I download a map with custom textures in it and unpack the IWD can I use those "iwi's" contained in their image folder as well ? Thanks in advance 'Zeep

    Started by captain_zeep‎, August 14th, 2015 10:24
    • Replies: 6
    • Views: 2,624
    August 25th, 2015, 07:52 Go to last post
  14. advanced spawn scripting

    ok some of you may have played my 360 sniper maps with the rotating lighthouses and bobbing platforms my new map is similar but the buildings will be moving (thats the easy part) getting the spawns to move with them on the other hand isnt any suggestions ?

    Started by {OSG}Brodie‎, August 16th, 2015 19:23
    • Replies: 3
    • Views: 1,595
    August 24th, 2015, 07:43 Go to last post
  15. search and destroy

    hi i need a tutorial on how to setup search and destroy for cod 4 omaha map i have tried to use the download section provided but there are source files missing for explodable models can anyone give me a step by step guide on how to set up search and destroy pleasewith scripts and all many thanks.

    Started by privateparts‎, June 27th, 2015 05:26
    • Replies: 8
    • Views: 6,633
    June 30th, 2015, 15:20 Go to last post
  16. Player skin "shimmer"

    Does anyone know why player skins shimmer/glow. This can make sniper maps a little crap as enemy players "shimmer"...I have tried various graphic settings to lesson the effect but wonder is there any way to stop this? It happens with all player skins (ghille suits especially) Any ideas or suggestions? Zeep

    Started by captain_zeep‎, June 27th, 2015 19:24
    • Replies: 1
    • Views: 1,959
    June 28th, 2015, 09:08 Go to last post
  17. omaha beach with search and destroy

    Hi i have managed to add search and destroy to the map now as requested under the download section hope the bombs are in the right locations for a good game if any more senarios are needed i will add them on request. My appologies to capt com i am uploading the updated version as i type should be with you shortly titled the same but with added search and destroyin brackets to the file name.

    Started by privateparts‎, June 27th, 2015 08:49
    • Replies: 0
    • Views: 1,302
    June 27th, 2015, 08:49 Go to last post
  18. omaha_beach

    due to lack of lighting and fx errors on the gun turrets on other peoples servers i have redone and fixed the issues hopefully captain com will take a look and let me know if the issues are now fixed many thanks to all who have helped the map has a read me file included with credits many thanks and fingers crossed.

    Started by privateparts‎, June 25th, 2015 14:06
    • Replies: 0
    • Views: 1,101
    June 25th, 2015, 14:06 Go to last post
  19. River Boats needed

    does anyone have any river boats i could use for my new map am making lee/{WST}Smurf

    Started by smurfwst‎, June 16th, 2015 09:34
    • Replies: 0
    • Views: 1,424
    June 16th, 2015, 09:34 Go to last post
  20. water

    ok i put a water clip with a patch on top with the water texture and alpha shading to make it transparent but i have noticed that when the player goes under the water they cant be fired on through it is there a way to make this possible please.

    Started by privateparts‎, June 14th, 2015 11:24
    • Replies: 1
    • Views: 1,720
    June 14th, 2015, 17:10 Go to last post

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