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News Custom Map created in Black Ops[Must See]
#11
After the map-pack the radiant tool will get released.
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#12
(07-02-2011, 19:55)Killingdyl Wrote:
(07-02-2011, 15:18)XeroN00b Wrote:
(07-02-2011, 12:54)Rendflex Wrote: Zeroy posted it here himself, didn't he?

As he said in the youtube comments, it's just models placed above nuketown.

So we can basicly make maps like this?
Use any map we like and place models ontop of it?

have fun making a map big enough to play on lol
Theres a model limit

that's right, limit is 2048 models precache ("hide and seek" force it to get more).
i'm try unsuccessfully to still remove truck and bus from nuketown to change it .
I have not much time for this but i love nuketown and if someone can help me....
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#13
(07-02-2011, 19:55)Killingdyl Wrote:
(07-02-2011, 15:18)XeroN00b Wrote:
(07-02-2011, 12:54)Rendflex Wrote: Zeroy posted it here himself, didn't he?

As he said in the youtube comments, it's just models placed above nuketown.

So we can basicly make maps like this?
Use any map we like and place models ontop of it?

have fun making a map big enough to play on lol
Theres a model limit

You can combine multiple models together in maya to act as one entity.
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#14
(07-03-2011, 03:01)Lost4468 Wrote:
(07-02-2011, 19:55)Killingdyl Wrote:
(07-02-2011, 15:18)XeroN00b Wrote:
(07-02-2011, 12:54)Rendflex Wrote: Zeroy posted it here himself, didn't he?

As he said in the youtube comments, it's just models placed above nuketown.

So we can basicly make maps like this?
Use any map we like and place models ontop of it?

have fun making a map big enough to play on lol
Theres a model limit

You can combine multiple models together in maya to act as one entity.

omg shit thats awesome, then you can build a complete new town area and handle it like one single entity? i mean like 4-6 custom models into 1?
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#15
Yes Big Grin
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#16
Zeroy say is possible build new map, refer to common_mp_collision.csv

He say:


These Colliders can be used in mods to spawn collision to block player movements or make an object (static model) collidable for instance.
A typical use in code would be:

precachemodel("collision_wall_128x128x10");
spawncollision("collision_wall_128x128x10","collider",(X, Y, Z), (0, 0, 0));

will be great a tool like easy bunker maker to register coordinate , then add texture will be more easy and "no need" import new model 'cause cod map have the same texture for all version
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#17
So we just have to make one big map via Maya, export it as one HUGE Entity and spawn it above a map ?

Boner allert! <:
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#18
(07-05-2011, 20:52)prisma Wrote: So we just have to make one big map via Maya, export it as one HUGE Entity and spawn it above a map ?

Boner allert! <:

I wouldnt do that because you have to redo the map from scratch everytime you want to change something.

Since there is a limit of models we can make a Map and split it in the limit -10 Models (so we can add 10 models later for hotfixes 'n stuff).

Spawning that ontop of a existing map does the same and is easier if you want to change something (you still need to redo an area, but thats better than the whole map)
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#19
(07-05-2011, 21:20)XeroN00b Wrote:
(07-05-2011, 20:52)prisma Wrote: So we just have to make one big map via Maya, export it as one HUGE Entity and spawn it above a map ?

Boner allert! <:

I wouldnt do that because you have to redo the map from scratch everytime you want to change something.

Why you just have to convert the model new ?
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#20
a little of topic can anyone give me the link of the official Maya site I read somewhere it was by Microsoft and can we modify gdt files in Maya?
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