| Smooth
 
   Posts: 101:44 PM 05/06/2009
 | Which mod tools do you guys use to make mods and how do you install them and stuff. i got mod tools v1.0 but idk how i make maps and stuff can you guys help plz | 
      
         | drakeonfire
 
   Posts: 7002:09 PM 05/06/2009
 | okay mate heres a link for maps, this helped me to make some osome maps... http://www.modsonline.com/Tutorials-list-17.html   as for modding i dont know xD | 
      
         | Falcar(xfire: seamusthefamous)
 
 OBS Dev  Posts: 52612:30 AM 06/06/2009
 | Notepad, Photoshop mainly.................... but we also need to use the FX Editor that comes with the modding tools, and the batch file that comes with them too to compile the mod.ff | 
      
         | damo56
 
   Posts: 407:49 AM 02/03/2010
 | aintnomeinteam has a good tutorial that got me started modding. download it here!!! http://customcod.com/community/index.php?action=downloads;sa=view;down=30 | 
      
         | chaos(xfire: chaosbeserker)
 
   Posts: 5307:15 PM 02/03/2010
 | once you get the hang of using the mod tools then theres quite a lot you can do that IW barely touched on. The Fx editor is also surprisingly open with both realistic and unrealistic effects (yay energy cannon) | 
      
         | Topgear(xfire: topg3ar)
 
   Posts: 2604:09 AM 03/03/2010
 | If you ever do any work with HUD elements, do tell if you can make more than one! mine hates me soo much  | 
      
         | Snakelet(xfire: snakelet)
 
 OBS Dev  Posts: 133005:01 AM 03/03/2010
 | Well, in theory what you had should have worked. We have bloodsplats, blackout and the dying elements all working at the same time. Did you try calling them in two separate functions? | 
      
         | Topgear(xfire: topg3ar)
 
   Posts: 2605:16 AM 03/03/2010
 | lol, Yes i have tried nearly everything i could think of. Placing them in an array, separate functions, placingthem inside the globallogic's onStartGametype, re-installing cod (wouldnt change a thing but it couldnt hurt to try), formatting (computer needed a format anyway), compiling with vista admin privalages off and now for my last attempt, trying on a different computer  . The most annoying bit is all coding works perfectly, but looks crap ingame due to no custom HUD elems....   EDIT: Ive also tried localizing the text inside them... | 
      
         | Snakelet(xfire: snakelet)
 
 OBS Dev  Posts: 133005:24 AM 03/03/2010
 | You made the 2 HUD elements signifcantly different (size, colour etc) and placed them in a central location to test? | 
      
         | Topgear(xfire: topg3ar)
 
   Posts: 2605:42 AM 03/03/2010
 | I didnt think of that, ill try on the new pc. | 
      
         | Topgear(xfire: topg3ar)
 
   Posts: 2607:33 AM 03/03/2010
 | This is what i tried:  self.hudone = newClientHudElem(self);self.hudone.alpha = 1;
 self.hudone.x = 256;
 self.hudone.y = 256;
 self.hudone.alignX = "center";
 self.hudone.alignY = "middle";
 self.hudone setText("^6Haha");
  self.hudtwo = newClientHudElem(self);self.hudtwo.alpha = 1;
 self.hudtwo.x = 64;
 self.hudtwo.y = 200;
 self.hudtwo.alignX = "center";
 self.hudtwo.alignY = "middle";
 self.hudtwo setText("^2Oh no");
 The Haha one appears in pink, but guess what? no "Oh no" text.... The script is fine, because one is appearing, i then tried this by calling it through a different function and still no luck. | 
      
         | Snakelet(xfire: snakelet)
 
 OBS Dev  Posts: 133008:20 AM 03/03/2010
 | Try making them images rather then text, make one really big pink square, and other really big blue circle. Also switch em around and see which one prints. | 
      
         | Topgear(xfire: topg3ar)
 
   Posts: 2612:20 PM 03/03/2010
 | Ive tried the images, and switching them around. Same result. | 
      
         | Snakelet(xfire: snakelet)
 
 OBS Dev  Posts: 133001:38 AM 04/03/2010
 | Try playing with your use of self. Try hudone = newClientHudElem(self); or self.hudone = newClientHudElem(); | 
      
         | Audioghost
 
   Posts: 4007:32 PM 08/03/2010
 | Just to butt in here - the reason your HUD elem's arent showing is because they are text, without a font size. Add "hudname.fontscale = 1.4;" to each one and they will show. Also the biggest you can do is 1.4, otherwise it will just fail and you'll get a runtime error. Audio | 
      
         | Snakelet(xfire: snakelet)
 
 OBS Dev  Posts: 133005:22 AM 09/03/2010
 | Nice, thanks for the tip Ghost. Haven't actually used text for HUD's so I was just wildly guessing  Let us know how that goes Topgear, hopefully it should work. | 
      
         | Audioghost
 
   Posts: 4006:45 PM 09/03/2010
 | ;) | 
      
         | Topgear(xfire: topg3ar)
 
   Posts: 2604:14 AM 12/03/2010
 | You legend! Thanks :D | 
      
         | Audioghost
 
   Posts: 4009:27 PM 15/03/2010
 | No worries dude ;) Any more help just hit me up on xfire. |