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Topics - Wild_LD

I posted this on Modme earlier today however I decided to post it here so more people can read it and share their thought!

Hey everyone. I wanted to make a post to explain what I think divisions will be like in WWII. Maybe some of you will agree, but if you don't then reply to this post explaining what you think it will be. It's interesting to hear everyone's thoughts. With that said, here is what I believe divisions will be like.
 
Divisions for those that haven't heard is going to be the "replacement" for Create A Class in Call of Duty: WWII. I put quotes around the word replacement because personally I don't think they are changing the create a class system, but expanding it. We have to remember that Sledgehammer Games listens to the community and cares about us. Sure, advances warfare isn't the best game and does have many problems, but the game is still being supported to this day. With that said, Sledgehammer knows how much people love the Create a Class system and I don't think they would change it on us. So if I don't think it's gonna change then what do I think it will be? Well I explained earlier how I think it will be an expansion of the current create a class system. This is what I mean. I think we will still have the normal setup where you select your weapons, perks and killstreaks but the actual "Divisions" will be Sledgehammer's take on Specialists/Rigs. If we look at the 5 Divisions that have been revealed I can explain why I think that. There is Airborne, Mountain, Infantry, Armored and Expeditionary Force. I think when you enter the Divitions menu you will be able to select one of these 5 to use and edit the weapon loadout individually. It's basically creating a class for each specialist and being able to switch between the specialist during the game, rather than only having 1 specialist but being able to use every class if that makes sense. Let's look at what each of the Divisions could be. Airborne - it's possible that players of this divisions maybe spawn in the game closer to the middle of the map when the game starts so they are closer to the enemy team, which would be the advantage to this class. Mountain - Maybe this division can always pull out a sniper at any point to use it from a distance but then switch back to their normal weapon for close quarter battles. Infantry - This class could possibly have an advantage by being able to move more quickly and regenerate health quicker. Armored - Maybe this division could possibly be able to use rocket launchers and flamethrowers as their advantage but at the same time more a little slower than each other division. Finally, Expeditionary Force - These players may get and advantage of special ammo types and special equipment like flares or trip mines. Looking at the descriptions and thinking of it like that makes perfect sense to me. So in the end what I am saying is it could be a system where first you select your "specialist" like we know in bo3, but then after you select it you make a class specifically to only be used on that division. Then when you load in the game instead of choosing from 5 classes, instead you pick a division and you get the special perks for that division plus the loadout you created for it before the game. No division will have restrictions on the actual loadout itself, instead the advantages that each player gets will be different depending on their division, again similar to what we know in bo3 as specialists.
 
This idea makes sense to me and I personally think it would be a great system. Let me know what you all think of this idea and if you believe it's something different then please let me know!
1207 days ago
AGC's Origins HUD & Shaders!



Hey everyone, I am making this post for anyone that wants to make their map a little more custom. Installing both the HUD and shaders is easy. Anyone can do it! I hope you enjoy!. Please give me credit following the "Credits.txt" included in the download. Both downloads have different credits so please read both! Instructions are also included in the download.




Black Ops 2 Shaders

About:
- I decided to go ahead and rip the shaders from Black Ops 2 and use them inside my map. I then made a custom BO2 styled deathmachine shader and then made BO2 stye shaders for NSZ's custom power ups. Download them now to use in your map!

NSZ's Custom Power Ups:
Sorry but you are not allowed to view spoiler contents.

Preview Images:
Sorry but you are not allowed to view spoiler contents.


Video Installation Tutorial By Me:
Sorry but you are not allowed to view spoiler contents.


Origins HUD

About:
- Earlier this year I released a shader pack which contained every perk and power up shader from Black Ops 2. I even made custom Black Ops 2 styled shaders for shaders that were not originally in Black Ops 2. I then went on to attempt changing the DPad HUD on my custom maps to the HUD used in Origins. I failed to do so. I finally decided to look into it now that I have learned a lot more and finally got it working. To go with my Black Ops 2 Shader Pack and also Harry's recently released Origins weapons I decided to go ahead and finish and release this. I hope you enjoy!

Preview Image:
Sorry but you are not allowed to view spoiler contents.


*Instructions included the the download*
1294 days ago
AGC's Origins Perk Shaders
 

---{ New Post Over At Modme }---
http://aviacreations.com/modme/index.php?view=topic&tid=629
 
 
Download:
New download over at my post on Modme:
http://aviacreations.com/modme/index.php?view=topic&tid=629
1362 days ago
Hello, so after I attempted to make certain lights turn on only when power is on I started getting connection interupted errors leading to the game disconnecting me and kicking me back to the main menu when I turn on the power. I tried following many tutorials and they all do the same thing. It still does it when I remove the scripts and put all the lighting states to true on the lights. I tried following this tutorial: http://phabricator.aviacreations.com/w/black_ops_3/basics/setup_power_switch/ thinking that it was because of a broken power switch or something but it still does the same thing. Any idea on how to fix it?

Double Post Merge: January 03, 2017, 05:46:59 am
I even tried setting all of the lights to have the same light state as the powerswitch lights have and it still does the same thing. MaybeI have to create a new map and then just copy the physical map over and restart everything else? I don't know. :/
1365 days ago
Hello, I have this problem now where when I try and bake the lighting in my map it says it failed and at the bottom of the window it says "Sun FAILED needs more than 128mb". Whenever I try and compile the map it gives my error in launcher that says "Error: Failed to export D:/Steam/steamapps/common/Call of Duty Black Ops III/\map_source\zm\zm_agc.map because Volume #0: 10.67, 512.00, -42.63     Level sun volume missing from file!"

What I don't understand is that it used to work fine, then I worked on my map like normal and now it doesn't work. I still do have a sun volume and when I go to cords it says in the error there is nothing there. It says there's a volume there but the closest volume to that place is my start_zone but its not actually touching those cords.
1380 days ago
Hello, so I have realized that in the starting room to my map one of the walls seems to glitch out the players vision. I don't understand why this happening since every other wall is fine. That's not the weird part though. The weird part is that every wall that works was copied from the one that's broke when I was building the room. I have tried re-texturing the brush. Re-doing all the detail on wall like the dirt and blood. I have even tried making sure the zone goes to the edge of the wall and all of this other stuff that wouldn't be related specifically to the wall its self, however nothing that I have tried seems to work. If any of you have any idea of how to fix this problem please let me know, Thank you!


Here is quick video I made showing the wall that's broken and showing how all the other wall are fine.

:(
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1381 days ago
So today I open my map and worked on it for a little bit. I wanted to play test what I did and in the console when I tried to compile it said something like ERROR: couldn't export unnamed.map and some other stuff after. I tried opening it in radiant to remove some of the prefabs I added and literally nothing was in the map. It was just the default skybox with no brushes, volumes or anything. A completely empty map. I went into the the folder where the .map files are located and replaced the main .map file with the .bak it created and the same thing happened when I opened that file, just nothing was there but the default skybox. Does anyone know if there is an option in radiant or something to fix this or if it's gone. I really have no idea what the hell happened if anyone could please explain it to me. If I did lose my map well shit, I was really happy with what I had built so far. I've only been working on it for a few days but was extremely happy with how it was turning out and I already had a lot of detail added as well :/

Double Post Merge: October 05, 2016, 12:26:31 am
I just found a post on modme with the same problem. This post has pictures of the map in radiant and a picture of the error.
http://aviacreations.com/modme/forum/topic.php?tid=191&page=1#lastpost
1455 days ago
AGC Prefabs Introduction!
Hey guys, I have a map almost ready for release in WaW. After that I really won't be making a map until BO3 mod tools are out because the new tools just look so much better and easier to use so I figured that instead of making a new map now I will just wait for BO3 tools to release to make the map and just spend my time now designing the map layout, easter eggs, story, name and everything except actually building the map. I hope that makes sense xD Anyway, since I won't be actually building a new map for a while I decided that I'd just keep practicing and expanding my knowledge in radiant and modding. I am going to take this time to learn and master things that I never really used before such an working with patches and vertex's to make unique terrain, alpha blending textures, using the Advanced Patch Editing Tool to make terrain and even some scripting! I am going to be making little structures and scenes using these to practice. The little things I create and feel are good I will release for people to download and use in their map if they wish.

About this bridge prefab!
So this bridge was made for practice with certain things such as working with patches and alpha blending. The bridge is made of stone textures with a road on top and grass on the bottom for the ground. The ground alpha blends into dirt which fills a tunnel under the bridge where there is a small pocket of water. The road patches and grass patches are made flat around the edges so they can be easily edited / expanded upon if you so wish to do so. If you don't understand any of that just take a look at the images down below.

Credits!
- Myself for making this scene
- Treyarch for the tools
- Black Jack Jonny for the bridge idea that I basically expanded upon and changed a little so I could practice creating a bridge on my own.

Yes the bridge is similar but it is not exact and is obviously expanded upon. I used his videos for help as in the alpha blending and terrain tutorials. So before you all yell at me just know its not an exact copy, I was simply learning from that video and gave it a shot. (If any moderators think it's "not original enough" or whatever just let me know)

Please Note!
I haven't actually compiled and looked at the map in game so if the water texture doesn't load right or anything like that,for example I know the texture on the road doesn't perfectly line up right, just know that you'll have to just go in and fix it but stuff like that is easy to fix anyway.

If you use this in your map be sure to credit me!







1494 days ago
Hey guys, I was just wondering what are the best files/fx to comment out to fix the 400fx error. I have dealt with and fixed this error many times but I am still not really sure of the best way to do so. The reason I have the error is from Harry's perks. In the description of his perks he says to comment out unused fx from weapons.csv in your soundaliases. I ended up commenting everything in the file and still got the error so I decided to replace it with my backup which had everything uncommented again. I then went into my mapname.csv and commented out those effects like many online tutorials and wiki's say and it actually worked. Problem was that my map uses most of those effects and I don't know if it's related to this but the perks all worked ingame but had no model, they were invisible. I don't think that was the actual reason they weren't there but you never know. Anyway I was basically wondering the best files to edit and the best fx to comment out that aren't the weapons.csv or mapname.csv (Obviously mapname.csv is called something else, I just said mapname.csv so you know what file I am talking about)

Thanks guys.
1497 days ago
Hey guys, So I am working on a map and my goal is to have a teleporter that brings you to Pack a Punch. I want the teleporter to be similar to Kino where once you teleport there is no way back until you get teleported again. However, at the same time I want it a little different. I have thought of 3 different types but I have no idea how to do any of them. If you know how to do one of these please let me know or link me to a tutorial. Thanks!


Idea 1:
 This teleporter is just like kino. I have a tutorial for a kino teleporter already, however I want the time that you stay there to be longer (which I can change) but because of the longer time I have added zombie spawns. Basically what I am asking is for a simple script or something that I can add that makes it so if no players are in the zone of my Pack a Punch area (teleported out) it will kill all the zombies that were in that zone already. If you need more detail or are confused just let me know. This idea is the one I want the most but if it is not possible then It's okay.


Idea 2:
 This one is a little different. Basically I want to be able to have the player teleport to this area but they are forced to stay there until the round ends. As soon as the round ends they are automatically teleported out. This is probably the idea I want the least but if it's the only thing I can get help with then I'll take it.


Idea 3:
 This idea is basically the same thing as idea 1 but instead of automatically teleporting out, the player goes and presses a switch that teleports them out so they can leave whenever they wish. But like I said this is still the same idea as idea 1 where once the players exit the zone it kills all of the zombies in that zone.


Any help is welcome! Thanks guys!
1506 days ago
So today I was working on my map and I tried to place a prefab into the map. I was going extremely fast and I somehow managed to replace all of the content within the raw folder with the sound folder...I honestly have no idea what happened. But anyway that obviously meant I no longer had the content of the raw folder. I have all the versions of the modtools on my pc already so I went in and re-copied the raw folders in order like usual and put it back where it's supposed to be. However when I opened the map some models are no longer there and the texture have just changed to the checkered pattern (Not all of them just some). Most of the missing models and textures were on prefabs so I thought if I just re-added the prefabs it would work so that's what I did but they still just look the same. I even tried re-downloading the prefabs and adding them again but the same thing happened. I'm not sure why it's not working anymore. If anyone has any thought that'd be great. If worse comes to worse I'll try saving the .map file and doing a fresh install of the game and mod tools :/
1520 days ago
Hey guys. So I really want to be a YouTuber and I love playing zombies. Currently I have posted the most videos to my channel that are zombie related. Of course I play other things but I mostly would like do to zombies. I play both Treyarch made maps, custom zombie maps, I played Exo Zombies and will be playing Infinite Warfare Zombies too. I have been learning how to make maps in WaW and will be making them in BO3 as well. Anyway, back to the point. Like I said I want to be a YouTuber and it would be a big help if some of you checked out my channel.

Here is the link to my Gorod Krovi first attempt:
http://www.youtube.com/watch?v=B1rRqAJ9Swg

This of course is only part 1 of the game but you can find the other parts on my channel if you're interested.

I also do videos that I call AGC Talks which are basically videos of me just randomly talking about a subject or telling a story or anything like that. Here is the link to one of those videos if you are interested. This one is about Exo Zombies but they can obviously be on any subject.
http://www.youtube.com/watch?v=tbTimR57AyU

Here is a link straight to my channel:
http://www.youtube.com/c/agctrolling

I thank everyone of you that check out my channel and hopefully subscirbe!

Incase you are interested, here is a little bit about me and my channel. My channel name, gamertags, and basically all of my social media account names is "AGC Trolling". This name came from when I was in 8th grade (I am currently 16 years old) and my friends started a clan called AGC. They asked me to join it and I did. Since I was really into trolling on MW3 and BO2 I decided to go with the name AGC Trolling. Later on they decided to forget the whole clan idea and change their names to more unique names. I just decided to keep AGC Trolling because no one else would have a similar name even though AGC no longer meant anything and I basically stopped trolling. I still troll every now and then and have a few videos on it but I have stopped for the most part. I enjoy many games such as Call of Duty, CS:GO, GMod, Battlefield and many more. I do want to focus mostly on zombies but there will be other content as well. I am taking graphic classes in school so I make my own graphics. I made my logo about 2 years ago and I still like it but I am trying to come up with a new one. I made my youtube banner in about 5 minutes so I need to make a new one of that and I make my own thumbnails. I think the stuff i have done has come out good for only 2 years of knowledge. I have been self teaching myself video editing and music production. One of the things I will be posting is music that I make, but that wont probably be for a few months. I have both a Playstation 4 and Xbox One. I also still have my Xbox 360 and I have a laptop from MSI, specifically the GS70 Stealth Pro. I know this isn't the most detailed description but I hope it is enough to make some of you interested in my channel. Thank you guys for taking the time to read this. It means a lot because I believe in myself and with the help of some of you it can make my dream come true. Also my gamertag for Xbox is AGC Trolling and for Playstaion 4 its AGC-Trolling so feel free to add me! Once again thank you for reading this. I know my videos arn't the best right now but they can only get better!
1539 days ago
Anyone know why I am getting this or how to remove it?
http://imgur.com/Ht2Amdv
1575 days ago
Hey guys, I am trying to compile and test a map I've been working on. Whenever I load the map it crashes as soon as I load the map in console to play it. I've made and played maps before so I am not sure why it's not working. I did notice there are some errors in the console when I try and compile the map that I have never seen before and I was wondering if anyone knows what the problem is. I've tried going in and fixing the things that the errors are saying but it makes no sense because some of the stuff isn't even there. For example, when it says that some pathnodes are floating or overlapping. That doesn't make sense because I have no pathnodes in the map yet :/ I have included a copy of the launcher console after attempting to compile the map so you can see the errors. The pastebin link contains the whole console in case you need it. The code box below shows the errors only. Also the Error: Acess to path    errors are not what I am talking about.


http://pastebin.com/3eSvFumD

ERROR: surface 'decal_destruction_roof_burned' is partially floating or needs to be aligned
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 0 brush 2002 at -585 -2942 281
ERROR: surface 'decal_destruction_roof_burned' is partially floating or needs to be aligned
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 0 brush 2003 at -585 -2927 263
ERROR: surface 'decal_destruction_roof_burned' is partially floating or needs to be aligned
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 0 brush 2002 at -581 -2942 281
ERROR: surface 'decal_destruction_roof_burned' is partially floating or needs to be aligned
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 0 brush 2003 at -581 -2927 263





ERROR: Lightmap uses more than one pixel per inch.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 0 brush 293 at 499 414 24
ERROR: Lightmap uses more than one pixel per inch.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 0 brush 294 at 385 414 24
ERROR: Lightmap uses more than one pixel per inch.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 0 brush 294 at 387 414 24
ERROR: Texture repeats too many times.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 0 brush 1688 at 279 -2750 547





ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 96 brush 2 at 9 6 18
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 96 brush 2 at 18 6 18
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 96 brush 2 at 12 6 -3
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 96 brush 2 at 27 6 -14
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 96 brush 1 at 27 4 -25
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 96 brush 1 at 27 4 7
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 96 brush 1 at 27 4 17
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 96 brush 1 at 8 4 18
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 96 brush 1 at 27 4 18
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 96 brush 1 at 13 4 -3
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 98 brush 2 at -19 6 18
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 98 brush 2 at -9 6 18
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 98 brush 2 at -12 6 -3
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 98 brush 2 at -28 6 -14
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 98 brush 1 at -9 4 18
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 98 brush 1 at -28 4 8
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 98 brush 1 at -12 4 -3
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 98 brush 1 at -28 4 -24
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 99 brush 1 at 14 2 -1
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 99 brush 1 at -18 2 -1
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 99 brush 1 at -3 2 -51
ERROR: surface 'zombie_logo' is partially floating or needs to be aligned
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 100 brush 8 at -4 2 -46
ERROR: surface 'zombie_logo' is partially floating or needs to be aligned
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 100 brush 12 at 2 2 -46
ERROR: surface 'zombie_logo' is partially floating or needs to be aligned
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 101 brush 22 at -5 -11 -43
ERROR: surface 'zombie_logo' is partially floating or needs to be aligned
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 101 brush 25 at 1 -11 -43
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 102 brush 10 at 75 14 -73
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 102 brush 10 at 57 14 -73
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 102 brush 10 at 45 14 -54
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 102 brush 10 at 46 14 -49
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 102 brush 10 at 46 14 -73
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 102 brush 10 at 88 14 -81
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 102 brush 9 at 88 8 -102
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 102 brush 9 at 44 8 -46
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 102 brush 9 at 45 8 -50
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 102 brush 9 at 44 8 -54
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 102 brush 9 at 46 8 -73
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 102 brush 9 at 88 8 -54
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 102 brush 9 at 70 8 -73
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 103 brush 9 at -41 14 -44
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 103 brush 9 at -43 14 -48
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 103 brush 9 at -41 14 -52
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 103 brush 9 at -61 14 -71
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 103 brush 9 at -84 14 -79
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 103 brush 8 at -42 8 -48
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 103 brush 8 at -41 8 -44
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 103 brush 8 at -41 8 -52
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 103 brush 8 at -61 8 -71
ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
In map D:\Steam\steamapps\common\Call of Duty World at War\map_source\nazi_zombie_giant.map on entity 103 brush 8 at -85 8 -81
Writing D:\Steam\steamapps\common\Call of Duty World at War\raw\maps\nazi_zombie_giant.d3dbsp






Light grid sample point file 'D:\Steam\steamapps\common\Call of Duty World at War\raw\maps\nazi_zombie_giant.grid' not found.
Vis cache logfile 'D:\Steam\steamapps\common\Call of Duty World at War\raw\maps\nazi_zombie_giant.vclog' not found; using static model origins only.
Using 517707 grid points from grid logfile 'D:\Steam\steamapps\common\Call of Duty World at War\raw\maps\nazi_zombie_giant.grid_auto'.
Light grid sample point file 'D:\Steam\steamapps\common\Call of Duty World at War\raw\maps\nazi_zombie_giant.grid_not' not found.






ERROR: Pathnode (Begin) at (1197.8 -283.8 100) is floating
ERROR: Pathnode (Begin) at (1197.8 -891.8 100) is floating
ERROR: Pathnode (Begin) at (1290.2 -892.7 100) is floating
ERROR: Pathnode (Begin) at (1290.2 -284.7 100) is floating
Connecting paths: Start...
ERROR: Pathnode (End) at (1427.3 400.8 66.125) has no connections leaving it
Connecting paths: 5%
ERROR: Pathnode (End) at (986.8 384.5 20.125) has no connections leaving it
Connecting paths: 10%
Connecting paths: 15%
ERROR: Pathnode (End) at (443.5 384.3 20.125) has no connections leaving it
Connecting paths: 20%
Connecting paths: 25%
ERROR: Pathnode (End) at (31.7 -119.3 20.125) has no connections leaving it
Connecting paths: 30%
ERROR: Pathnode (End) at (357.6 -1145.3 -63.875) has no connections leaving it
Connecting paths: 35%
Connecting paths: 40%
ERROR: Pathnode (End) at (-89.8 -249.6 66.375) has no connections leaving it
Connecting paths: 45%
Connecting paths: 50%
ERROR: Pathnode (End) at (-216.9 -353.2 94.125) has no connections leaving it
Connecting paths: 55%
ERROR: Pathnode (End) at (1127.8 -283.8 62.1613) has no connections leaving it
Connecting paths: 60%
ERROR: Pathnode (End) at (1127.8 -891.8 70.125) has no connections leaving it
Connecting paths: 65%
ERROR: Pathnode (End) at (1360.2 -892.7 64.125) has no connections leaving it
Connecting paths: 70%
ERROR: Pathnode (End) at (1360.2 -284.7 64.125) has no connections leaving it
Connecting paths: 75%
Connecting paths: 80%
Connecting paths: 85%
ERROR: Pathnode (Path) at (1156.5 -1406.7 205.125) has no connections leaving it
Connecting paths: 90%
Connecting paths: 95%
Connecting paths: 100%
Connecting paths: Done





I'm not 100% sure that this is why the map wont work but I have never seen these errors before and they don't make sense and I have no idea how to fix them. If you can help that would be great! Thank you :)
1577 days ago
Hey, so basically I am trying to put a little easter egg in my map that acts similar to the flytrap. I want to have it so when the player shoots the trigger with an upgraded weapon only, they get a sound as well as 3 items spawn with more triggers on those items, pretty much exactly like the fly trap. I can't find a tutorial for this at all and I can't figure it out myself because I don't know too much about linking triggers and items and that stuff. Basically all I'm asking for is how you do that and then make it so when the players press f, or whatever their use key is, on all 3 items that spawn it opens a door instead of giving you nothing like on WaW and BO1. If anyone can help that would be greatly appreciated. If you need any clarification on what I'm asking for just let me know ;) Thanks!
1650 days ago

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