Fixed problem with rocky regions
Version 0.94 fixes a problem with rocky regions sometimes having illegal values that made it so Radiant couldn't even load some maps. For some reason, the rocky regions sometimes had zero width or height, and then later on I divided by that... long story short it should be fixed now.
4 Comments:
Hi Cod2gen, I'm following your work closely through IWNations Forums. I'm absolutely impressed with your brilliant work.
Could you make a slightly altered readme where it tells what to do after your program creates the .map, .arena and .gsc file? Do I put them in the modding tool and compile? Do I put them in one .iwd file and can I play them? Anything to give me more information on making a new custom map interesting with more details and effects.
Thank you!
This is an awesome utility, in two hours, I have made three maps, plan to import them and cusomize them. Where can I find a list of the model names so i can change the buildings and such?
Thanks again.
Jeta1
dead-meat, there is a tutorial on compiling here: http://www.modsonline.com/Tutorials-read-321.html.
I am by no means an expert on that. All I know is that I take my .map files and put them in to my C:\Program Files\Activision\Call of Duty 2\map_source directory, then I compile the map, and my C:\Program Files\Activision\Call of Duty 2\main\maps\mp directory then has .d3dprt and .d3dbsp files in it.
To create an IWD file, create a zip archive. I am familiar with multiplayer maps (I've never made a single player map, so the structure might be different.) In the zip file, I have 2 subdirectores: maps and mp. Inside the mp directory goes the .arena file, and into the
maps directory I make another mp directory, and inside THAT goes the .gsc and .d3dprt and .d3dbsp files.
Then I rename the zip file to .iwd and drop it in my call of duty "main" directory".
Hope that helps! If not, there are bound to be better explanations on some of the mapping and modding forums.
Anonymous,
You can find all the customization in the "default.xml" file. There are lots of tags and attributes that you can fiddle with to get different results. Buildings right now don't use any prefabs or anything, so I just have one kind, and it is always built manually in the program as a bunch of brushes.
There is a guy working on a graphical front end that should make this much more user-friendly.
Thanks both dead-meat and anonymous for the encouraging words.
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