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Old 11-26-2008, 02:02 AM   #1
[AOS] Somerlot
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Default DoD Mapping Files/INFO

This can be found on my stickied post on the steam forums.
http://forums.steampowered.com/forum...d.php?t=760694

A lot of the pages are dying but most of them should still work.


*UPDATED 11/18/2012*

*Getting Started*
http://docs.google.com/Doc?id=dftftp48_1gj9r96hb

*Information*
http://www.game-mappers.com/ - Site I'm a part of
http://www.game-mappers.com/componen...-list?Itemid=0 Complete Texture List
http://forums.svencoop.com/showthread.php?t=38059"] Alternate Compiling tools
http://forums.svencoop.com/showthrea...0#post461330"] Larger grid patch for Hammer
http://forums.svencoop.com/showthread.php?t=39037"] Floating point coordinates output patch for Hammer
http://www.thewavelength.net/oldcontent/levels/ - Tutorials
http://www.slackiller.com/hlprograms.htm - Useful Programs
http://web.archive.org/web/200805270.../www.hlcu.com/
http://www.dodplugins.net
http://zhlt.info/ - (Useful for entity info further)
http://zhlt.info/common-mapping-problems.html - (Compile Errors)
http://www.wunderboy.org/mapmodels.php#waco - [Couple Models - Make requests for model]
http://mapping.fps-uk.net/?p=8 - (Bullet Penetration)*SEE MY INFO BELOW*
http://halflife.qeradiant.com/ - (Detailed Entity information)
http://aacclan.forumotion.net/ - (AAC Forum-Contains tutorials)


***livewired***
http://pastebin.com/f3kG6B6m - (list of texture/wad file correlation)
Beta version of my remake of avalanche
http://www.fpsbanana.com/maps/121858 - (remake of Avalanche)
http://web.archive.org/web/200710122.../tutorials.php
http://twhl.co.za/tutorial.php
http://site.fps-uk.net/
http://www.snarkpit.net/index.php?s=articles - (some good tutorials here)
http://web.archive.org/web/200804301...r/hl/test1.htm (r-speeds)
http://www.mardymouse.co.uk/phpBB3/
http://www.slackiller.com/tutorials/tutorials.htm
http://forum.interlopers.net/viewforum.php?f=11
http://home.att.net/~firebinder/hl/invalid1.htm
http://www.dodplugins.net/forums/cmp....php?page=verc- Entity List
http://www.editlife.net/tutorial.php
http://www.28dayslater.co.uk/forums/index.php - (Good Reference Pics)

Documents on Map making tips!
http://www.benb-design.net/article02/benb_article02.pdf
http://gangles.ca/2009/05/26/guiding-the-eye/
http://www.johnsto.co.uk/design/common_sense

A few links on Level Design, alot more mixed stuff here
http://csyvertsen.net/?page_id=242

***OCTAVIO*** - Updated FGD
http://bot.clanservers.com/fgd/day%2...t/fdg%20files/


This is a good page, mainly for the Quick Reference Sheet at the bottom. Has Standing/Crouching/Jumping/etc. heights.
http://www.snarkpit.net/snarkpower/a...apping:_Part_1



I realized that the bullet penetration numbers that I have seen posted are a bit out dated, so I took the time to put together a range type map that had over 50+ brushes ranging from 1-50+ units thick each. This way I could test each weapon on a brush varying by 1 unit on each brush. Behind these brushes I made a func_button that triggers a loud sound (obviously reset delay was set to 0 for the button) with 1 health. This tested if something penetrated and dealt 1 or more points of damage it would play a loud sound. Anything less than 1 point of damage was not recorded. Here are the values I got. I have explained the variables below with situations related to penetration (Bullet penetration that is)

VARIABLES:
1: Aiming anything but direct center mass of a brush will lessen the penetration. This is relative to the brush, not your screen.
2: If you stick your weapon right into the wall you may gain some bullet penetration.
3: Tests were done with single brushes. Using 5 single unit brushes spaced by 1 makes the bullet do less than 1 point of damage. Making single unit brushes WITHOUT spaces makes it act as if it were 1 large brush and is subject to my table below so no use in making a bunch of brushes with no spaces.

These values represent the thickness of the brush that bullet WILL penetrate.
Allies:
Pistol------10 units
Carbine-----10
Thompson---10
Greasgun----10
BAR----------19
Garand-----26
30 Cal-------28
Springfield---50

Brits:
Pistol-----------10 units
Sten------------10
Bren------------19
Enfield----------50
Scoped Enfield-50

Axis:
Pistol-----------10 units
MP40-----------10
STG44---------19
K43------------26
FG42 Both-----28
MG42----------28
MG34----------28
Kar98----------50
Scoped Kar98-50



Player Dimensions-from The Snarkpit

Calculated in VHE/WC units:

Player Height:
Standing: 72
Crouched: 36
Prone: 36

Player Width:
All scenarios: 32

Step Height:
All scenarios: 16

Jumping Height:
Crouching/Standing: 40
Crouch/Jump: 64

Jump Transfer Distance:
Crouch: 98
Walk: 100
Run: 232 (Approx.)
Run + Crouch/Jump: 256 (Approx.)

Oh and if you are having issues starting Hammer, I THINK you might need dotnet framework 2.0 and 3.5
http://www.microsoft.com/en-us/downl....aspx?id=22808
http://www.microsoft.com/en-us/downl...ils.aspx?id=21

Last edited by Starbuck; 02-04-2013 at 06:20 PM..
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Old 11-27-2008, 02:30 PM   #2
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I have lots of maps mostly from what we run on this server.
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Playing day of defeat is like being on a vacation to some wind swept tropical island where topless native women serve up pina coladas and fancy bottled beer to meet my every need as I sit on top of a tiger tank and they smile knowingly at me as I mg 42 the whole opposing team coming out of spawn !
YES !
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Old 11-27-2008, 10:29 PM   #3
[AOS] Somerlot
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Im working on a map right now. I will post a sketch of how it will kind of look like. The Valve mapping site is no longer active so its pretty much like your Bank going out of business lol.
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Old 11-28-2008, 01:16 PM   #4
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secretly I've always wanted to map but lack the patience and time
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Playing day of defeat is like being on a vacation to some wind swept tropical island where topless native women serve up pina coladas and fancy bottled beer to meet my every need as I sit on top of a tiger tank and they smile knowingly at me as I mg 42 the whole opposing team coming out of spawn !
YES !
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Old 12-01-2008, 06:32 PM   #5
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Default TUTORIAL

I have finally put together a document to get you started with mapping on Day of Defeat. Click http://docs.google.com/Doc?id=dftftp48_1gj9r96hb to get started.
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Old 12-01-2008, 10:40 PM   #6
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Ive almost got this map done enough to maybe have some of you guys test it for me. Ill give some pictures later this week.
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Old 12-01-2008, 11:23 PM   #7
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here is a very crude and simple version as of right now. It is basically a medium density wooded map with objects that your normally dont see in a normal DoD map.


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Old 12-02-2008, 11:49 PM   #8
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Here is a link to some really good information from the Steam Forums
http://forums.steampowered.com/forum...36#post8583136
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Old 12-03-2008, 08:59 AM   #9
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It's looking pretty good, i may have to come in game and check it out when its finally put on the server
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Old 12-12-2008, 05:37 PM   #10
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Does DL'ing the halflife.wad file for the textures change anything? I've looked everywhere for it but I can't find it.
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Old 12-16-2008, 08:07 PM   #11
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There are those huge GCF files in your steam directory. If you were to download the GCF viewer and then open the Day of Defeat GCF file. You can see all the .wad files which house the textures. I use the halflife.wad because it has some essentials in it.
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Old 01-02-2010, 06:54 PM   #12
[AOS] Somerlot
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Lost most of my mapping stuff so i ended up starting over and I think maybe looks better. I will be taking sreenshots and posting them up. Been out for some time =) In July I got into a wreck on the highway with a BudLight Semi lol.
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Old 01-14-2010, 09:35 PM   #13
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Icon4 My Mapping Website

I have created a project page up on Google.I have uploaded a screenshot of the central area of the map too.

My Mapping Page

Screenshot of Central Area
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Old 01-17-2010, 05:38 PM   #14
[AOS] Somerlot
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Uploaded some more screenshots. Will be working on the map and hooking my server up as a test server with a pass, if I can get it working. Added a little chat room on the site as well.
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Old 10-08-2010, 06:34 PM   #15
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Is it possible to get a sticky on this thing please?
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Old 10-08-2010, 06:52 PM   #16
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Done.
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Old 12-11-2010, 01:28 PM   #17
[AOS] Somerlot
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THIS IS FROM SNARKPIT. ADDING IT HERE JUST IN CASE THEY TAKE IT DOWN.

Quick References



The following is a quick reference for player dimensions and limitations, I've also included the 1.0 values for bullet penetration (I'll add 1.1 when I find it.)

Player Dimensions

Calculated in VHE/WC units:

Player Height:
Standing: 72
Crouched: 36
Prone: 36

Player Width:
All scenarios: 32

Step Height:
All scenarios: 16

Jumping Height:
Crouching/Standing: 40
Crouch/Jump: 64

Jump Transfer Distance:
Crouch: 98
Walk: 100
Run: 232 (Approx.)
Run + Crouch/Jump: 256 (Approx.)

BULLET PENETRATION

Calculated in VHE/WC units and are the Day of Defeat v1.0 values

American Guns
Garand: 16
Carbine: 5
Thompson: 5
Grease Gun: 5
Springfield: 21
BAR: 11
.30 MG: 11

British Guns
Enfield: 21
Scoped Enfield: 21
Sten: 5
Bren: 11

Axis Guns
K98: 21
K43: 16
K98 High Turret: 21
MP40: 5
STG44: 6
FG42: 11
MG34: 11
MG42: 11

Bullets can only pass through one wall total. (For example two single unit walls will stop any bullet from passing through). (I think this was changed in v1.1 for the bullet to have a tally of total units penetrated instead.)
Bullet cannot pass any further than the exact given value, any more and it's stopped. (corners/angles count).
Brush material doesn't alter penetration. (sand, grass, metal etc. are all the same)
Knives, shovels and Pistols have 0 penetration.
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Old 12-17-2010, 07:52 PM   #18
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Quote:
Knives, shovels and Pistols have 0 penetration.
Pope knows this well.
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Nothing to see here
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Old 09-29-2011, 04:50 PM   #19
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Those are the old, old bullet penetration values. Every version after 1.0 has continuously shown increasing penetration values.

Quote:
Originally Posted by SSOMERLOT([url
http://forums.steampowered.com/forums/archive/index.php/t-760694.html)]I[/url] realized that the bullet penetration numbers that I have seen posted are a bit out dated, so I took the time to put together a range type map that had over 50+ brushes ranging from 1-50+ units thick each. This way I could test each weapon on a brush varying by 1 unit on each brush. Behind these brushes I made a func_button that triggers a loud sound (obviously reset delay was set to 0 for the button) with 1 health. This tested if something penetrated and dealt 1 or more points of damage it would play a loud sound. Anything less than 1 point of damage was not recorded. Here are the values I got. I have explained the variables below with situations related to penetration (Bullet penetration that is)

VARIABLES:
1: Aiming anything but direct center mass of a brush will lessen the penetration. This is relative to the brush, not your screen.
2: If you stick your weapon right into the wall you may gain some bullet penetration.
3: Tests were done with single brushes. Using 5 single unit brushes spaced by 1 makes the bullet do less than 1 point of damage. Making single unit brushes WITHOUT spaces makes it act as if it were 1 large brush and is subject to my table below so no use in making a bunch of brushes with no spaces.

These values represent the thickness of the brush that bullet WILL penetrate.
Allies:
Pistol------10 units
Carbine-----10
Thompson---10
Greasgun----10
BAR----------19
Garand-----26
30 Cal-------28
Springfield---50

Brits:
Pistol-----------10 units
Sten------------10
Bren------------19
Enfield----------50
Scoped Enfield-50

Axis:
Pistol-----------10 units
MP40-----------10
STG44---------19
K43------------26
FG42 Both-----28
MG42----------28
MG34----------28
Kar98----------50
Scoped Kar98-50
This is important information that should be noted. Not sure if SSOMERLOT is you, somerlot
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Old 01-29-2013, 11:08 AM   #20
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a lot of these are broken links
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