scrapped - read mp_cairojump

Have a jump map that we don't have on our site? Let us know!

Moderator: Core Staff

User avatar
Coontang
CJ G0D!
CJ G0D!
Posts: 1797
Joined: March 4th, 2007, 3:48 pm
Location: Painting by numbers

scrapped - read mp_cairojump

Post by Coontang » April 2nd, 2007, 1:51 pm

Hi, im starting my second project. This is a lot harder (i spent 5 mins doing first jump (or do i just suck?)) and more inventive. I hope you all enjoy it.
Last edited by Coontang on April 6th, 2007, 2:38 pm, edited 1 time in total.
Image
JDogg: 'I have a video of me pissing, wanna see?'

User avatar
waywaaaard
Core Staff
Core Staff
Posts: 2214
Joined: February 6th, 2006, 3:18 pm
Location: Germany/Bayern

Post by waywaaaard » April 2nd, 2007, 2:50 pm

maybe a rectangle brush with and height of 39units and 50x50
jimbo take more time for doing a map and make a concept before starting not only jump after jump that is boring and plain
THAT HANDS WERE NOT TRACED!
visit my blog: Link
Soviet wrote:Yeah, watch out, Peds will hit you with his +5 D-Battleaxe of homosexuality :roll:

User avatar
Creep
CJ Worshipper
CJ Worshipper
Posts: 268
Joined: August 31st, 2006, 10:32 am
Location: Hungary

Post by Creep » April 2nd, 2007, 9:23 pm

I'm really happy, to see, there will be a lot new cod2 maps :)(this, jm_mall, lev_facilities and of yourse mine :) )
Hmm, jumptrix? Use this worldspawn setting: gravity 600 or lower :D:D
Image

User avatar
Coontang
CJ G0D!
CJ G0D!
Posts: 1797
Joined: March 4th, 2007, 3:48 pm
Location: Painting by numbers

Post by Coontang » April 2nd, 2007, 10:24 pm

by the 5 mins on one jupm i mean when i test the map to see if the jump worked , it took me 5 mins to get onto it. well 5 is exagerated, probable 2 mins max. But normally i do jumps first time. In this one the improvements are as follows...

- More inventive
- Longer
- Harder
- nice purply sun glow :D
- Ladders
- mantles
- maybe lamposts
-Most importantly...No floating platforms!
Image
JDogg: 'I have a video of me pissing, wanna see?'

User avatar
waywaaaard
Core Staff
Core Staff
Posts: 2214
Joined: February 6th, 2006, 3:18 pm
Location: Germany/Bayern

Post by waywaaaard » April 3rd, 2007, 10:38 am

i would prefer it when you map the room i want to include first ;-) so that i can plan with the size and so on
THAT HANDS WERE NOT TRACED!
visit my blog: Link
Soviet wrote:Yeah, watch out, Peds will hit you with his +5 D-Battleaxe of homosexuality :roll:

User avatar
Coontang
CJ G0D!
CJ G0D!
Posts: 1797
Joined: March 4th, 2007, 3:48 pm
Location: Painting by numbers

Post by Coontang » April 5th, 2007, 12:32 pm

ok i try that first...:( but one thing. I want to include the lamposts from dawnville cod2. how can i do?)
Image
JDogg: 'I have a video of me pissing, wanna see?'

User avatar
Creep
CJ Worshipper
CJ Worshipper
Posts: 268
Joined: August 31st, 2006, 10:32 am
Location: Hungary

Post by Creep » April 5th, 2007, 1:42 pm

It's a model:
Press right click in editor>Misc>Model

Then when it's selected, press N.
Write in this parameters:
KeY: model
Value: xmodel/prop_streetlamp_on
Image

User avatar
Rezil
Core Staff
Core Staff
Posts: 2030
Joined: July 24th, 2006, 11:21 am
Location: Cramped in a small cubicle/making another jump map

Post by Rezil » April 5th, 2007, 1:42 pm

First of all, do you have your xmodels extraced out of iw_13.iwd?

After you do that(Check modsonline on how to extract), right-click on the 2D window in Radiant, click misc and then model. Find the xmodel map and find the "prop_streetlamp_off" or "prop_streetlamp_on" or "prop_streetlamp_dim", depends on if you want the lamp turned on or off. If it's on, be sure to add a light inside the lamp. :wink:

Gl mapping, rezil

EDIT: Damn it, creep beat me to it.

User avatar
Coontang
CJ G0D!
CJ G0D!
Posts: 1797
Joined: March 4th, 2007, 3:48 pm
Location: Painting by numbers

Post by Coontang » April 5th, 2007, 1:44 pm

ok also how to create light?
Image
JDogg: 'I have a video of me pissing, wanna see?'

User avatar
Rezil
Core Staff
Core Staff
Posts: 2030
Joined: July 24th, 2006, 11:21 am
Location: Cramped in a small cubicle/making another jump map

Post by Rezil » April 5th, 2007, 1:53 pm

Right click in the 2D window->light. Then put these keys and values:

KEY: | VALUE:

def | light_point_linear (I think this is the standard one)
radius | 200 (How big the light will be)
_color | 1 1 1 (Red, green, blue colors, 1 1 1=white, 0 0 0=black)
intensity | 1 (How strong the light is)

This is the basic light you need I think. If anyone wants to add anything, please do so.

User avatar
Coontang
CJ G0D!
CJ G0D!
Posts: 1797
Joined: March 4th, 2007, 3:48 pm
Location: Painting by numbers

Post by Coontang » April 5th, 2007, 2:03 pm

so say if i wanted ....hmm.....a dim lamp...

Id put in low figures for the intensity?
Image
JDogg: 'I have a video of me pissing, wanna see?'

User avatar
Rezil
Core Staff
Core Staff
Posts: 2030
Joined: July 24th, 2006, 11:21 am
Location: Cramped in a small cubicle/making another jump map

Post by Rezil » April 5th, 2007, 2:07 pm

Yes.

Btw also check this if you have more specific questions -> Call of Duty 2\Docs\lighting\index.htm

User avatar
Coontang
CJ G0D!
CJ G0D!
Posts: 1797
Joined: March 4th, 2007, 3:48 pm
Location: Painting by numbers

Post by Coontang » April 5th, 2007, 2:26 pm

ok i did all you said. do i need a skybox for this to work?

The lights shine on, but dont light anything up. If i wave my gun infront of it , itgets blocked by my gun. Its like they are the only thing there. any help?
Image
JDogg: 'I have a video of me pissing, wanna see?'

User avatar
Coontang
CJ G0D!
CJ G0D!
Posts: 1797
Joined: March 4th, 2007, 3:48 pm
Location: Painting by numbers

Post by Coontang » April 5th, 2007, 2:44 pm

when i try to make a light work, in the entity box it shows my intensity then a very small gap until the value, as if i have put it in wrong. I have spelt it

i n t e n s i t y

Is that right ??
Image
JDogg: 'I have a video of me pissing, wanna see?'

User avatar
Rezil
Core Staff
Core Staff
Posts: 2030
Joined: July 24th, 2006, 11:21 am
Location: Cramped in a small cubicle/making another jump map

Post by Rezil » April 5th, 2007, 2:56 pm

I think lights are designed to light up dark areas that aren't lighted by the sun. You need a skybox and worldspawn settings for the brushes to be illuminated. Pick one of the many worldspawn settings on modsonline(http://www.modsonline.com/Tutorials-read-296.html) While in the editor, press N and put the appropriate keys and values. For the skybox, just make individual brushes around the whole map. What I mean is, make a cube around the whole map. Select the individuals sides of the brushes(I expect you to make caulk brushes to increase FPS) by pressing control+shift+d and select the same sky texture as in the worldspawn settings. That's about it I think.

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest