Welcome to Mappers United

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more!

This message will be removed once you have signed in.

All Activity

This stream auto-updates   

  1. Today
  2. Yesterday
  3. Just got a small patch (6mb) to modtools a moment ago and it seems to have fixed the problem with the launcher compile error.
  4. Using M.A.K.E.C.E.N.T.S.'s BO3 launcher seems to be working for me. The stock launcher does not compile (as noted above), but this one does.
  5. This issue has been passed on to Treyarch by the Alpha Testing Team earlier today so they should be aware of it and Im sure that a fix will be coming soon.
  6. Unable to build map So yesterday a small update rolled out for the BLOPS3 tools. I'm not sure what they changed exactly, since the patch notes only listed changes to the retail game, not the mod tools, but there are a couple new icons added to the tools launcher. Anyways, once I tried building my map, the process just stops when compiling the geometry. I pasted the build output below. There is no outright error, and the only thing that sticks out to me is the "Ignoring empty brush model entity" for entities 7 and 9 (those entities are the sun volume and FPS volume). I made a new map and built it without making any changes and I got the same result, and the same thing happens when I built the Combine map. Has anyone else experienced this or know of a fix? I can still work in the editor, but I'm unable to build and test my map. Thanks for any help! _______________________________________________________________________________________________________________________________________ _______________________________________________________________________________________________________________________________________ C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/gdtdb/gdtdb.exe /update gdtDB: updating processed (0 GDTs) (0 assets) in 1.578 sec gdtDB: successfully updated database. C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/bin/cod2map64.exe -platform pc -navmesh -navvolume -loadFrom C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/map_source/mp/mp_acampos_ldtest.map C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/share/raw/maps/mp/mp_acampos_ldtest.d3dbsp main: Enter FPU Precision set to 64 bits CoD2Map: T7 Build Changelist: 2642364 Build Machine: CODBUILD8-764 ---- cod2map ---- navmesh = true navvolume = full generation ----- FS_Startup ----- Current search path: C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\share\devraw C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\devdiscdata C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\devraw C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\raw C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\share\raw C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\discdata C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\devdiscdata C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\devraw C:/Pro gram Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\raw C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\discdata C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\main C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\main C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\players C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\zone C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\local_storage ---------------------- Connected to data signature database Loading map file C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/map_source/mp/mp_acampos_ldtest.map reveal volume decal texture 1x1, 9 bytes. 0 packed 0 unpacked. 0 voldecals. restricting BSP to sky brushes writing C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/share/raw/maps/mp/mp_acampos_ldtest.d3dprt finding triangle windings... assigning primary lights... splitting windings into lightable areas... coalescing coincident windings... removing occluded winding fragments... finding sun shadow casters... splitting large windings... merging into concave windings... fixing t-junctions... tethering holes to their concave windings... finding index mapping and snapping vertices... triangulating all windings... 0 self-tjunctions fixed 0 degenerate tris removed smoothing normals... emitting triangles... 762 vertices couldn't be merged because the textures point different ways emitting cells and portals... building curve/terrain collision... Adding brush neighbor bevels... Removing redundant brush collision planes... removed 36 brush sides elapsed time 0 seconds Finished processing world entity Ignoring empty brush model entity Map C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/map_source/mp/mp_acampos_ldtest.map entity 7 Ignoring empty brush model entity Map C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/map_source/mp/mp_acampos_ldtest.map entity 9 splitting up large himip volumes... surfCount went from 6 to 144 begin navmesh generation... Umbra Visibility Groups: 1 groups <worldvisgroup> 0 Umbra Tome Triggers: 0 total UMBRA smallest_occluder=72.000 small_hole=4.000 ____________________________________________________________________________________________________________________________________________________
  7. Unable to build map So yesterday a small update rolled out for the BLOPS3 tools. I'm not sure what they changed exactly, since the patch notes only listed changes to the retail game, not the mod tools, but there are a couple new icons added to the tools launcher. Anyways, once I tried building my map, the process just stops when compiling the geometry. I pasted the build output below. There is no outright error, and the only thing that sticks out to me is the "Ignoring empty brush model entity" for entities 7 and 9 (those entities are the sun volume and FPS volume). I made a new map and built it without making any changes and I got the same result, and the same thing happens when I built the Combine map. Has anyone else experienced this or know of a fix? I can still work in the editor, but I'm unable to build and test my map. Thanks for any help! _______________________________________________________________________________________________________________________________________ _______________________________________________________________________________________________________________________________________ C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/gdtdb/gdtdb.exe /update gdtDB: updating processed (0 GDTs) (0 assets) in 1.578 sec gdtDB: successfully updated database. C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/bin/cod2map64.exe -platform pc -navmesh -navvolume -loadFrom C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/map_source/mp/mp_acampos_ldtest.map C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/share/raw/maps/mp/mp_acampos_ldtest.d3dbsp main: Enter FPU Precision set to 64 bits CoD2Map: T7 Build Changelist: 2642364 Build Machine: CODBUILD8-764 ---- cod2map ---- navmesh = true navvolume = full generation ----- FS_Startup ----- Current search path: C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\share\devraw C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\devdiscdata C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\devraw C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\raw C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\share\raw C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\discdata C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\devdiscdata C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\devraw C:/Pro gram Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\raw C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\discdata C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\main C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\main C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\players C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\zone C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\local_storage ---------------------- Connected to data signature database Loading map file C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/map_source/mp/mp_acampos_ldtest.map reveal volume decal texture 1x1, 9 bytes. 0 packed 0 unpacked. 0 voldecals. restricting BSP to sky brushes writing C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/share/raw/maps/mp/mp_acampos_ldtest.d3dprt finding triangle windings... assigning primary lights... splitting windings into lightable areas... coalescing coincident windings... removing occluded winding fragments... finding sun shadow casters... splitting large windings... merging into concave windings... fixing t-junctions... tethering holes to their concave windings... finding index mapping and snapping vertices... triangulating all windings... 0 self-tjunctions fixed 0 degenerate tris removed smoothing normals... emitting triangles... 762 vertices couldn't be merged because the textures point different ways emitting cells and portals... building curve/terrain collision... Adding brush neighbor bevels... Removing redundant brush collision planes... removed 36 brush sides elapsed time 0 seconds Finished processing world entity Ignoring empty brush model entity Map C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/map_source/mp/mp_acampos_ldtest.map entity 7 Ignoring empty brush model entity Map C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/map_source/mp/mp_acampos_ldtest.map entity 9 splitting up large himip volumes... surfCount went from 6 to 144 begin navmesh generation... Umbra Visibility Groups: 1 groups <worldvisgroup> 0 Umbra Tome Triggers: 0 total UMBRA smallest_occluder=72.000 small_hole=4.000 ____________________________________________________________________________________________________________________________________________________
  8. [Mod] Indiana Jones Hello, Some of you already know about this, but for a while now I would like to do a multiplayer Indiana Jones mod for Call of Duty: World at War. I imagine it starting out small (4-5 maps) but depending on team size, this could expand. Why Indiana Jones? There aren't many (good) Indiana Jones mods or games, even though he's a childhood hero to a lot of us. Why do it for Call of Duty: World at War, and now? There's no indication of mod tools for Call of Duty WWII, and using a non-WW2 themed Call of Duty will require too much refactoring. Which locations will be playable? There's no definite list (yet), but you can expect iconic locations featured in the Indiana Jones movies. Think of the Temple of the Crescent Moon (Petra - The Last Crusade), the Ark island (Raiders of the Lost Ark) for example. How could it look like? Indiana Jones isn't known for big battles with lots of participants, usually it's him and occasionally a family member or friends against some enemies, so in order to use this for CoDWaW, we'll have to use our creative freedom to change this a bit. In an ideal scenario, I would love to see the teams structured as follows: (You can compare it a bit to Star Wars: Battlefront:) An Allied team with (a) special class(es), for 1 player only; Indiana Jones Like in SW: Battlefront, it would be great if Indy could be a bit more powerful; have a whip, a revolver, more health and perhaps a bit faster (details can be discussed!) How the other team members look like is TBD, depending on available resources. For the Axis team we can stick to the Germans, but the special class is TBD. Unfortunately my knowledge regarding actual modding is limited. I can do level design and skin characters / 3d models a bit but that doesn't make it a mod, only a mappack at best. Is there anyone here willing to help out on this project? Anybody willing to help is welcome (send me a PM), but I am particularly looking for "actual" modders, like scripters / character artists / skinners etc. that can turn a CODWaW setup into an experience of our beloved hero. Also additional ideas, opinions and suggestions are welcome!
  9. I don't like spending time on something and nobody plays it. I'm hoping the Indiana Jones thing will be played more (I'll start a new thread for that). As for not mapping for Call of Duty 4; it was the year I got into the game industry so didn't have a lot of time to do anything besides that. CoDWaW came a year after and so I moved on to that. Did work on an Endor (treetops) levels for CoD4 (Galactic Warfare) but ran into engine limitations quickly so didn't continue. So in essence; just never got around to it. I suppose there's still the option to do it, but to me Indiana Jones is more interesting at the moment.
  10. no jos, dont stop mapping on cod5, please, you must finish your map, just for our pleasure, pleasure of eyes ! and about indiana mappack, it's a great idea. jos, one question, on cod4, never try, why?
  11. Last week
  12. Ohhhh nice as usual
  13. Thanks Chris! Indeed great references! However - and I know it's a bit sad - I'm not sure if I'm going to finish the map. Call of Duty World at War is at a decline and maybe only 100 or so people play the same content every day. Anyone mapping for CoDWaW knows it's not for the fame or to attract thousands of players, but it's getting to a point where creating maps for it, just isn't worth it anymore. So... I either abandon the COD5 mapping all together, or at the very least move on to the Indiana Jones thing, hoping it'll attract more people than any single custom map would. Most people I know love Indiana Jones and it's fair to say he's a hero to a lot of people, so a mod dedicated to the franchise would be fun to work on and hopefully will attract players to. Kind of hoping for the what "Galactic Warfare" did for Call of Duty 4 :). But I need to think about it a bit more. See if it's worth the time and work, for a dying game. I can see this getting even worse with CODWWII around the corner. I'll keep you updated :).
  14. Mapping inspiration (BF1 Empire's Edge) Mapping inspiration (BF1 Empire's Edge)
  15. i just share some screen from BF1, some ideas here perhaps : Link
  16. Mapping inspiration #BF1 Sinai Desert BF1 Sinai Desert
  17. excellent as always !!!!! i just share some screen from BF1, some ideas here perhaps : Link Genial !!!!!
  18. Thank you, and I will make sure I give Wakka the due props! Both you guys (along with others) have been great in providing tutorials that have helped a noob like me learn this stuff. I remember the first time I tried to map, it was so overwhelming, but the tutorials that are out there have made it so much easier to understand and I think that the quality of my maps have improved over the past few months as I learned this.
  19. Thanks RaGe, I will try it. I also tried surrounding my playing area with a Carver Navmesh brush/clip, and that seemed to do the trick as well for bots, though I expect it will not have the same effect on scorestreaks as the method you mentioned above!
  20. Tanks RaGe.......saweeet!
  21. MONSTER = AI CLIP used to prevent AI from getting somewhere (Good if you want to stop Kill streaks falling of the edge of a map)
  22. Send Wakka a PM or try to catch him in Discord. He usually knows all that sort of stuff.
  23. i dont use steam either, dvd non steam
  24. it didnt work for my disc version. maybe it's specific for steam version.
  25. i found a different solution and its fixed. In one of the youtube vids i found there was a fix with a profile generator specially made to fix this waw glitch. Have tried everything else so i gave this one a go and followed the vid, and what ya know, it worked!
  26. I also have a couple of text tutorials that covers wakkas video in the tutorial section.
  27. also, activision keep the profile on their server, so theoretically it will update it once you create an account with that cd-key. It only resets your local profile, not the activision one.
  1. Load more activity

Map Hosting by 4T4Chris

QRSB1oT.jpg

For all your Call of Duty

Map Hosting and Download needs!

Click on the link below

Click Here!

Banner / Logo

Feel Free to Use at your site!

Cut and Paste

Click on the link below to download the images together:

Click Here

Native image size is 400x400

mubutton.png

mubutton.png