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custom maps
#31
(08-07-2011, 14:38)Pozzuh Wrote:
(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

then you cant put 2 things just in it you have to make them 1
Black Ops Mods:

RPG(rocket launcher) mod
Get the Specials

Old aliasses:

eliteCVDelite
CVD

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#32
Why not open the xmodel of the map in Maya? Then edit it there?
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#33
(08-11-2011, 21:51)xxmasal22xx Wrote: Why not open the xmodel of the map in Maya? Then edit it there?

/Facepalm
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#34
Troll xD
[Image: lQDUjba.jpg]
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#35
Code:
self thread triple_facepalm( self.origin, "TAG_FORHEAD" );
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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#36
(08-12-2011, 03:51)deadcrayon Wrote:
Code:
self thread triple_facepalm( self.origin, "TAG_FORHEAD" );

lolzzzzzzz
Black Ops Mods:

RPG(rocket launcher) mod
Get the Specials

Old aliasses:

eliteCVDelite
CVD

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#37
(08-01-2011, 19:02)Se7en Wrote: This is Nuketown... With spawned stuff...

Yes its about how i did it except i created proper collmaps for the Warehouse and other models, simply because the stock collision xmodels are not always the right size.

The code (part of it anyway)

Code:
#include maps\mp\_utility;
#include common_scripts\utility;
main()
{
    maps\mp\mp_nuked_fx::main();

    thread precachemodels();

    maps\mp\_load::main();
    maps\mp\mp_nuked_amb::main();

    maps\mp\gametypes\_teamset_urbanspecops::level_init();

    // maps\mp\_compass::setupMiniMap("compass_map_mp_nuked");
    // setdvar("compassmaxrange","2100");

    // Hangar Setup
    hangar1 = Spawn( "script_model", ( 0, 1000, 400 ) );
    hangar1 SetModel( "p_cub_hangar" );
    hangar1.angles = (0,0,0);

    hangar2 = Spawn( "script_model", ( 0, -690, 400 ) );
    hangar2 SetModel( "p_cub_hangar" );
    hangar2.angles = (0,180,0);

    // Delete then create new DM spawns
    deletespawns1();
    deletespawns2();
    deletespawns3();
    createspawns();

    // create map content
    mapcontent();
}

deletespawns1()
{
                spawn_points1 = getentarray( "mp_tdm_spawn_allies_start", "classname" );

                for ( i = 0; i < spawn_points1.size; i++ )
                {
                    spawn_points1[i] delete();
                }
}

deletespawns2()
{
                spawn_points2 = getentarray( "mp_tdm_spawn_axis_start", "classname" );

                for ( i = 0; i < spawn_points2.size; i++ )
                {
                    spawn_points2[i] delete();
                }
}

deletespawns3()
{
                spawn_points3 = getentarray( "mp_tdm_spawn", "classname" );

                for ( i = 0; i < spawn_points3.size; i++ )
                {
                    spawn_points3[i] delete();
                }
}

createspawns()
{
    maps\mp\mp_hangar\_utils::createSpawnpoint( "mp_tdm_spawn", (0, 1000, 500), -90 );
    //maps\mp\mp_hangar\_utils::createSpawnpoint( "mp_tdm_spawn", (0, 0, 500), 90 );
    //maps\mp\mp_hangar\_utils::createSpawnpoint( "mp_tdm_spawn_allies_start", (0, 1000, 500), -90 );
    //maps\mp\mp_hangar\_utils::createSpawnpoint( "mp_tdm_spawn_axis_start", (0, 1000, 500), 90 );
}

precachemodels()
{
    // Precaching models
    precachemodel ("p_cub_hangar");
    precachemodel ("p_glo_concrete_barrier_damaged");
    precachemodel ("p_glo_crate_tarp");
    precachemodel ("p_jun_ammo_crate");
    precachemodel ("p_jun_storage_crate");
    precachemodel ("p_kow_watertower_base");
    precachemodel ("mp_firingRange_tire_wall");
    precachemodel ("mp_firingRange_tire_wall_yellow");
    precachemodel ("p_jun_cubicalwall_lg");
    precachemodel ("p_jun_cubicalwall_lg_st");
    precachemodel ("p_glo_table_bunker");
    precachemodel ("p_jun_khe_sahn_bunker_07_trench");
}

mapcontent()
{
    Mapbarrier1 = Spawn("script_model", (0, 852, 415) );
    Mapbarrier1.angles = (0, 0, 0);
    Mapbarrier1 SetModel("p_glo_concrete_barrier_damaged");

    MapMisc2 = Spawn("script_model", (0, 552, 415) );
    MapMisc2.angles = (0, 0, 0);
    MapMisc2 SetModel("p_glo_table_bunker");

    MapMisc1 = Spawn("script_model", (300, 0, 425) );
    MapMisc1.angles = (0, 0, 0);
    MapMisc1 SetModel("p_kow_watertower_base");

    MapCrate1 = Spawn("script_model", (600, -100, 420) );
    MapCrate1.angles = (0, 0, 0);
    MapCrate1 SetModel("p_jun_ammo_crate");

    MapCrate2 = Spawn("script_model", (-400, 1100, 420) );
    MapCrate2.angles = (0, 0, 0);
    MapCrate2 SetModel("p_glo_crate_tarp");

    MapCrate3 = Spawn("script_model", (120, -200, 420) );
    MapCrate3.angles = (0, 0, 0);
    MapCrate3 SetModel("p_jun_storage_crate");

    MapMisc3 = Spawn("script_model", (714, 624, 415) );
    MapMisc3.angles = (0, 0, 0);
    MapMisc3 SetModel("mp_firingRange_tire_wall");

    MapMisc4 = Spawn("script_model", (714, 824, 415) );
    MapMisc4.angles = (0, 0, 0);
    MapMisc4 SetModel("mp_firingRange_tire_wall_yellow");
}

The Zone File:

Code:
xmodel,p_cub_hangar
xmodel,p_glo_concrete_barrier_damaged
xmodel,collision_geo_64x64x256
xmodel,p_glo_crate_tarp
xmodel,p_jun_ammo_crate
xmodel,p_jun_storage_crate
xmodel,p_kow_watertower_base
xmodel,mp_firingRange_tire_wall
xmodel,mp_firingRange_tire_wall_yellow
xmodel,p_jun_cubicalwall_lg
xmodel,p_jun_cubicalwall_lg_st
xmodel,p_glo_table_bunker
xmodel,p_jun_khe_sahn_bunker_07_trench

And download the custom collmaps HERE (just place the collmaps folder in /raw and on mod compile the collmaps will be added to Xmodels)
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#38
thanks zeroy
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#39
OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG

P.S.: We need an :omg: smilie.
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