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custom maps
#21
Hi, I'm new to this forum and would like to know how you get the care packages etc to appear in the maps, can it be done during game play? I've looked at some postes which show 'map codes' but I don't have a clue how to make them or what to do with them. Can you explain this please. Huh

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#22
(06-28-2011, 20:09)zeroy Wrote:
(06-28-2011, 19:55)Tomsen1410 Wrote: ...impossible

Ah. Says who?


This is Nuketown... With spawned stuff...
models like mp_cosmodrome lbalblal

And try to copy mp_airbase.d3dbsp to Modtools and add as col_map_mp,blalbl
Linker will give u error! D3dBSP not Available for Now :S
Also:
[Image: 3005391_2011-07-19-00005-jpg.html]
http://imageshack.us/photo/my-images/840...00005.jpg/
and here is code for spawn it:
Quote:SetupNewMap()
{
precacheModel("p_cub_hangar");
precacheModel("mp_cosmodrome_rocket_wall_a");
precacheModel("collision_wall_512x512x10");


main_obj = spawn("script_model", (12.6501, 468.6, 318.125));
main_obj setModel("p_cub_hangar");

for(i = 0; i < 13; i++)
{
door_obj[i] = spawn("script_model", (796.426 - (i*136), -374.001, 328.125));
door_obj[i].angles = (0,90,0);
door_obj[i] setModel("mp_cosmodrome_rocket_wall_a");
}

for(i = 0; i < 4; i++)//left
spawncollision("collision_wall_512x512x10", "collider", (-798.77, -356.183 + (i*512), 328.125), (0,90,0));

for(i = 0; i < 4; i++)//back
spawncollision("collision_wall_512x512x10", "collider", (-778.129 + (i*512), 1256.63, 328.125), (0,0,0));

for(i = 0; i < 4; i++)//right
spawncollision("collision_wall_512x512x10", "collider", (817.067, -282.318 + (i*512), 328.125), (0,90,0));

for(i = 0; i < 4; i++)//front
spawncollision("collision_wall_512x512x10", "collider", (796.426 - (i*512), -374.001, 328.125), (0,0,0));
}
C++/Obj-Cdeveloper. Neko engine wip
Steam: Click
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#23
(07-09-2011, 14:31)masterbob Wrote:
Hmm? Custom Maps possible?

its not beautiful but its a start, it could turn into something nice i think if u fix the errors :=)
I like turtles
[Image: thumb-275x274-design-609.png]

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#24
(08-01-2011, 19:02)Se7en Wrote:
(06-28-2011, 20:09)zeroy Wrote:
(06-28-2011, 19:55)Tomsen1410 Wrote: ...impossible

Ah. Says who?


This is Nuketown... With spawned stuff...
models like mp_cosmodrome lbalblal

And try to copy mp_airbase.d3dbsp to Modtools and add as col_map_mp,blalbl
Linker will give u error! D3dBSP not Available for Now :S
Also:
[Image: 3005391_2011-07-19-00005-jpg.html]
http://imageshack.us/photo/my-images/840...00005.jpg/
and here is code for spawn it:
Quote:SetupNewMap()
{
precacheModel("p_cub_hangar");
precacheModel("mp_cosmodrome_rocket_wall_a");
precacheModel("collision_wall_512x512x10");


main_obj = spawn("script_model", (12.6501, 468.6, 318.125));
main_obj setModel("p_cub_hangar");

for(i = 0; i < 13; i++)
{
door_obj[i] = spawn("script_model", (796.426 - (i*136), -374.001, 328.125));
door_obj[i].angles = (0,90,0);
door_obj[i] setModel("mp_cosmodrome_rocket_wall_a");
}

for(i = 0; i < 4; i++)//left
spawncollision("collision_wall_512x512x10", "collider", (-798.77, -356.183 + (i*512), 328.125), (0,90,0));

for(i = 0; i < 4; i++)//back
spawncollision("collision_wall_512x512x10", "collider", (-778.129 + (i*512), 1256.63, 328.125), (0,0,0));

for(i = 0; i < 4; i++)//right
spawncollision("collision_wall_512x512x10", "collider", (817.067, -282.318 + (i*512), 328.125), (0,90,0));

for(i = 0; i < 4; i++)//front
spawncollision("collision_wall_512x512x10", "collider", (796.426 - (i*512), -374.001, 328.125), (0,0,0));
}
Nukem made this right? No credits?
[Image: MaEIQ.png]
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#25
(07-09-2011, 14:31)masterbob Wrote:
Hmm? Custom Maps possible?

how do u put the maps to the game ??? and where u get them Fuck yea!
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#26
HEX Edit, And opening ff file ...
C++/Obj-Cdeveloper. Neko engine wip
Steam: Click
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#27
(08-05-2011, 13:33)Se7en Wrote: HEX Edit, And opening ff file ...

Why do that, when you can make a whole map in maya?

Spawn the model (entire map) up in the sky and set spawnpoints
in the sky!

One giant xmodel ftw!
crAyon makes no warranty with respect to documents or other information available from this place, assumes no legal liability or responsibility whatsoever for the accuracy, completeness, or usefulness of any such information, and does not represent that its use would not infringe privately owned rights. crAyon disclaims all warranties, express and implied, including the warranties of merchantability and fitness for a particular purpose.
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#28
(08-05-2011, 16:09)deadcrayon Wrote:
(08-05-2011, 13:33)Se7en Wrote: HEX Edit, And opening ff file ...

Why do that, when you can make a whole map in maya?

Spawn the model (entire map) up in the sky and set spawnpoints
in the sky!

One giant xmodel ftw!

wow good idea Wink but isnt there a xmodel limit?
Black Ops Mods:

RPG(rocket launcher) mod
Get the Specials

Old aliasses:

eliteCVDelite
CVD

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#29
(08-07-2011, 14:34)eliteCVDelite Wrote:
(08-05-2011, 16:09)deadcrayon Wrote:
(08-05-2011, 13:33)Se7en Wrote: HEX Edit, And opening ff file ...

Why do that, when you can make a whole map in maya?

Spawn the model (entire map) up in the sky and set spawnpoints
in the sky!

One giant xmodel ftw!

wow good idea Wink but isnt there a xmodel limit?

it's ONE xmodel
[Image: MaEIQ.png]
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#30
(07-12-2011, 00:32)Gladio Wrote: Nazi Zombies Custom Maps: District 19 on you tube...

Xbox 1 PC 0

dude its world at war xd fail
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