

<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.zeroy.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=One+richard</id>
	<title>COD Modding &amp; Mapping Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.zeroy.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=One+richard"/>
	<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Special:Contributions/One_richard"/>
	<updated>2026-05-02T20:29:05Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Mantles&amp;diff=3540</id>
		<title>Call of Duty 5: Mantles</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Mantles&amp;diff=3540"/>
		<updated>2008-11-26T07:58:19Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Nutshell.png]] This tutorial will show you ho to use Mantle ON and mantle OVER Tool textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About Mantle textures ==&lt;br /&gt;
&lt;br /&gt;
They helps the players to climb up or jump over higher objects or walls. Mantle textures not only interact wit the players, they also increases the playability of maps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As mentioned, they are two of them:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mantle_on_2b.png]]   [[Image:Mantle_overb.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mantle ON&#039;&#039;&#039;: That allow the players to press a key to jump on, and stay on top of any object or obstacle they find on the map. This is used on fences, crates, balconies, vehicles and any middle height objects or walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mantle OVER&#039;&#039;&#039;: Allow the players to press a key to jump over certain objects but also make them fall unavoidable to the other side. This is used mostly on tin but a bit hight walls, wired fences or any object that by logic a players/person are able to jump over but not able to stay on top of.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
In this example I´m using both cases, note that I place the mantle textures a bit higher and a couple of units off the wall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mantles_1.png|600px]]&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
Have a look around your map and try to imagine now many places on your map need some of this Tool textures, mostly windows, mid height walls an balconies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Richard / Zeroy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Modtools]]&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Radiant]]&lt;br /&gt;
[[Category:Basic Editing]]&lt;br /&gt;
[[Category:Mantle]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Mantles&amp;diff=3539</id>
		<title>Call of Duty 5: Mantles</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Mantles&amp;diff=3539"/>
		<updated>2008-11-26T07:57:58Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Nutshell.png]] This tutorial will show you ho to use Mantle ON and mantle OVER Tool textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== About Mantle textures ==&lt;br /&gt;
&lt;br /&gt;
They helps the players to climb up or jump over higher objects or walls. Mantle textures not only interact wit the players, they also increases the playability of maps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As mentioned, they are two of them:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mantle_on_2b.png]]   [[Image:Mantle_overb.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mantle ON&#039;&#039;&#039;: That allow the players to press a key to jump on, and stay on top of any object or obstacle they find on the map. This is used on fences, crates, balconies, vehicles and any middle height objects or walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mantle OVER&#039;&#039;&#039;: Allow the players to press a key to jump over certain objects but also make them fall unavoidable to the other side. This is used mostly on tin but a bit hight walls, wired fences or any object that by logic a players/person are able to jump over but not able to stay on top of.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
In this example I´m using both cases, note that I place the mantle textures a bit higher and a couple of units off the wall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mantles_1.png|600px]]&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
Have a look around your map and try to imagine now many places on your map need some of this Tool textures, mostly windows, mid height walls an balconies.&lt;br /&gt;
&lt;br /&gt;
One Richard / Zeroy&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Modtools]]&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Radiant]]&lt;br /&gt;
[[Category:Basic Editing]]&lt;br /&gt;
[[Category:Mantle]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_MP_-_Adding_Vehicles&amp;diff=3301</id>
		<title>Call of Duty 5: MP - Adding Vehicles</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_MP_-_Adding_Vehicles&amp;diff=3301"/>
		<updated>2008-11-22T21:55:52Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Nutshell.png]] Adding vehicles is as easy as dropping prefabs, the prefabs can be found in &lt;br /&gt;
&lt;br /&gt;
 map_source/_prefabs/mp/&lt;br /&gt;
&lt;br /&gt;
== veh_t34 ==&lt;br /&gt;
&lt;br /&gt;
[[Image:veh_t34.jpg]]&lt;br /&gt;
&lt;br /&gt;
Key / Value&lt;br /&gt;
*&amp;quot;model&amp;quot; &amp;quot;veh_ger_panzer_mp_dpm_main&amp;quot;&lt;br /&gt;
*&amp;quot;targetname&amp;quot; &amp;quot;destructible&amp;quot;&lt;br /&gt;
*&amp;quot;destructibledef&amp;quot; &amp;quot;vehicle_ger_Panzer_mg_mp_ddef&amp;quot;&lt;br /&gt;
*&amp;quot;spawnflags&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
*&amp;quot;script_gameobjectname&amp;quot; &amp;quot;vehicle&amp;quot;&lt;br /&gt;
*&amp;quot;vehicletype&amp;quot; &amp;quot;panzer4_mp&amp;quot;&lt;br /&gt;
*&amp;quot;classname&amp;quot; &amp;quot;script_vehicle&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== veh_type97 ==&lt;br /&gt;
&lt;br /&gt;
[[Image:veh_type97.jpg]]&lt;br /&gt;
&lt;br /&gt;
Key / Value&lt;br /&gt;
*&amp;quot;model&amp;quot; &amp;quot;veh_t34_mp_dpm_main&amp;quot;&lt;br /&gt;
*&amp;quot;targetname&amp;quot; &amp;quot;destructible&amp;quot;&lt;br /&gt;
*&amp;quot;destructibledef&amp;quot; &amp;quot;vehicle_rus_t34_mp_ddef&amp;quot;&lt;br /&gt;
*&amp;quot;spawnflags&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
*&amp;quot;script_gameobjectname&amp;quot; &amp;quot;vehicle&amp;quot;&lt;br /&gt;
*&amp;quot;vehicletype&amp;quot; &amp;quot;t34_mp&amp;quot;&lt;br /&gt;
*&amp;quot;classname&amp;quot; &amp;quot;script_vehicle&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sources: [http://wiki.treyarch.com/wiki/Vehicles Treyarch&#039;s Wiki]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_MP_-_Adding_Vehicles&amp;diff=3300</id>
		<title>Call of Duty 5: MP - Adding Vehicles</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_MP_-_Adding_Vehicles&amp;diff=3300"/>
		<updated>2008-11-22T21:54:36Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Nutshell.png]] Adding vehicles is as easy as dropping prefabs, the prefabs can be found in &lt;br /&gt;
&lt;br /&gt;
 map_source/_prefabs/mp/&lt;br /&gt;
&lt;br /&gt;
== veh_t34 ==&lt;br /&gt;
&lt;br /&gt;
[[Image:veh_t34.jpg]]&lt;br /&gt;
&lt;br /&gt;
veh_t34&lt;br /&gt;
*&amp;quot;model&amp;quot; &amp;quot;veh_ger_panzer_mp_dpm_main&amp;quot;&lt;br /&gt;
*&amp;quot;targetname&amp;quot; &amp;quot;destructible&amp;quot;&lt;br /&gt;
*&amp;quot;destructibledef&amp;quot; &amp;quot;vehicle_ger_Panzer_mg_mp_ddef&amp;quot;&lt;br /&gt;
*&amp;quot;spawnflags&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
*&amp;quot;script_gameobjectname&amp;quot; &amp;quot;vehicle&amp;quot;&lt;br /&gt;
*&amp;quot;vehicletype&amp;quot; &amp;quot;panzer4_mp&amp;quot;&lt;br /&gt;
*&amp;quot;classname&amp;quot; &amp;quot;script_vehicle&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== veh_type97 ==&lt;br /&gt;
&lt;br /&gt;
[[Image:veh_type97.jpg]]&lt;br /&gt;
&lt;br /&gt;
veh_type97&lt;br /&gt;
*&amp;quot;model&amp;quot; &amp;quot;veh_t34_mp_dpm_main&amp;quot;&lt;br /&gt;
*&amp;quot;targetname&amp;quot; &amp;quot;destructible&amp;quot;&lt;br /&gt;
*&amp;quot;destructibledef&amp;quot; &amp;quot;vehicle_rus_t34_mp_ddef&amp;quot;&lt;br /&gt;
*&amp;quot;spawnflags&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
*&amp;quot;script_gameobjectname&amp;quot; &amp;quot;vehicle&amp;quot;&lt;br /&gt;
*&amp;quot;vehicletype&amp;quot; &amp;quot;t34_mp&amp;quot;&lt;br /&gt;
*&amp;quot;classname&amp;quot; &amp;quot;script_vehicle&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sources: [http://wiki.treyarch.com/wiki/Vehicles Treyarch&#039;s Wiki]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_MP_-_Adding_Vehicles&amp;diff=3299</id>
		<title>Call of Duty 5: MP - Adding Vehicles</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_MP_-_Adding_Vehicles&amp;diff=3299"/>
		<updated>2008-11-22T21:53:50Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Nutshell.png]] Adding vehicles is as easy as dropping prefabs, the prefabs can be found in &lt;br /&gt;
&lt;br /&gt;
 map_source/_prefabs/mp/&lt;br /&gt;
&lt;br /&gt;
== veh_t34 ==&lt;br /&gt;
&lt;br /&gt;
[[Image:veh_t34.jpg]]&lt;br /&gt;
&lt;br /&gt;
veh_t34 Setting&lt;br /&gt;
*&amp;quot;model&amp;quot; &amp;quot;veh_ger_panzer_mp_dpm_main&amp;quot;&lt;br /&gt;
*&amp;quot;targetname&amp;quot; &amp;quot;destructible&amp;quot;&lt;br /&gt;
*&amp;quot;destructibledef&amp;quot; &amp;quot;vehicle_ger_Panzer_mg_mp_ddef&amp;quot;&lt;br /&gt;
*&amp;quot;spawnflags&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
*&amp;quot;script_gameobjectname&amp;quot; &amp;quot;vehicle&amp;quot;&lt;br /&gt;
*&amp;quot;vehicletype&amp;quot; &amp;quot;panzer4_mp&amp;quot;&lt;br /&gt;
*&amp;quot;classname&amp;quot; &amp;quot;script_vehicle&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== veh_type97 ==&lt;br /&gt;
&lt;br /&gt;
[[Image:veh_type97.jpg]]&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;model&amp;quot; &amp;quot;veh_t34_mp_dpm_main&amp;quot;&lt;br /&gt;
*&amp;quot;targetname&amp;quot; &amp;quot;destructible&amp;quot;&lt;br /&gt;
*&amp;quot;destructibledef&amp;quot; &amp;quot;vehicle_rus_t34_mp_ddef&amp;quot;&lt;br /&gt;
*&amp;quot;spawnflags&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
*&amp;quot;script_gameobjectname&amp;quot; &amp;quot;vehicle&amp;quot;&lt;br /&gt;
*&amp;quot;vehicletype&amp;quot; &amp;quot;t34_mp&amp;quot;&lt;br /&gt;
*&amp;quot;classname&amp;quot; &amp;quot;script_vehicle&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sources: [http://wiki.treyarch.com/wiki/Vehicles Treyarch&#039;s Wiki]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_MP_-_Adding_Vehicles&amp;diff=3298</id>
		<title>Call of Duty 5: MP - Adding Vehicles</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_MP_-_Adding_Vehicles&amp;diff=3298"/>
		<updated>2008-11-22T21:51:41Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Nutshell.png]] Adding vehicles is as easy as dropping prefabs, the prefabs can be found in &lt;br /&gt;
&lt;br /&gt;
 map_source/_prefabs/mp/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*veh_t34&lt;br /&gt;
[[Image:veh_t34.jpg]]&lt;br /&gt;
&lt;br /&gt;
Setting&lt;br /&gt;
*&amp;quot;model&amp;quot; &amp;quot;veh_ger_panzer_mp_dpm_main&amp;quot;&lt;br /&gt;
*&amp;quot;targetname&amp;quot; &amp;quot;destructible&amp;quot;&lt;br /&gt;
*&amp;quot;destructibledef&amp;quot; &amp;quot;vehicle_ger_Panzer_mg_mp_ddef&amp;quot;&lt;br /&gt;
*&amp;quot;spawnflags&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
*&amp;quot;script_gameobjectname&amp;quot; &amp;quot;vehicle&amp;quot;&lt;br /&gt;
*&amp;quot;vehicletype&amp;quot; &amp;quot;panzer4_mp&amp;quot;&lt;br /&gt;
*&amp;quot;classname&amp;quot; &amp;quot;script_vehicle&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*veh_type97&lt;br /&gt;
[[Image:veh_type97.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sources: [http://wiki.treyarch.com/wiki/Vehicles Treyarch&#039;s Wiki]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_MP_-_Adding_Vehicles&amp;diff=3297</id>
		<title>Call of Duty 5: MP - Adding Vehicles</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_MP_-_Adding_Vehicles&amp;diff=3297"/>
		<updated>2008-11-22T21:50:19Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Nutshell.png]] Adding vehicles is as easy as dropping prefabs, the prefabs can be found in &lt;br /&gt;
&lt;br /&gt;
 map_source/_prefabs/mp/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*veh_t34&lt;br /&gt;
[[Image:veh_t34.jpg]]&lt;br /&gt;
&lt;br /&gt;
*veh_type97&lt;br /&gt;
[[Image:veh_type97.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sources: [http://wiki.treyarch.com/wiki/Vehicles Treyarch&#039;s Wiki]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_MP_-_Adding_Vehicles&amp;diff=3296</id>
		<title>Call of Duty 5: MP - Adding Vehicles</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_MP_-_Adding_Vehicles&amp;diff=3296"/>
		<updated>2008-11-22T21:50:01Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Nutshell.png]] Adding vehicles is as easy as dropping prefabs, the prefabs can be found in &lt;br /&gt;
&lt;br /&gt;
 map_source/_prefabs/mp/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*veh_t34&lt;br /&gt;
[[Image:veh_t34.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;model&amp;quot; &amp;quot;veh_ger_panzer_mp_dpm_main&amp;quot;&lt;br /&gt;
&amp;quot;targetname&amp;quot; &amp;quot;destructible&amp;quot;&lt;br /&gt;
&amp;quot;destructibledef&amp;quot; &amp;quot;vehicle_ger_Panzer_mg_mp_ddef&amp;quot;&lt;br /&gt;
&amp;quot;spawnflags&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;quot;script_gameobjectname&amp;quot; &amp;quot;vehicle&amp;quot;&lt;br /&gt;
&amp;quot;vehicletype&amp;quot; &amp;quot;panzer4_mp&amp;quot;&lt;br /&gt;
&amp;quot;classname&amp;quot; &amp;quot;script_vehicle&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*veh_type97&lt;br /&gt;
[[Image:veh_type97.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sources: [http://wiki.treyarch.com/wiki/Vehicles Treyarch&#039;s Wiki]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_MP_-_Adding_Vehicles&amp;diff=3295</id>
		<title>Call of Duty 5: MP - Adding Vehicles</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_MP_-_Adding_Vehicles&amp;diff=3295"/>
		<updated>2008-11-22T21:49:11Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Nutshell.png]] Adding vehicles is as easy as dropping prefabs, the prefabs can be found in &lt;br /&gt;
&lt;br /&gt;
 map_source/_prefabs/mp/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*veh_t34&lt;br /&gt;
[[Image:veh_t34.jpg]]&lt;br /&gt;
&amp;quot;model&amp;quot; &amp;quot;veh_ger_panzer_mp_dpm_main&amp;quot;&lt;br /&gt;
&amp;quot;targetname&amp;quot; &amp;quot;destructible&amp;quot;&lt;br /&gt;
&amp;quot;destructibledef&amp;quot; &amp;quot;vehicle_ger_Panzer_mg_mp_ddef&amp;quot;&lt;br /&gt;
&amp;quot;spawnflags&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;quot;script_gameobjectname&amp;quot; &amp;quot;vehicle&amp;quot;&lt;br /&gt;
&amp;quot;vehicletype&amp;quot; &amp;quot;panzer4_mp&amp;quot;&lt;br /&gt;
&amp;quot;classname&amp;quot; &amp;quot;script_vehicle&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*veh_type97&lt;br /&gt;
[[Image:veh_type97.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sources: [http://wiki.treyarch.com/wiki/Vehicles Treyarch&#039;s Wiki]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_MP_-_Adding_Vehicles&amp;diff=3294</id>
		<title>Call of Duty 5: MP - Adding Vehicles</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_MP_-_Adding_Vehicles&amp;diff=3294"/>
		<updated>2008-11-22T21:48:56Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Nutshell.png]] Adding vehicles is as easy as dropping prefabs, the prefabs can be found in &lt;br /&gt;
&lt;br /&gt;
 map_source/_prefabs/mp/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*veh_t34&lt;br /&gt;
[[Image:veh_t34.jpg]]&amp;quot;model&amp;quot; &amp;quot;veh_ger_panzer_mp_dpm_main&amp;quot;&lt;br /&gt;
&amp;quot;targetname&amp;quot; &amp;quot;destructible&amp;quot;&lt;br /&gt;
&amp;quot;destructibledef&amp;quot; &amp;quot;vehicle_ger_Panzer_mg_mp_ddef&amp;quot;&lt;br /&gt;
&amp;quot;spawnflags&amp;quot; &amp;quot;1&amp;quot;&lt;br /&gt;
&amp;quot;script_gameobjectname&amp;quot; &amp;quot;vehicle&amp;quot;&lt;br /&gt;
&amp;quot;vehicletype&amp;quot; &amp;quot;panzer4_mp&amp;quot;&lt;br /&gt;
&amp;quot;classname&amp;quot; &amp;quot;script_vehicle&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*veh_type97&lt;br /&gt;
[[Image:veh_type97.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sources: [http://wiki.treyarch.com/wiki/Vehicles Treyarch&#039;s Wiki]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3217</id>
		<title>Call of Duty 5: Launcher Overview</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3217"/>
		<updated>2008-11-21T08:52:00Z</updated>

		<summary type="html">&lt;p&gt;One richard: /* Converter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Download Mirrors=&lt;br /&gt;
&lt;br /&gt;
To download the tools, visit any one of the mirror links that have posted the tools:&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;11/20/08 - Released!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Download Mirrors:&#039;&#039;&#039;&lt;br /&gt;
    *[http://www.ausgamers.com/files/details/html/40392 AusGamers]&lt;br /&gt;
    *[http://www.bigdownload.com/about/age-gate/?destination=http%3A%2F%2Fwww.bigdownload.com%2Fgames%2Fcall-of-duty-world-at-war%2Fpc%2Fcall-of-duty-world-at-war-mod-tools%2F Big Download]&lt;br /&gt;
    *[http://www.fileshack.com/file.x/13305/Call+of+Duty:+World+at+War+Mod+Tools FileShack]&lt;br /&gt;
    *[http://www.gamershell.com/download_36192.shtml GamersHell]&lt;br /&gt;
    *[http://downloads.gamezone.com/demos/d25044.htm GameZone]&lt;br /&gt;
    *[http://www.mycallofduty.com/modules.php?name=Forums&amp;amp;file=viewtopic&amp;amp;p=22633#22633 MyCallOfDuty]&lt;br /&gt;
    *[http://www.worthdownloading.com/game.php?gid=3428 WorthDownloading]&lt;br /&gt;
&lt;br /&gt;
=Installation=&lt;br /&gt;
&lt;br /&gt;
After downloading the tools, you will need to unzip them into your root game directory.&lt;br /&gt;
&lt;br /&gt;
After installing the tools, go to &amp;lt;root&amp;gt;\Activision\Call of Duty World At War\bin and start &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Launcher=&lt;br /&gt;
&lt;br /&gt;
Launcher is your user interface for easy compiling, lighting, paths, reflections, lighting grids, and loading levels. It also gives easy access to mod tool applications such as the level editor, effects editor, or asset manager.&lt;br /&gt;
&lt;br /&gt;
To get to Launcher browse to your installation directory, then go to &amp;quot;bin&amp;quot; to find &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;. You may place a shortcut on your desktop by right clicking on the icon for Launcher then going to &amp;quot;&#039;&#039;Send to&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;Desktop&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since Call of Duty World At War is a Games For Windows title, custom content now needs to live in your&lt;br /&gt;
&lt;br /&gt;
 Documents and Settings/YOUR_USERNAME/Local Settings/Application Data/Activision/CoDWaW &lt;br /&gt;
&lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
 AppData/Local Data/Activision/CoDWaW/ &lt;br /&gt;
&lt;br /&gt;
for XP or Vista, respectively&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
You still use the root game directory as a development environment, but to play your content you will need to copy your mods to the new designated area. Launcher conveniently does this for your automatically when you compile a map or build a mod, but when you share your content be sure it is clear to users on where exactly to place your mods.&lt;br /&gt;
&lt;br /&gt;
==  Converter ==&lt;br /&gt;
&lt;br /&gt;
After installing your tools, you will need to run &#039;&#039;&#039;Converter&#039;&#039;&#039; at least once before actually using the various tools like Radiant, FX Editor, etc to make sure they operate properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you&#039;re on Vista, you will more than likely need to make sure to change the property on converter.exe to &#039;Run As Administrator&#039; or turn UAC off otherwise converter might not generate all the assets properly.&lt;br /&gt;
&lt;br /&gt;
[[Image:converter_firsttime.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
Running Converter generates assets from the &#039;&#039;&#039;GDTs&#039;&#039;&#039; located in the \source_data folder that some of the tools will rely on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The first time you run Converter it may take a few minutes to complete because it&#039;s generating all the assets from the GDTs for the first time.&lt;br /&gt;
&lt;br /&gt;
Converter is an automated process, so just click the Converter button on the Launcher under the Applications tab and let it run. &lt;br /&gt;
&lt;br /&gt;
 [[Image:warning.png]]&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt; &#039;&#039;&#039;ERROR: dll version number does not match converter version&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 You will get that error at the very end of running Converter; it is normal.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Applications&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The applications field gives easy access to launching various applications for the mod tools. Here you can launch the level editor, effects editor, and asset manager. A description for what they are used for is provided for each below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Processes&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When running process through Launcher, they will appear in the bottom left field of Launcher. You can take notice to what processes are taking place, and have the option to end a process if need be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While processes are running, they may spit out information on what exactly they&#039;re doing. You can view this information in the console window on the bottom. Should you ever need to clear the console to perform another action, press the &#039;&#039;&#039;Clear Console&#039;&#039;&#039; button on the bottom of the Applications field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Wiki&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the top right corner of Launcher you will see Wiki. Click that to open up the official Treyarch Mod Support wiki in your web browser (internet access is required). Here you can find the latest information to help you make mods.&lt;br /&gt;
&lt;br /&gt;
==Compile Level Tab==&lt;br /&gt;
&lt;br /&gt;
The “Level Compiling” tab is where you can keep track of your .map files and compile bsp, lighting, paths, and reflections for those .map files.&lt;br /&gt;
&lt;br /&gt;
Launcher can conveniently compile, build your FastFile, and launch your map in-game with one click. You only need to check the options you want to be executed.&lt;br /&gt;
&lt;br /&gt;
===Compile BSP===&lt;br /&gt;
&lt;br /&gt;
Select the level that you wish to compile from the list. In this example I will use the level called “test” which is supplied with the mod tools. First you will need to compile the BSP for the level. This will convert the .map file that is made in the level editor to an optimized format that is read by the game engine. We’ll need to set some options for this found on the right hand side, right next to the list of levels. You can check boxes to tell it to compile BSP, lighting, and paths. If you made any changes to the .map file you’ll need to recompile the BSP. Lighting can be compiled right after the BSP is compiled, or at a later time, as long as the BSP has not changed. Paths can also be compiled later; however AI in single player levels will not work correctly until paths have been compiled. Multiplayer levels never need to compile paths since they are strictly for AI navigation in single player.&lt;br /&gt;
&lt;br /&gt;
Be sure to set up your BSP Options and Light Options before checking the &amp;quot;Compile BSP” option. Most of the time no BSP options will be used but I’ll go over them anyways since occasionally they may need to be used. Some light options are commonly used however.&lt;br /&gt;
&lt;br /&gt;
[[Image:warning.png]] Full light compile is set by default, you may want to use Fast light compile if you&#039;re just doing testing.&lt;br /&gt;
&lt;br /&gt;
====BSP Options====&lt;br /&gt;
&lt;br /&gt;
Check the box for “onlyents” if you would like to do an only entity compile. Onlyents compiles don’t touch brush triggers, geometry, or lighting. This is useful if you want to quickly recompile a map that you only moved an entity in. (Note that if you move a model that casts a shadow, the lighting will not be recompiled by doing onlyents, so your shadow will still be in its old position, not where you moved that model to.)&lt;br /&gt;
&lt;br /&gt;
Check the box for “blocksize”, then set a value to set a custom grid size for regular BSP splits. A value of zero uses the biggest possible size, and is also the default value if this option is left unchecked. Most of the time this option will remain unchecked.&lt;br /&gt;
&lt;br /&gt;
Check the “samplescale” box, and then set a value if you would like to scale all lightmaps. A value of 2 will double the pixel size, a value of 0.5 halves it. Again, this option should remain unchecked in most cases.&lt;br /&gt;
&lt;br /&gt;
The “debugLightMaps” option is a great way to see in-game how the light maps were compiled and how they are being used. Using this option compiles colored light maps and when the level is loaded in-game you will see colored geometry everywhere that contains light maps. Different colors represent a different lightmap texture. This is great for tracking down why you might have encountered lightmap bleeding or seams.&lt;br /&gt;
&lt;br /&gt;
====Light Options====&lt;br /&gt;
&lt;br /&gt;
Most of these options will be unchecked; however I’ll explain them for the rare cases that you may want to use them. Often I use the “fast” option during testing for quick light compiles, but then use “extra” for final release as it gives better lightmap detail.&lt;br /&gt;
&lt;br /&gt;
*Fast Use fast presets for several options (generates lower quality lighting but is much faster)&lt;br /&gt;
*Extra Use high-quality presets for several options (generates high quality lighting but takes longer) &lt;br /&gt;
*ModelShadow Allows model surfaces to cast shadows -NoModelShadow Prevents model surfaces from casting shadows &lt;br /&gt;
*DumpOptions Displays current settings of most parameters &lt;br /&gt;
*Traces Number of traces to do from each sample point &lt;br /&gt;
*BounceFraction Higher values are more washed out, lower values darker &lt;br /&gt;
*Jitter Breaks up aliasing from trace pattern (0 none, 1 max)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have all the options you wish to use, check the “Compile BSP” option to start the compile using your specified options. The BSP will be compile first ( if you chose that option ), then the lighting ( if you chose that option ), then the game will be loaded to compile the AI Paths ( if you chose that option and your level is single player ).&lt;br /&gt;
&lt;br /&gt;
This process can take anywhere from a few seconds to several hours depending on the complexity of your level and the computer you are compiling on. For a frame of reference, most of the retail levels shipped with the game take about 30 minutes to and hour to compile bsp and lighting on quad core CPUs.&lt;br /&gt;
&lt;br /&gt;
Part of lighting is the grid file. Entities (models, players, AI) in a map are lit by the lights in the map. In complex maps (as opposed to small test maps) calculating which lights affect which entities takes a lot of work. To prevent the engine from having to do this in real-time, this information can be written into the bsp using a mapname.grid file. If a map doesn’t have a grid, you will experience harsh hitches when entering new areas where entities are now visible. These hitches feel like texture thrashing. Grids are needed for both single player and multiplayer maps. A map must be recompiled after creating or modifying a grid. Select “make new grid” if you have never done a grid for the selected level, or “edit existing grid” to continue working on one that you previously made. The level will be loaded in grid mode. You’ll see lots of little dots throughout the level. You’ll need to walk around the level and touch as many of the dots as possible. This defines the areas a player will be able to go. For most areas however, you can just place a brush with the lightgrid material on it in CoDWaWRadiant and the touching dots will automatically be collected when the level is compiled. Doing a custom grid is really for certain detail areas. Most of the time you can just place brushes in CoDWaWRadiant to do the work for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compile Reflections===&lt;br /&gt;
&lt;br /&gt;
If your characters weapons and vehicles have red outlines you don’t have any reflection probes compiled for your map. Reflection probes are very important for the look of all shiny things in the game. Place one per room and one in each distinct outdoor area and additional ones near any especially shiny objects. They use memory but its reasonable to have 10-100 of them.&lt;br /&gt;
&lt;br /&gt;
After the BSP and Lighting have been compiled you will want to compile the reflections for the level. In order for reflections to be compiled properly the level needs to contain reflection probe entities throughout the map. Each reflection probe in the level will produce a cube map for that area during the reflection compile. The reflections used throughout the compiled level use the cube map from the nearest reflection probe entity so keep this in mind when you are placing the probes. The reflection probes use portals to determine which is the closest probe so you don’t usually need to worry about an inside probe affecting an outside model through the wall.&lt;br /&gt;
&lt;br /&gt;
Check the “Compile Reflections” option when you are ready to compile the reflections. This step may be skipped if you don’t care about proper reflections during the testing and development phase of a level but it should always be used when you want the level to look top notch. You may also skip this step if you have already compiled the reflection probes for the bsp and you have not made any changes to the reflection probes in the level. On compile it will use old reflection probes. You only need to do this step when it’s the first time you’ve compiled the bsp, or you are making changes to the probes or adding/removing probes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build Fast File===&lt;br /&gt;
&lt;br /&gt;
In order for the level and all of it’s assets to be loaded into the game within a reasonable amount of time a fast file is needed to be made. A fast file is one big file that contains all of the data for the level and all of the assets it uses. Since it is all in one file it can quickly be loaded directly to memory, instead of your hard drive having to search for thousands of files and load them individually which takes much longer.&lt;br /&gt;
&lt;br /&gt;
The first time you try to build the fast file for the level it will tell you that no zone files exist and ask you if you would like to make them. You’ll want to say “yes” at this prompt. Doing so will create [root]\ zone_source\[levelname].csv, where root is the game install path.&lt;br /&gt;
&lt;br /&gt;
Within this .csv file is a list of assets the level uses. It will have some default assets in there that all levels use. This csv is looked at by the fast file builder and all the assets it references will be added to the level’s fast file. The fast file ends up containing the level BSP itself, plus all assets listed in [levelname].csv.&lt;br /&gt;
&lt;br /&gt;
The fast file generated will be created at [root]\zone\[language]\[levelname].ff. This is the file you would want to give your friend or post online when you want to share your level since it contains all of the data used by the level. Anytime you change anything in the level, or any assets used in the level you’ll need to recompile the fast file so that those new or changed assets get put into the fast file for the game to read. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Update Zone File===&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]]  If you have not made a zone source file you will need to make one in [root]\zone_source\[levelname].csv.&lt;br /&gt;
&lt;br /&gt;
Okay so I just talked about what fast files are and how to make them. I mentioned they contain all of the assets used or reference in a level. Suppose you add a new static model to your level, or you give the player a gun through script. These new assets wont be in the fast file, so they won’t actually show up, and may even give errors in the game. &#039;&#039;&#039;Updating the zone file ( the [levelname].csv file ) is necessary to make sure all of these new assets are put into the fast file.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each time the level is ran and tries to load an asset that wasn’t found in the fast file an output file called missingassets.csv is created at [root]\main\missingassets.csv. This file contains a list of assets that the game tried to load but couldn’t (due to them not being stored in the fast file that was used). &#039;&#039;&#039;If missingassets.csv is not being generated then your level fast file and zone source are either up to date with all assets, or you may need to try running the level using the “developer” and “developer_script” option turned on&#039;&#039;&#039; ( enter it via console or set it under the Run Game tab ).&lt;br /&gt;
&lt;br /&gt;
These missing assets need to be added to the [levelname].csv zone file so that they get included next time you build the fast file. This is as simple as copying the asset list from &#039;&#039;&#039;missingassets.csv&#039;&#039;&#039; and pasting them at the bottom of the [levelname].csv zone source file.&lt;br /&gt;
&lt;br /&gt;
The text inside missingassets.csv is all of the assets that were not loaded correctly. Open up your levelname.csv zone source file. Add the missing assets to the zone source by copying and pasting to your zone source file.&lt;br /&gt;
&lt;br /&gt;
 [[Image:Warning.png]] Be sure to not have two assets on the same line. One asset per line is required.&lt;br /&gt;
&lt;br /&gt;
If you update your zone source file, rebuild the fast file, reload the level, and missingassets.csv is telling you more assets are missing, it’s perfectly normal. Often times this process has to be repeated a few times before all missing assets are caught. This is mainly because some assets are referenced by other assets. For instance you may get a weapon as the only missing asset in your level. Missingassets.csv will complain that the weapon isn’t in the fast file; therefore you add it to the zone source and rebuild the fast file. Next time you run the level it may complain about another weapon missing. Well why didn’t it tell me there was 2 missing weapons the first time? The reason is because the second weapon it complained about may be referenced by the first weapon in asset manager, such as an alternate fire mode. The game didn’t know that the second weapon was missing until it had the first weapon loaded correctly and tried to load its second fire mode.&lt;br /&gt;
&lt;br /&gt;
When you’re updating your zone source make sure you run the level a second time or more until missingassets.csv hasn’t changed, or is empty. This will ensure that you’re added all assets that are required.&lt;br /&gt;
&lt;br /&gt;
==Mod Builder Tab==&lt;br /&gt;
&lt;br /&gt;
To make a new mod we first need to make the folders required.  Go to your installation directory and then goto [root]\mods.  If &amp;quot;Mods&amp;quot; does not exist then create the folder.  Inside Mods create a new folder and name it the title of your mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]] This folder is only used for development, when building and running your mod Launcher will automatically copy your mod to the appropriate destination in Documents and Settings or Local Data, depending on what Operating System you&#039;re on.&lt;br /&gt;
&lt;br /&gt;
Now setup the folders inside your mod folder.  Think of this as a mini raw folder just for your mod.  The setup and rules are the same as the raw folder in your mod folder so copy all the assets you want from raw to your mod folder.  If you don&#039;t have a custom model or a custom image then you don&#039;t need those folders, the only folders you need here are the ones for your custom assets only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that your mod is setup we need to create a CSV file for it so mod builder knows what to include in the fast file.&lt;br /&gt;
&lt;br /&gt;
Open ModBuilder (bin/modbuilder.exe).&lt;br /&gt;
&lt;br /&gt;
*Make sure you are under the CSV Creator tab at the top.&amp;lt;br&amp;gt;&lt;br /&gt;
*In the pull down menu for &amp;quot;Mod&amp;quot; select your mod that you just made.&amp;lt;br&amp;gt;&lt;br /&gt;
==&amp;gt; This may take a few minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
*To the right click on &amp;quot;New CSV&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
*A custom mod will have a CSV type of &amp;quot;Blank&amp;quot; and you can name the csv anything you want.&amp;lt;br&amp;gt;&lt;br /&gt;
*Click OK and your done with this screen, your mod is now setup to compile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===IWD reqs===&lt;br /&gt;
&lt;br /&gt;
Your IWD file is essentially your main folder, anything in the IWD files in main go in your mod IWD file.  Everything else goes into your fast file which is explained later.  Items that go into your IWD file include accuracy files, images, and weapon settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb5.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create your IWD file you will first need a zip utility like [http://www.rarlab.com WinRaR].&lt;br /&gt;
&lt;br /&gt;
*Highlight the folders you want to include, right click on one, and select &amp;quot;Add to archive.&amp;quot;.&lt;br /&gt;
*First select &amp;quot;ZIP&amp;quot; from the Archive Format option.&lt;br /&gt;
*Then under Archive name make sure the name is the same as the title of the mod and &#039;&#039;&#039;rename .zip to .iwd.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb4.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Fast File / CSV requirements===&lt;br /&gt;
&lt;br /&gt;
Anything that is not in your IWD file is then included in your fast file.  This includes common items like maps, sounds, scripts, models, materials, soundalises, vision, and FX files.  Since this is made either by the map compiler or mod builder there is no tutorial for this specifically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Explaination of MOD Builder screen===&lt;br /&gt;
&lt;br /&gt;
When creating your mod, first make sure it is selecting the correct mod.  Under &amp;quot;Mod&amp;quot; there is a pull down menu that has all the mods in your Mod directory.  Its rare but make sure the pull down menu next to Mod has the correct CSV file too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Build The Mod:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Build Fast File - Check this to have mod builder go through your asset list and create the fast file with all your information and assets.&lt;br /&gt;
*Verbose Info - Provide extra information that is used mostly for troubleshooting.  Make sure Verbose Info is checked if you copy the log into forums.&lt;br /&gt;
*Build Sound - Used to compile the sound in soundassets.&lt;br /&gt;
*Build IWD File - Builds the IWD file from the files in the far right.&lt;br /&gt;
*Run Game - When all other tasks have completed, run the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Center white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This where you list your assets you want included, there is more information further down.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Right white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of items in your IWD file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where you can copy a log from and shows you the current progress.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:mb6.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Common assets and their mod builder CSV commands===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Xmodel:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 xmodel,NameOfModel&lt;br /&gt;
 raw\xmodel&lt;br /&gt;
 raw\xmodelparts&lt;br /&gt;
 raw\xmodelsurfs&lt;br /&gt;
&lt;br /&gt;
Example: xmodel,tallgrass&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Scripts:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 rawfile,pathToScript\script.gsc&lt;br /&gt;
&lt;br /&gt;
Example: rawfile,maps\mp\_gib.gsc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;SoundAliases:&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,nameOfFile,,loadSpecs&lt;br /&gt;
 soundaliases\fileName.csv&lt;br /&gt;
&lt;br /&gt;
Example:  sound,SoundMod,,all_mp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Sound files:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,pathToFile\fileName&lt;br /&gt;
&lt;br /&gt;
Example: sound,sfx\weapon\smg\cowgun\cowgun_fire&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;FX:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 fx,pathToFx\fxName&lt;br /&gt;
&lt;br /&gt;
Example:  fx,fx\bio\animals\fx_bats_circling&lt;br /&gt;
&lt;br /&gt;
===Building a mod===&lt;br /&gt;
&lt;br /&gt;
Once everything is setup as described, Check the &amp;quot;Build Fast File&amp;quot; option and click on build mod.  If everything is successful then you should be able to go into the game and load your mod from the Mod menu.  If there are issues you cant figure out then rebuild the fast file with Verbose info and post your log into the forums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sending to friends===&lt;br /&gt;
&lt;br /&gt;
Now that you have your mod made I&#039;m sure you want to share it with your friends or the community.  You only need 2 files, your IWD and Fast File.  The best way to zip these up while avoiding confusion is to only have those 2 files in your mod folder and zip including the folder so all the user has to do is drag and drop.  It is also courteous to include a [[Call of Duty 5: Readme file|Readme File]] with your email or website, version number, and credits.&lt;br /&gt;
&lt;br /&gt;
==Run Game Tab==&lt;br /&gt;
&lt;br /&gt;
Runs the selected level or mod in the game. You can turn on developer, developer_script, and cheats by checking the boxes below the button. Developer enabled will turn on a lot of profiling functions as well as errors and missingassets.csv output among other things. Developer_script will provide script debugging and script errors when encountering. Without developer_script enabled script errors will be bypassed. The cheats option turns on cheats allowing the player access to the cheat commands such as god mode and ufo mod which are handy when working on a level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Technical Reference]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3216</id>
		<title>Call of Duty 5: Launcher Overview</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3216"/>
		<updated>2008-11-21T08:51:39Z</updated>

		<summary type="html">&lt;p&gt;One richard: /* Converter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Download Mirrors=&lt;br /&gt;
&lt;br /&gt;
To download the tools, visit any one of the mirror links that have posted the tools:&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;11/20/08 - Released!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Download Mirrors:&#039;&#039;&#039;&lt;br /&gt;
    *[http://www.ausgamers.com/files/details/html/40392 AusGamers]&lt;br /&gt;
    *[http://www.bigdownload.com/about/age-gate/?destination=http%3A%2F%2Fwww.bigdownload.com%2Fgames%2Fcall-of-duty-world-at-war%2Fpc%2Fcall-of-duty-world-at-war-mod-tools%2F Big Download]&lt;br /&gt;
    *[http://www.fileshack.com/file.x/13305/Call+of+Duty:+World+at+War+Mod+Tools FileShack]&lt;br /&gt;
    *[http://www.gamershell.com/download_36192.shtml GamersHell]&lt;br /&gt;
    *[http://downloads.gamezone.com/demos/d25044.htm GameZone]&lt;br /&gt;
    *[http://www.mycallofduty.com/modules.php?name=Forums&amp;amp;file=viewtopic&amp;amp;p=22633#22633 MyCallOfDuty]&lt;br /&gt;
    *[http://www.worthdownloading.com/game.php?gid=3428 WorthDownloading]&lt;br /&gt;
&lt;br /&gt;
=Installation=&lt;br /&gt;
&lt;br /&gt;
After downloading the tools, you will need to unzip them into your root game directory.&lt;br /&gt;
&lt;br /&gt;
After installing the tools, go to &amp;lt;root&amp;gt;\Activision\Call of Duty World At War\bin and start &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Launcher=&lt;br /&gt;
&lt;br /&gt;
Launcher is your user interface for easy compiling, lighting, paths, reflections, lighting grids, and loading levels. It also gives easy access to mod tool applications such as the level editor, effects editor, or asset manager.&lt;br /&gt;
&lt;br /&gt;
To get to Launcher browse to your installation directory, then go to &amp;quot;bin&amp;quot; to find &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;. You may place a shortcut on your desktop by right clicking on the icon for Launcher then going to &amp;quot;&#039;&#039;Send to&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;Desktop&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since Call of Duty World At War is a Games For Windows title, custom content now needs to live in your&lt;br /&gt;
&lt;br /&gt;
 Documents and Settings/YOUR_USERNAME/Local Settings/Application Data/Activision/CoDWaW &lt;br /&gt;
&lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
 AppData/Local Data/Activision/CoDWaW/ &lt;br /&gt;
&lt;br /&gt;
for XP or Vista, respectively&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
You still use the root game directory as a development environment, but to play your content you will need to copy your mods to the new designated area. Launcher conveniently does this for your automatically when you compile a map or build a mod, but when you share your content be sure it is clear to users on where exactly to place your mods.&lt;br /&gt;
&lt;br /&gt;
==  Converter ==&lt;br /&gt;
&lt;br /&gt;
After installing your tools, you will need to run &#039;&#039;&#039;Converter&#039;&#039;&#039; at least once before actually using the various tools like Radiant, FX Editor, etc to make sure they operate properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you&#039;re on Vista, you will more than likely need to make sure to change the property on converter.exe to &#039;Run As Administrator&#039; or turn UAC off otherwise converter might not generate all the assets properly.&lt;br /&gt;
&lt;br /&gt;
[[Image:converter_firsttime.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
Running Converter generates assets from the &#039;&#039;&#039;GDTs&#039;&#039;&#039; located in the \source_data folder that some of the tools will rely on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The first time you run Converter it may take a few minutes to complete because it&#039;s generating all the assets from the GDTs for the first time.&lt;br /&gt;
&lt;br /&gt;
Converter is an automated process, so just click the Converter button on the Launcher under the Applications tab and let it run. &lt;br /&gt;
&lt;br /&gt;
 [[Image:warning.png]]&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt; &#039;&#039;&#039;ERROR: dll version number does not match converter version&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 You will get that error at the very end of running Converter; it is normal.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Applications&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The applications field gives easy access to launching various applications for the mod tools. Here you can launch the level editor, effects editor, and asset manager. A description for what they are used for is provided for each below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Processes&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When running process through Launcher, they will appear in the bottom left field of Launcher. You can take notice to what processes are taking place, and have the option to end a process if need be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While processes are running, they may spit out information on what exactly they&#039;re doing. You can view this information in the console window on the bottom. Should you ever need to clear the console to perform another action, press the &#039;&#039;&#039;Clear Console&#039;&#039;&#039; button on the bottom of the Applications field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Wiki&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the top right corner of Launcher you will see Wiki. Click that to open up the official Treyarch Mod Support wiki in your web browser (internet access is required). Here you can find the latest information to help you make mods.&lt;br /&gt;
&lt;br /&gt;
==Compile Level Tab==&lt;br /&gt;
&lt;br /&gt;
The “Level Compiling” tab is where you can keep track of your .map files and compile bsp, lighting, paths, and reflections for those .map files.&lt;br /&gt;
&lt;br /&gt;
Launcher can conveniently compile, build your FastFile, and launch your map in-game with one click. You only need to check the options you want to be executed.&lt;br /&gt;
&lt;br /&gt;
===Compile BSP===&lt;br /&gt;
&lt;br /&gt;
Select the level that you wish to compile from the list. In this example I will use the level called “test” which is supplied with the mod tools. First you will need to compile the BSP for the level. This will convert the .map file that is made in the level editor to an optimized format that is read by the game engine. We’ll need to set some options for this found on the right hand side, right next to the list of levels. You can check boxes to tell it to compile BSP, lighting, and paths. If you made any changes to the .map file you’ll need to recompile the BSP. Lighting can be compiled right after the BSP is compiled, or at a later time, as long as the BSP has not changed. Paths can also be compiled later; however AI in single player levels will not work correctly until paths have been compiled. Multiplayer levels never need to compile paths since they are strictly for AI navigation in single player.&lt;br /&gt;
&lt;br /&gt;
Be sure to set up your BSP Options and Light Options before checking the &amp;quot;Compile BSP” option. Most of the time no BSP options will be used but I’ll go over them anyways since occasionally they may need to be used. Some light options are commonly used however.&lt;br /&gt;
&lt;br /&gt;
[[Image:warning.png]] Full light compile is set by default, you may want to use Fast light compile if you&#039;re just doing testing.&lt;br /&gt;
&lt;br /&gt;
====BSP Options====&lt;br /&gt;
&lt;br /&gt;
Check the box for “onlyents” if you would like to do an only entity compile. Onlyents compiles don’t touch brush triggers, geometry, or lighting. This is useful if you want to quickly recompile a map that you only moved an entity in. (Note that if you move a model that casts a shadow, the lighting will not be recompiled by doing onlyents, so your shadow will still be in its old position, not where you moved that model to.)&lt;br /&gt;
&lt;br /&gt;
Check the box for “blocksize”, then set a value to set a custom grid size for regular BSP splits. A value of zero uses the biggest possible size, and is also the default value if this option is left unchecked. Most of the time this option will remain unchecked.&lt;br /&gt;
&lt;br /&gt;
Check the “samplescale” box, and then set a value if you would like to scale all lightmaps. A value of 2 will double the pixel size, a value of 0.5 halves it. Again, this option should remain unchecked in most cases.&lt;br /&gt;
&lt;br /&gt;
The “debugLightMaps” option is a great way to see in-game how the light maps were compiled and how they are being used. Using this option compiles colored light maps and when the level is loaded in-game you will see colored geometry everywhere that contains light maps. Different colors represent a different lightmap texture. This is great for tracking down why you might have encountered lightmap bleeding or seams.&lt;br /&gt;
&lt;br /&gt;
====Light Options====&lt;br /&gt;
&lt;br /&gt;
Most of these options will be unchecked; however I’ll explain them for the rare cases that you may want to use them. Often I use the “fast” option during testing for quick light compiles, but then use “extra” for final release as it gives better lightmap detail.&lt;br /&gt;
&lt;br /&gt;
*Fast Use fast presets for several options (generates lower quality lighting but is much faster)&lt;br /&gt;
*Extra Use high-quality presets for several options (generates high quality lighting but takes longer) &lt;br /&gt;
*ModelShadow Allows model surfaces to cast shadows -NoModelShadow Prevents model surfaces from casting shadows &lt;br /&gt;
*DumpOptions Displays current settings of most parameters &lt;br /&gt;
*Traces Number of traces to do from each sample point &lt;br /&gt;
*BounceFraction Higher values are more washed out, lower values darker &lt;br /&gt;
*Jitter Breaks up aliasing from trace pattern (0 none, 1 max)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have all the options you wish to use, check the “Compile BSP” option to start the compile using your specified options. The BSP will be compile first ( if you chose that option ), then the lighting ( if you chose that option ), then the game will be loaded to compile the AI Paths ( if you chose that option and your level is single player ).&lt;br /&gt;
&lt;br /&gt;
This process can take anywhere from a few seconds to several hours depending on the complexity of your level and the computer you are compiling on. For a frame of reference, most of the retail levels shipped with the game take about 30 minutes to and hour to compile bsp and lighting on quad core CPUs.&lt;br /&gt;
&lt;br /&gt;
Part of lighting is the grid file. Entities (models, players, AI) in a map are lit by the lights in the map. In complex maps (as opposed to small test maps) calculating which lights affect which entities takes a lot of work. To prevent the engine from having to do this in real-time, this information can be written into the bsp using a mapname.grid file. If a map doesn’t have a grid, you will experience harsh hitches when entering new areas where entities are now visible. These hitches feel like texture thrashing. Grids are needed for both single player and multiplayer maps. A map must be recompiled after creating or modifying a grid. Select “make new grid” if you have never done a grid for the selected level, or “edit existing grid” to continue working on one that you previously made. The level will be loaded in grid mode. You’ll see lots of little dots throughout the level. You’ll need to walk around the level and touch as many of the dots as possible. This defines the areas a player will be able to go. For most areas however, you can just place a brush with the lightgrid material on it in CoDWaWRadiant and the touching dots will automatically be collected when the level is compiled. Doing a custom grid is really for certain detail areas. Most of the time you can just place brushes in CoDWaWRadiant to do the work for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compile Reflections===&lt;br /&gt;
&lt;br /&gt;
If your characters weapons and vehicles have red outlines you don’t have any reflection probes compiled for your map. Reflection probes are very important for the look of all shiny things in the game. Place one per room and one in each distinct outdoor area and additional ones near any especially shiny objects. They use memory but its reasonable to have 10-100 of them.&lt;br /&gt;
&lt;br /&gt;
After the BSP and Lighting have been compiled you will want to compile the reflections for the level. In order for reflections to be compiled properly the level needs to contain reflection probe entities throughout the map. Each reflection probe in the level will produce a cube map for that area during the reflection compile. The reflections used throughout the compiled level use the cube map from the nearest reflection probe entity so keep this in mind when you are placing the probes. The reflection probes use portals to determine which is the closest probe so you don’t usually need to worry about an inside probe affecting an outside model through the wall.&lt;br /&gt;
&lt;br /&gt;
Check the “Compile Reflections” option when you are ready to compile the reflections. This step may be skipped if you don’t care about proper reflections during the testing and development phase of a level but it should always be used when you want the level to look top notch. You may also skip this step if you have already compiled the reflection probes for the bsp and you have not made any changes to the reflection probes in the level. On compile it will use old reflection probes. You only need to do this step when it’s the first time you’ve compiled the bsp, or you are making changes to the probes or adding/removing probes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build Fast File===&lt;br /&gt;
&lt;br /&gt;
In order for the level and all of it’s assets to be loaded into the game within a reasonable amount of time a fast file is needed to be made. A fast file is one big file that contains all of the data for the level and all of the assets it uses. Since it is all in one file it can quickly be loaded directly to memory, instead of your hard drive having to search for thousands of files and load them individually which takes much longer.&lt;br /&gt;
&lt;br /&gt;
The first time you try to build the fast file for the level it will tell you that no zone files exist and ask you if you would like to make them. You’ll want to say “yes” at this prompt. Doing so will create [root]\ zone_source\[levelname].csv, where root is the game install path.&lt;br /&gt;
&lt;br /&gt;
Within this .csv file is a list of assets the level uses. It will have some default assets in there that all levels use. This csv is looked at by the fast file builder and all the assets it references will be added to the level’s fast file. The fast file ends up containing the level BSP itself, plus all assets listed in [levelname].csv.&lt;br /&gt;
&lt;br /&gt;
The fast file generated will be created at [root]\zone\[language]\[levelname].ff. This is the file you would want to give your friend or post online when you want to share your level since it contains all of the data used by the level. Anytime you change anything in the level, or any assets used in the level you’ll need to recompile the fast file so that those new or changed assets get put into the fast file for the game to read. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Update Zone File===&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]]  If you have not made a zone source file you will need to make one in [root]\zone_source\[levelname].csv.&lt;br /&gt;
&lt;br /&gt;
Okay so I just talked about what fast files are and how to make them. I mentioned they contain all of the assets used or reference in a level. Suppose you add a new static model to your level, or you give the player a gun through script. These new assets wont be in the fast file, so they won’t actually show up, and may even give errors in the game. &#039;&#039;&#039;Updating the zone file ( the [levelname].csv file ) is necessary to make sure all of these new assets are put into the fast file.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each time the level is ran and tries to load an asset that wasn’t found in the fast file an output file called missingassets.csv is created at [root]\main\missingassets.csv. This file contains a list of assets that the game tried to load but couldn’t (due to them not being stored in the fast file that was used). &#039;&#039;&#039;If missingassets.csv is not being generated then your level fast file and zone source are either up to date with all assets, or you may need to try running the level using the “developer” and “developer_script” option turned on&#039;&#039;&#039; ( enter it via console or set it under the Run Game tab ).&lt;br /&gt;
&lt;br /&gt;
These missing assets need to be added to the [levelname].csv zone file so that they get included next time you build the fast file. This is as simple as copying the asset list from &#039;&#039;&#039;missingassets.csv&#039;&#039;&#039; and pasting them at the bottom of the [levelname].csv zone source file.&lt;br /&gt;
&lt;br /&gt;
The text inside missingassets.csv is all of the assets that were not loaded correctly. Open up your levelname.csv zone source file. Add the missing assets to the zone source by copying and pasting to your zone source file.&lt;br /&gt;
&lt;br /&gt;
 [[Image:Warning.png]] Be sure to not have two assets on the same line. One asset per line is required.&lt;br /&gt;
&lt;br /&gt;
If you update your zone source file, rebuild the fast file, reload the level, and missingassets.csv is telling you more assets are missing, it’s perfectly normal. Often times this process has to be repeated a few times before all missing assets are caught. This is mainly because some assets are referenced by other assets. For instance you may get a weapon as the only missing asset in your level. Missingassets.csv will complain that the weapon isn’t in the fast file; therefore you add it to the zone source and rebuild the fast file. Next time you run the level it may complain about another weapon missing. Well why didn’t it tell me there was 2 missing weapons the first time? The reason is because the second weapon it complained about may be referenced by the first weapon in asset manager, such as an alternate fire mode. The game didn’t know that the second weapon was missing until it had the first weapon loaded correctly and tried to load its second fire mode.&lt;br /&gt;
&lt;br /&gt;
When you’re updating your zone source make sure you run the level a second time or more until missingassets.csv hasn’t changed, or is empty. This will ensure that you’re added all assets that are required.&lt;br /&gt;
&lt;br /&gt;
==Mod Builder Tab==&lt;br /&gt;
&lt;br /&gt;
To make a new mod we first need to make the folders required.  Go to your installation directory and then goto [root]\mods.  If &amp;quot;Mods&amp;quot; does not exist then create the folder.  Inside Mods create a new folder and name it the title of your mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]] This folder is only used for development, when building and running your mod Launcher will automatically copy your mod to the appropriate destination in Documents and Settings or Local Data, depending on what Operating System you&#039;re on.&lt;br /&gt;
&lt;br /&gt;
Now setup the folders inside your mod folder.  Think of this as a mini raw folder just for your mod.  The setup and rules are the same as the raw folder in your mod folder so copy all the assets you want from raw to your mod folder.  If you don&#039;t have a custom model or a custom image then you don&#039;t need those folders, the only folders you need here are the ones for your custom assets only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that your mod is setup we need to create a CSV file for it so mod builder knows what to include in the fast file.&lt;br /&gt;
&lt;br /&gt;
Open ModBuilder (bin/modbuilder.exe).&lt;br /&gt;
&lt;br /&gt;
*Make sure you are under the CSV Creator tab at the top.&amp;lt;br&amp;gt;&lt;br /&gt;
*In the pull down menu for &amp;quot;Mod&amp;quot; select your mod that you just made.&amp;lt;br&amp;gt;&lt;br /&gt;
==&amp;gt; This may take a few minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
*To the right click on &amp;quot;New CSV&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
*A custom mod will have a CSV type of &amp;quot;Blank&amp;quot; and you can name the csv anything you want.&amp;lt;br&amp;gt;&lt;br /&gt;
*Click OK and your done with this screen, your mod is now setup to compile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===IWD reqs===&lt;br /&gt;
&lt;br /&gt;
Your IWD file is essentially your main folder, anything in the IWD files in main go in your mod IWD file.  Everything else goes into your fast file which is explained later.  Items that go into your IWD file include accuracy files, images, and weapon settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb5.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create your IWD file you will first need a zip utility like [http://www.rarlab.com WinRaR].&lt;br /&gt;
&lt;br /&gt;
*Highlight the folders you want to include, right click on one, and select &amp;quot;Add to archive.&amp;quot;.&lt;br /&gt;
*First select &amp;quot;ZIP&amp;quot; from the Archive Format option.&lt;br /&gt;
*Then under Archive name make sure the name is the same as the title of the mod and &#039;&#039;&#039;rename .zip to .iwd.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb4.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Fast File / CSV requirements===&lt;br /&gt;
&lt;br /&gt;
Anything that is not in your IWD file is then included in your fast file.  This includes common items like maps, sounds, scripts, models, materials, soundalises, vision, and FX files.  Since this is made either by the map compiler or mod builder there is no tutorial for this specifically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Explaination of MOD Builder screen===&lt;br /&gt;
&lt;br /&gt;
When creating your mod, first make sure it is selecting the correct mod.  Under &amp;quot;Mod&amp;quot; there is a pull down menu that has all the mods in your Mod directory.  Its rare but make sure the pull down menu next to Mod has the correct CSV file too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Build The Mod:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Build Fast File - Check this to have mod builder go through your asset list and create the fast file with all your information and assets.&lt;br /&gt;
*Verbose Info - Provide extra information that is used mostly for troubleshooting.  Make sure Verbose Info is checked if you copy the log into forums.&lt;br /&gt;
*Build Sound - Used to compile the sound in soundassets.&lt;br /&gt;
*Build IWD File - Builds the IWD file from the files in the far right.&lt;br /&gt;
*Run Game - When all other tasks have completed, run the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Center white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This where you list your assets you want included, there is more information further down.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Right white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of items in your IWD file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where you can copy a log from and shows you the current progress.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:mb6.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Common assets and their mod builder CSV commands===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Xmodel:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 xmodel,NameOfModel&lt;br /&gt;
 raw\xmodel&lt;br /&gt;
 raw\xmodelparts&lt;br /&gt;
 raw\xmodelsurfs&lt;br /&gt;
&lt;br /&gt;
Example: xmodel,tallgrass&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Scripts:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 rawfile,pathToScript\script.gsc&lt;br /&gt;
&lt;br /&gt;
Example: rawfile,maps\mp\_gib.gsc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;SoundAliases:&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,nameOfFile,,loadSpecs&lt;br /&gt;
 soundaliases\fileName.csv&lt;br /&gt;
&lt;br /&gt;
Example:  sound,SoundMod,,all_mp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Sound files:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,pathToFile\fileName&lt;br /&gt;
&lt;br /&gt;
Example: sound,sfx\weapon\smg\cowgun\cowgun_fire&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;FX:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 fx,pathToFx\fxName&lt;br /&gt;
&lt;br /&gt;
Example:  fx,fx\bio\animals\fx_bats_circling&lt;br /&gt;
&lt;br /&gt;
===Building a mod===&lt;br /&gt;
&lt;br /&gt;
Once everything is setup as described, Check the &amp;quot;Build Fast File&amp;quot; option and click on build mod.  If everything is successful then you should be able to go into the game and load your mod from the Mod menu.  If there are issues you cant figure out then rebuild the fast file with Verbose info and post your log into the forums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sending to friends===&lt;br /&gt;
&lt;br /&gt;
Now that you have your mod made I&#039;m sure you want to share it with your friends or the community.  You only need 2 files, your IWD and Fast File.  The best way to zip these up while avoiding confusion is to only have those 2 files in your mod folder and zip including the folder so all the user has to do is drag and drop.  It is also courteous to include a [[Call of Duty 5: Readme file|Readme File]] with your email or website, version number, and credits.&lt;br /&gt;
&lt;br /&gt;
==Run Game Tab==&lt;br /&gt;
&lt;br /&gt;
Runs the selected level or mod in the game. You can turn on developer, developer_script, and cheats by checking the boxes below the button. Developer enabled will turn on a lot of profiling functions as well as errors and missingassets.csv output among other things. Developer_script will provide script debugging and script errors when encountering. Without developer_script enabled script errors will be bypassed. The cheats option turns on cheats allowing the player access to the cheat commands such as god mode and ufo mod which are handy when working on a level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Technical Reference]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3215</id>
		<title>Call of Duty 5: Launcher Overview</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3215"/>
		<updated>2008-11-21T08:51:22Z</updated>

		<summary type="html">&lt;p&gt;One richard: /* Converter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Download Mirrors=&lt;br /&gt;
&lt;br /&gt;
To download the tools, visit any one of the mirror links that have posted the tools:&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;11/20/08 - Released!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Download Mirrors:&#039;&#039;&#039;&lt;br /&gt;
    *[http://www.ausgamers.com/files/details/html/40392 AusGamers]&lt;br /&gt;
    *[http://www.bigdownload.com/about/age-gate/?destination=http%3A%2F%2Fwww.bigdownload.com%2Fgames%2Fcall-of-duty-world-at-war%2Fpc%2Fcall-of-duty-world-at-war-mod-tools%2F Big Download]&lt;br /&gt;
    *[http://www.fileshack.com/file.x/13305/Call+of+Duty:+World+at+War+Mod+Tools FileShack]&lt;br /&gt;
    *[http://www.gamershell.com/download_36192.shtml GamersHell]&lt;br /&gt;
    *[http://downloads.gamezone.com/demos/d25044.htm GameZone]&lt;br /&gt;
    *[http://www.mycallofduty.com/modules.php?name=Forums&amp;amp;file=viewtopic&amp;amp;p=22633#22633 MyCallOfDuty]&lt;br /&gt;
    *[http://www.worthdownloading.com/game.php?gid=3428 WorthDownloading]&lt;br /&gt;
&lt;br /&gt;
=Installation=&lt;br /&gt;
&lt;br /&gt;
After downloading the tools, you will need to unzip them into your root game directory.&lt;br /&gt;
&lt;br /&gt;
After installing the tools, go to &amp;lt;root&amp;gt;\Activision\Call of Duty World At War\bin and start &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Launcher=&lt;br /&gt;
&lt;br /&gt;
Launcher is your user interface for easy compiling, lighting, paths, reflections, lighting grids, and loading levels. It also gives easy access to mod tool applications such as the level editor, effects editor, or asset manager.&lt;br /&gt;
&lt;br /&gt;
To get to Launcher browse to your installation directory, then go to &amp;quot;bin&amp;quot; to find &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;. You may place a shortcut on your desktop by right clicking on the icon for Launcher then going to &amp;quot;&#039;&#039;Send to&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;Desktop&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since Call of Duty World At War is a Games For Windows title, custom content now needs to live in your&lt;br /&gt;
&lt;br /&gt;
 Documents and Settings/YOUR_USERNAME/Local Settings/Application Data/Activision/CoDWaW &lt;br /&gt;
&lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
 AppData/Local Data/Activision/CoDWaW/ &lt;br /&gt;
&lt;br /&gt;
for XP or Vista, respectively&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
You still use the root game directory as a development environment, but to play your content you will need to copy your mods to the new designated area. Launcher conveniently does this for your automatically when you compile a map or build a mod, but when you share your content be sure it is clear to users on where exactly to place your mods.&lt;br /&gt;
&lt;br /&gt;
==  Converter ==&lt;br /&gt;
&lt;br /&gt;
After installing your tools, you will need to run &#039;&#039;&#039;Converter&#039;&#039;&#039; at least once before actually using the various tools like Radiant, FX Editor, etc to make sure they operate properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you&#039;re on Vista, you will more than likely need to make sure to change the property on converter.exe to &#039;Run As Administrator&#039; or turn UAC off otherwise converter might not generate all the assets properly.&lt;br /&gt;
&lt;br /&gt;
[[Image:converter_firsttime.jpg|500px]]&lt;br /&gt;
&lt;br /&gt;
Running Converter generates assets from the &#039;&#039;&#039;GDTs&#039;&#039;&#039; located in the \source_data folder that some of the tools will rely on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The first time you run Converter it may take a few minutes to complete because it&#039;s generating all the assets from the GDTs for the first time.&lt;br /&gt;
&lt;br /&gt;
Converter is an automated process, so just click the Converter button on the Launcher under the Applications tab and let it run. &lt;br /&gt;
&lt;br /&gt;
 [[Image:warning.png]]&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt; &#039;&#039;&#039;ERROR: dll version number does not match converter version&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 You will get that error at the very end of running Converter; it is normal.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Applications&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The applications field gives easy access to launching various applications for the mod tools. Here you can launch the level editor, effects editor, and asset manager. A description for what they are used for is provided for each below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Processes&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When running process through Launcher, they will appear in the bottom left field of Launcher. You can take notice to what processes are taking place, and have the option to end a process if need be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While processes are running, they may spit out information on what exactly they&#039;re doing. You can view this information in the console window on the bottom. Should you ever need to clear the console to perform another action, press the &#039;&#039;&#039;Clear Console&#039;&#039;&#039; button on the bottom of the Applications field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Wiki&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the top right corner of Launcher you will see Wiki. Click that to open up the official Treyarch Mod Support wiki in your web browser (internet access is required). Here you can find the latest information to help you make mods.&lt;br /&gt;
&lt;br /&gt;
==Compile Level Tab==&lt;br /&gt;
&lt;br /&gt;
The “Level Compiling” tab is where you can keep track of your .map files and compile bsp, lighting, paths, and reflections for those .map files.&lt;br /&gt;
&lt;br /&gt;
Launcher can conveniently compile, build your FastFile, and launch your map in-game with one click. You only need to check the options you want to be executed.&lt;br /&gt;
&lt;br /&gt;
===Compile BSP===&lt;br /&gt;
&lt;br /&gt;
Select the level that you wish to compile from the list. In this example I will use the level called “test” which is supplied with the mod tools. First you will need to compile the BSP for the level. This will convert the .map file that is made in the level editor to an optimized format that is read by the game engine. We’ll need to set some options for this found on the right hand side, right next to the list of levels. You can check boxes to tell it to compile BSP, lighting, and paths. If you made any changes to the .map file you’ll need to recompile the BSP. Lighting can be compiled right after the BSP is compiled, or at a later time, as long as the BSP has not changed. Paths can also be compiled later; however AI in single player levels will not work correctly until paths have been compiled. Multiplayer levels never need to compile paths since they are strictly for AI navigation in single player.&lt;br /&gt;
&lt;br /&gt;
Be sure to set up your BSP Options and Light Options before checking the &amp;quot;Compile BSP” option. Most of the time no BSP options will be used but I’ll go over them anyways since occasionally they may need to be used. Some light options are commonly used however.&lt;br /&gt;
&lt;br /&gt;
[[Image:warning.png]] Full light compile is set by default, you may want to use Fast light compile if you&#039;re just doing testing.&lt;br /&gt;
&lt;br /&gt;
====BSP Options====&lt;br /&gt;
&lt;br /&gt;
Check the box for “onlyents” if you would like to do an only entity compile. Onlyents compiles don’t touch brush triggers, geometry, or lighting. This is useful if you want to quickly recompile a map that you only moved an entity in. (Note that if you move a model that casts a shadow, the lighting will not be recompiled by doing onlyents, so your shadow will still be in its old position, not where you moved that model to.)&lt;br /&gt;
&lt;br /&gt;
Check the box for “blocksize”, then set a value to set a custom grid size for regular BSP splits. A value of zero uses the biggest possible size, and is also the default value if this option is left unchecked. Most of the time this option will remain unchecked.&lt;br /&gt;
&lt;br /&gt;
Check the “samplescale” box, and then set a value if you would like to scale all lightmaps. A value of 2 will double the pixel size, a value of 0.5 halves it. Again, this option should remain unchecked in most cases.&lt;br /&gt;
&lt;br /&gt;
The “debugLightMaps” option is a great way to see in-game how the light maps were compiled and how they are being used. Using this option compiles colored light maps and when the level is loaded in-game you will see colored geometry everywhere that contains light maps. Different colors represent a different lightmap texture. This is great for tracking down why you might have encountered lightmap bleeding or seams.&lt;br /&gt;
&lt;br /&gt;
====Light Options====&lt;br /&gt;
&lt;br /&gt;
Most of these options will be unchecked; however I’ll explain them for the rare cases that you may want to use them. Often I use the “fast” option during testing for quick light compiles, but then use “extra” for final release as it gives better lightmap detail.&lt;br /&gt;
&lt;br /&gt;
*Fast Use fast presets for several options (generates lower quality lighting but is much faster)&lt;br /&gt;
*Extra Use high-quality presets for several options (generates high quality lighting but takes longer) &lt;br /&gt;
*ModelShadow Allows model surfaces to cast shadows -NoModelShadow Prevents model surfaces from casting shadows &lt;br /&gt;
*DumpOptions Displays current settings of most parameters &lt;br /&gt;
*Traces Number of traces to do from each sample point &lt;br /&gt;
*BounceFraction Higher values are more washed out, lower values darker &lt;br /&gt;
*Jitter Breaks up aliasing from trace pattern (0 none, 1 max)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have all the options you wish to use, check the “Compile BSP” option to start the compile using your specified options. The BSP will be compile first ( if you chose that option ), then the lighting ( if you chose that option ), then the game will be loaded to compile the AI Paths ( if you chose that option and your level is single player ).&lt;br /&gt;
&lt;br /&gt;
This process can take anywhere from a few seconds to several hours depending on the complexity of your level and the computer you are compiling on. For a frame of reference, most of the retail levels shipped with the game take about 30 minutes to and hour to compile bsp and lighting on quad core CPUs.&lt;br /&gt;
&lt;br /&gt;
Part of lighting is the grid file. Entities (models, players, AI) in a map are lit by the lights in the map. In complex maps (as opposed to small test maps) calculating which lights affect which entities takes a lot of work. To prevent the engine from having to do this in real-time, this information can be written into the bsp using a mapname.grid file. If a map doesn’t have a grid, you will experience harsh hitches when entering new areas where entities are now visible. These hitches feel like texture thrashing. Grids are needed for both single player and multiplayer maps. A map must be recompiled after creating or modifying a grid. Select “make new grid” if you have never done a grid for the selected level, or “edit existing grid” to continue working on one that you previously made. The level will be loaded in grid mode. You’ll see lots of little dots throughout the level. You’ll need to walk around the level and touch as many of the dots as possible. This defines the areas a player will be able to go. For most areas however, you can just place a brush with the lightgrid material on it in CoDWaWRadiant and the touching dots will automatically be collected when the level is compiled. Doing a custom grid is really for certain detail areas. Most of the time you can just place brushes in CoDWaWRadiant to do the work for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compile Reflections===&lt;br /&gt;
&lt;br /&gt;
If your characters weapons and vehicles have red outlines you don’t have any reflection probes compiled for your map. Reflection probes are very important for the look of all shiny things in the game. Place one per room and one in each distinct outdoor area and additional ones near any especially shiny objects. They use memory but its reasonable to have 10-100 of them.&lt;br /&gt;
&lt;br /&gt;
After the BSP and Lighting have been compiled you will want to compile the reflections for the level. In order for reflections to be compiled properly the level needs to contain reflection probe entities throughout the map. Each reflection probe in the level will produce a cube map for that area during the reflection compile. The reflections used throughout the compiled level use the cube map from the nearest reflection probe entity so keep this in mind when you are placing the probes. The reflection probes use portals to determine which is the closest probe so you don’t usually need to worry about an inside probe affecting an outside model through the wall.&lt;br /&gt;
&lt;br /&gt;
Check the “Compile Reflections” option when you are ready to compile the reflections. This step may be skipped if you don’t care about proper reflections during the testing and development phase of a level but it should always be used when you want the level to look top notch. You may also skip this step if you have already compiled the reflection probes for the bsp and you have not made any changes to the reflection probes in the level. On compile it will use old reflection probes. You only need to do this step when it’s the first time you’ve compiled the bsp, or you are making changes to the probes or adding/removing probes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build Fast File===&lt;br /&gt;
&lt;br /&gt;
In order for the level and all of it’s assets to be loaded into the game within a reasonable amount of time a fast file is needed to be made. A fast file is one big file that contains all of the data for the level and all of the assets it uses. Since it is all in one file it can quickly be loaded directly to memory, instead of your hard drive having to search for thousands of files and load them individually which takes much longer.&lt;br /&gt;
&lt;br /&gt;
The first time you try to build the fast file for the level it will tell you that no zone files exist and ask you if you would like to make them. You’ll want to say “yes” at this prompt. Doing so will create [root]\ zone_source\[levelname].csv, where root is the game install path.&lt;br /&gt;
&lt;br /&gt;
Within this .csv file is a list of assets the level uses. It will have some default assets in there that all levels use. This csv is looked at by the fast file builder and all the assets it references will be added to the level’s fast file. The fast file ends up containing the level BSP itself, plus all assets listed in [levelname].csv.&lt;br /&gt;
&lt;br /&gt;
The fast file generated will be created at [root]\zone\[language]\[levelname].ff. This is the file you would want to give your friend or post online when you want to share your level since it contains all of the data used by the level. Anytime you change anything in the level, or any assets used in the level you’ll need to recompile the fast file so that those new or changed assets get put into the fast file for the game to read. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Update Zone File===&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]]  If you have not made a zone source file you will need to make one in [root]\zone_source\[levelname].csv.&lt;br /&gt;
&lt;br /&gt;
Okay so I just talked about what fast files are and how to make them. I mentioned they contain all of the assets used or reference in a level. Suppose you add a new static model to your level, or you give the player a gun through script. These new assets wont be in the fast file, so they won’t actually show up, and may even give errors in the game. &#039;&#039;&#039;Updating the zone file ( the [levelname].csv file ) is necessary to make sure all of these new assets are put into the fast file.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each time the level is ran and tries to load an asset that wasn’t found in the fast file an output file called missingassets.csv is created at [root]\main\missingassets.csv. This file contains a list of assets that the game tried to load but couldn’t (due to them not being stored in the fast file that was used). &#039;&#039;&#039;If missingassets.csv is not being generated then your level fast file and zone source are either up to date with all assets, or you may need to try running the level using the “developer” and “developer_script” option turned on&#039;&#039;&#039; ( enter it via console or set it under the Run Game tab ).&lt;br /&gt;
&lt;br /&gt;
These missing assets need to be added to the [levelname].csv zone file so that they get included next time you build the fast file. This is as simple as copying the asset list from &#039;&#039;&#039;missingassets.csv&#039;&#039;&#039; and pasting them at the bottom of the [levelname].csv zone source file.&lt;br /&gt;
&lt;br /&gt;
The text inside missingassets.csv is all of the assets that were not loaded correctly. Open up your levelname.csv zone source file. Add the missing assets to the zone source by copying and pasting to your zone source file.&lt;br /&gt;
&lt;br /&gt;
 [[Image:Warning.png]] Be sure to not have two assets on the same line. One asset per line is required.&lt;br /&gt;
&lt;br /&gt;
If you update your zone source file, rebuild the fast file, reload the level, and missingassets.csv is telling you more assets are missing, it’s perfectly normal. Often times this process has to be repeated a few times before all missing assets are caught. This is mainly because some assets are referenced by other assets. For instance you may get a weapon as the only missing asset in your level. Missingassets.csv will complain that the weapon isn’t in the fast file; therefore you add it to the zone source and rebuild the fast file. Next time you run the level it may complain about another weapon missing. Well why didn’t it tell me there was 2 missing weapons the first time? The reason is because the second weapon it complained about may be referenced by the first weapon in asset manager, such as an alternate fire mode. The game didn’t know that the second weapon was missing until it had the first weapon loaded correctly and tried to load its second fire mode.&lt;br /&gt;
&lt;br /&gt;
When you’re updating your zone source make sure you run the level a second time or more until missingassets.csv hasn’t changed, or is empty. This will ensure that you’re added all assets that are required.&lt;br /&gt;
&lt;br /&gt;
==Mod Builder Tab==&lt;br /&gt;
&lt;br /&gt;
To make a new mod we first need to make the folders required.  Go to your installation directory and then goto [root]\mods.  If &amp;quot;Mods&amp;quot; does not exist then create the folder.  Inside Mods create a new folder and name it the title of your mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]] This folder is only used for development, when building and running your mod Launcher will automatically copy your mod to the appropriate destination in Documents and Settings or Local Data, depending on what Operating System you&#039;re on.&lt;br /&gt;
&lt;br /&gt;
Now setup the folders inside your mod folder.  Think of this as a mini raw folder just for your mod.  The setup and rules are the same as the raw folder in your mod folder so copy all the assets you want from raw to your mod folder.  If you don&#039;t have a custom model or a custom image then you don&#039;t need those folders, the only folders you need here are the ones for your custom assets only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that your mod is setup we need to create a CSV file for it so mod builder knows what to include in the fast file.&lt;br /&gt;
&lt;br /&gt;
Open ModBuilder (bin/modbuilder.exe).&lt;br /&gt;
&lt;br /&gt;
*Make sure you are under the CSV Creator tab at the top.&amp;lt;br&amp;gt;&lt;br /&gt;
*In the pull down menu for &amp;quot;Mod&amp;quot; select your mod that you just made.&amp;lt;br&amp;gt;&lt;br /&gt;
==&amp;gt; This may take a few minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
*To the right click on &amp;quot;New CSV&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
*A custom mod will have a CSV type of &amp;quot;Blank&amp;quot; and you can name the csv anything you want.&amp;lt;br&amp;gt;&lt;br /&gt;
*Click OK and your done with this screen, your mod is now setup to compile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===IWD reqs===&lt;br /&gt;
&lt;br /&gt;
Your IWD file is essentially your main folder, anything in the IWD files in main go in your mod IWD file.  Everything else goes into your fast file which is explained later.  Items that go into your IWD file include accuracy files, images, and weapon settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb5.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create your IWD file you will first need a zip utility like [http://www.rarlab.com WinRaR].&lt;br /&gt;
&lt;br /&gt;
*Highlight the folders you want to include, right click on one, and select &amp;quot;Add to archive.&amp;quot;.&lt;br /&gt;
*First select &amp;quot;ZIP&amp;quot; from the Archive Format option.&lt;br /&gt;
*Then under Archive name make sure the name is the same as the title of the mod and &#039;&#039;&#039;rename .zip to .iwd.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb4.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Fast File / CSV requirements===&lt;br /&gt;
&lt;br /&gt;
Anything that is not in your IWD file is then included in your fast file.  This includes common items like maps, sounds, scripts, models, materials, soundalises, vision, and FX files.  Since this is made either by the map compiler or mod builder there is no tutorial for this specifically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Explaination of MOD Builder screen===&lt;br /&gt;
&lt;br /&gt;
When creating your mod, first make sure it is selecting the correct mod.  Under &amp;quot;Mod&amp;quot; there is a pull down menu that has all the mods in your Mod directory.  Its rare but make sure the pull down menu next to Mod has the correct CSV file too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Build The Mod:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Build Fast File - Check this to have mod builder go through your asset list and create the fast file with all your information and assets.&lt;br /&gt;
*Verbose Info - Provide extra information that is used mostly for troubleshooting.  Make sure Verbose Info is checked if you copy the log into forums.&lt;br /&gt;
*Build Sound - Used to compile the sound in soundassets.&lt;br /&gt;
*Build IWD File - Builds the IWD file from the files in the far right.&lt;br /&gt;
*Run Game - When all other tasks have completed, run the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Center white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This where you list your assets you want included, there is more information further down.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Right white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of items in your IWD file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where you can copy a log from and shows you the current progress.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:mb6.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Common assets and their mod builder CSV commands===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Xmodel:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 xmodel,NameOfModel&lt;br /&gt;
 raw\xmodel&lt;br /&gt;
 raw\xmodelparts&lt;br /&gt;
 raw\xmodelsurfs&lt;br /&gt;
&lt;br /&gt;
Example: xmodel,tallgrass&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Scripts:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 rawfile,pathToScript\script.gsc&lt;br /&gt;
&lt;br /&gt;
Example: rawfile,maps\mp\_gib.gsc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;SoundAliases:&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,nameOfFile,,loadSpecs&lt;br /&gt;
 soundaliases\fileName.csv&lt;br /&gt;
&lt;br /&gt;
Example:  sound,SoundMod,,all_mp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Sound files:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,pathToFile\fileName&lt;br /&gt;
&lt;br /&gt;
Example: sound,sfx\weapon\smg\cowgun\cowgun_fire&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;FX:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 fx,pathToFx\fxName&lt;br /&gt;
&lt;br /&gt;
Example:  fx,fx\bio\animals\fx_bats_circling&lt;br /&gt;
&lt;br /&gt;
===Building a mod===&lt;br /&gt;
&lt;br /&gt;
Once everything is setup as described, Check the &amp;quot;Build Fast File&amp;quot; option and click on build mod.  If everything is successful then you should be able to go into the game and load your mod from the Mod menu.  If there are issues you cant figure out then rebuild the fast file with Verbose info and post your log into the forums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sending to friends===&lt;br /&gt;
&lt;br /&gt;
Now that you have your mod made I&#039;m sure you want to share it with your friends or the community.  You only need 2 files, your IWD and Fast File.  The best way to zip these up while avoiding confusion is to only have those 2 files in your mod folder and zip including the folder so all the user has to do is drag and drop.  It is also courteous to include a [[Call of Duty 5: Readme file|Readme File]] with your email or website, version number, and credits.&lt;br /&gt;
&lt;br /&gt;
==Run Game Tab==&lt;br /&gt;
&lt;br /&gt;
Runs the selected level or mod in the game. You can turn on developer, developer_script, and cheats by checking the boxes below the button. Developer enabled will turn on a lot of profiling functions as well as errors and missingassets.csv output among other things. Developer_script will provide script debugging and script errors when encountering. Without developer_script enabled script errors will be bypassed. The cheats option turns on cheats allowing the player access to the cheat commands such as god mode and ufo mod which are handy when working on a level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Technical Reference]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3214</id>
		<title>Call of Duty 5: Launcher Overview</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3214"/>
		<updated>2008-11-21T08:50:43Z</updated>

		<summary type="html">&lt;p&gt;One richard: /* Converter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Download Mirrors=&lt;br /&gt;
&lt;br /&gt;
To download the tools, visit any one of the mirror links that have posted the tools:&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;11/20/08 - Released!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Download Mirrors:&#039;&#039;&#039;&lt;br /&gt;
    *[http://www.ausgamers.com/files/details/html/40392 AusGamers]&lt;br /&gt;
    *[http://www.bigdownload.com/about/age-gate/?destination=http%3A%2F%2Fwww.bigdownload.com%2Fgames%2Fcall-of-duty-world-at-war%2Fpc%2Fcall-of-duty-world-at-war-mod-tools%2F Big Download]&lt;br /&gt;
    *[http://www.fileshack.com/file.x/13305/Call+of+Duty:+World+at+War+Mod+Tools FileShack]&lt;br /&gt;
    *[http://www.gamershell.com/download_36192.shtml GamersHell]&lt;br /&gt;
    *[http://downloads.gamezone.com/demos/d25044.htm GameZone]&lt;br /&gt;
    *[http://www.mycallofduty.com/modules.php?name=Forums&amp;amp;file=viewtopic&amp;amp;p=22633#22633 MyCallOfDuty]&lt;br /&gt;
    *[http://www.worthdownloading.com/game.php?gid=3428 WorthDownloading]&lt;br /&gt;
&lt;br /&gt;
=Installation=&lt;br /&gt;
&lt;br /&gt;
After downloading the tools, you will need to unzip them into your root game directory.&lt;br /&gt;
&lt;br /&gt;
After installing the tools, go to &amp;lt;root&amp;gt;\Activision\Call of Duty World At War\bin and start &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Launcher=&lt;br /&gt;
&lt;br /&gt;
Launcher is your user interface for easy compiling, lighting, paths, reflections, lighting grids, and loading levels. It also gives easy access to mod tool applications such as the level editor, effects editor, or asset manager.&lt;br /&gt;
&lt;br /&gt;
To get to Launcher browse to your installation directory, then go to &amp;quot;bin&amp;quot; to find &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;. You may place a shortcut on your desktop by right clicking on the icon for Launcher then going to &amp;quot;&#039;&#039;Send to&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;Desktop&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since Call of Duty World At War is a Games For Windows title, custom content now needs to live in your&lt;br /&gt;
&lt;br /&gt;
 Documents and Settings/YOUR_USERNAME/Local Settings/Application Data/Activision/CoDWaW &lt;br /&gt;
&lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
 AppData/Local Data/Activision/CoDWaW/ &lt;br /&gt;
&lt;br /&gt;
for XP or Vista, respectively&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
You still use the root game directory as a development environment, but to play your content you will need to copy your mods to the new designated area. Launcher conveniently does this for your automatically when you compile a map or build a mod, but when you share your content be sure it is clear to users on where exactly to place your mods.&lt;br /&gt;
&lt;br /&gt;
==  Converter ==&lt;br /&gt;
&lt;br /&gt;
After installing your tools, you will need to run &#039;&#039;&#039;Converter&#039;&#039;&#039; at least once before actually using the various tools like Radiant, FX Editor, etc to make sure they operate properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you&#039;re on Vista, you will more than likely need to make sure to change the property on converter.exe to &#039;Run As Administrator&#039; or turn UAC off otherwise converter might not generate all the assets properly.&lt;br /&gt;
&lt;br /&gt;
[[Image:converter_firsttime.jpg|500]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Example_x22.jpg]]&lt;br /&gt;
&lt;br /&gt;
Running Converter generates assets from the &#039;&#039;&#039;GDTs&#039;&#039;&#039; located in the \source_data folder that some of the tools will rely on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The first time you run Converter it may take a few minutes to complete because it&#039;s generating all the assets from the GDTs for the first time.&lt;br /&gt;
&lt;br /&gt;
Converter is an automated process, so just click the Converter button on the Launcher under the Applications tab and let it run. &lt;br /&gt;
&lt;br /&gt;
 [[Image:warning.png]]&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt; &#039;&#039;&#039;ERROR: dll version number does not match converter version&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 You will get that error at the very end of running Converter; it is normal.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Applications&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The applications field gives easy access to launching various applications for the mod tools. Here you can launch the level editor, effects editor, and asset manager. A description for what they are used for is provided for each below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Processes&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When running process through Launcher, they will appear in the bottom left field of Launcher. You can take notice to what processes are taking place, and have the option to end a process if need be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While processes are running, they may spit out information on what exactly they&#039;re doing. You can view this information in the console window on the bottom. Should you ever need to clear the console to perform another action, press the &#039;&#039;&#039;Clear Console&#039;&#039;&#039; button on the bottom of the Applications field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Wiki&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the top right corner of Launcher you will see Wiki. Click that to open up the official Treyarch Mod Support wiki in your web browser (internet access is required). Here you can find the latest information to help you make mods.&lt;br /&gt;
&lt;br /&gt;
==Compile Level Tab==&lt;br /&gt;
&lt;br /&gt;
The “Level Compiling” tab is where you can keep track of your .map files and compile bsp, lighting, paths, and reflections for those .map files.&lt;br /&gt;
&lt;br /&gt;
Launcher can conveniently compile, build your FastFile, and launch your map in-game with one click. You only need to check the options you want to be executed.&lt;br /&gt;
&lt;br /&gt;
===Compile BSP===&lt;br /&gt;
&lt;br /&gt;
Select the level that you wish to compile from the list. In this example I will use the level called “test” which is supplied with the mod tools. First you will need to compile the BSP for the level. This will convert the .map file that is made in the level editor to an optimized format that is read by the game engine. We’ll need to set some options for this found on the right hand side, right next to the list of levels. You can check boxes to tell it to compile BSP, lighting, and paths. If you made any changes to the .map file you’ll need to recompile the BSP. Lighting can be compiled right after the BSP is compiled, or at a later time, as long as the BSP has not changed. Paths can also be compiled later; however AI in single player levels will not work correctly until paths have been compiled. Multiplayer levels never need to compile paths since they are strictly for AI navigation in single player.&lt;br /&gt;
&lt;br /&gt;
Be sure to set up your BSP Options and Light Options before checking the &amp;quot;Compile BSP” option. Most of the time no BSP options will be used but I’ll go over them anyways since occasionally they may need to be used. Some light options are commonly used however.&lt;br /&gt;
&lt;br /&gt;
[[Image:warning.png]] Full light compile is set by default, you may want to use Fast light compile if you&#039;re just doing testing.&lt;br /&gt;
&lt;br /&gt;
====BSP Options====&lt;br /&gt;
&lt;br /&gt;
Check the box for “onlyents” if you would like to do an only entity compile. Onlyents compiles don’t touch brush triggers, geometry, or lighting. This is useful if you want to quickly recompile a map that you only moved an entity in. (Note that if you move a model that casts a shadow, the lighting will not be recompiled by doing onlyents, so your shadow will still be in its old position, not where you moved that model to.)&lt;br /&gt;
&lt;br /&gt;
Check the box for “blocksize”, then set a value to set a custom grid size for regular BSP splits. A value of zero uses the biggest possible size, and is also the default value if this option is left unchecked. Most of the time this option will remain unchecked.&lt;br /&gt;
&lt;br /&gt;
Check the “samplescale” box, and then set a value if you would like to scale all lightmaps. A value of 2 will double the pixel size, a value of 0.5 halves it. Again, this option should remain unchecked in most cases.&lt;br /&gt;
&lt;br /&gt;
The “debugLightMaps” option is a great way to see in-game how the light maps were compiled and how they are being used. Using this option compiles colored light maps and when the level is loaded in-game you will see colored geometry everywhere that contains light maps. Different colors represent a different lightmap texture. This is great for tracking down why you might have encountered lightmap bleeding or seams.&lt;br /&gt;
&lt;br /&gt;
====Light Options====&lt;br /&gt;
&lt;br /&gt;
Most of these options will be unchecked; however I’ll explain them for the rare cases that you may want to use them. Often I use the “fast” option during testing for quick light compiles, but then use “extra” for final release as it gives better lightmap detail.&lt;br /&gt;
&lt;br /&gt;
*Fast Use fast presets for several options (generates lower quality lighting but is much faster)&lt;br /&gt;
*Extra Use high-quality presets for several options (generates high quality lighting but takes longer) &lt;br /&gt;
*ModelShadow Allows model surfaces to cast shadows -NoModelShadow Prevents model surfaces from casting shadows &lt;br /&gt;
*DumpOptions Displays current settings of most parameters &lt;br /&gt;
*Traces Number of traces to do from each sample point &lt;br /&gt;
*BounceFraction Higher values are more washed out, lower values darker &lt;br /&gt;
*Jitter Breaks up aliasing from trace pattern (0 none, 1 max)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have all the options you wish to use, check the “Compile BSP” option to start the compile using your specified options. The BSP will be compile first ( if you chose that option ), then the lighting ( if you chose that option ), then the game will be loaded to compile the AI Paths ( if you chose that option and your level is single player ).&lt;br /&gt;
&lt;br /&gt;
This process can take anywhere from a few seconds to several hours depending on the complexity of your level and the computer you are compiling on. For a frame of reference, most of the retail levels shipped with the game take about 30 minutes to and hour to compile bsp and lighting on quad core CPUs.&lt;br /&gt;
&lt;br /&gt;
Part of lighting is the grid file. Entities (models, players, AI) in a map are lit by the lights in the map. In complex maps (as opposed to small test maps) calculating which lights affect which entities takes a lot of work. To prevent the engine from having to do this in real-time, this information can be written into the bsp using a mapname.grid file. If a map doesn’t have a grid, you will experience harsh hitches when entering new areas where entities are now visible. These hitches feel like texture thrashing. Grids are needed for both single player and multiplayer maps. A map must be recompiled after creating or modifying a grid. Select “make new grid” if you have never done a grid for the selected level, or “edit existing grid” to continue working on one that you previously made. The level will be loaded in grid mode. You’ll see lots of little dots throughout the level. You’ll need to walk around the level and touch as many of the dots as possible. This defines the areas a player will be able to go. For most areas however, you can just place a brush with the lightgrid material on it in CoDWaWRadiant and the touching dots will automatically be collected when the level is compiled. Doing a custom grid is really for certain detail areas. Most of the time you can just place brushes in CoDWaWRadiant to do the work for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compile Reflections===&lt;br /&gt;
&lt;br /&gt;
If your characters weapons and vehicles have red outlines you don’t have any reflection probes compiled for your map. Reflection probes are very important for the look of all shiny things in the game. Place one per room and one in each distinct outdoor area and additional ones near any especially shiny objects. They use memory but its reasonable to have 10-100 of them.&lt;br /&gt;
&lt;br /&gt;
After the BSP and Lighting have been compiled you will want to compile the reflections for the level. In order for reflections to be compiled properly the level needs to contain reflection probe entities throughout the map. Each reflection probe in the level will produce a cube map for that area during the reflection compile. The reflections used throughout the compiled level use the cube map from the nearest reflection probe entity so keep this in mind when you are placing the probes. The reflection probes use portals to determine which is the closest probe so you don’t usually need to worry about an inside probe affecting an outside model through the wall.&lt;br /&gt;
&lt;br /&gt;
Check the “Compile Reflections” option when you are ready to compile the reflections. This step may be skipped if you don’t care about proper reflections during the testing and development phase of a level but it should always be used when you want the level to look top notch. You may also skip this step if you have already compiled the reflection probes for the bsp and you have not made any changes to the reflection probes in the level. On compile it will use old reflection probes. You only need to do this step when it’s the first time you’ve compiled the bsp, or you are making changes to the probes or adding/removing probes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build Fast File===&lt;br /&gt;
&lt;br /&gt;
In order for the level and all of it’s assets to be loaded into the game within a reasonable amount of time a fast file is needed to be made. A fast file is one big file that contains all of the data for the level and all of the assets it uses. Since it is all in one file it can quickly be loaded directly to memory, instead of your hard drive having to search for thousands of files and load them individually which takes much longer.&lt;br /&gt;
&lt;br /&gt;
The first time you try to build the fast file for the level it will tell you that no zone files exist and ask you if you would like to make them. You’ll want to say “yes” at this prompt. Doing so will create [root]\ zone_source\[levelname].csv, where root is the game install path.&lt;br /&gt;
&lt;br /&gt;
Within this .csv file is a list of assets the level uses. It will have some default assets in there that all levels use. This csv is looked at by the fast file builder and all the assets it references will be added to the level’s fast file. The fast file ends up containing the level BSP itself, plus all assets listed in [levelname].csv.&lt;br /&gt;
&lt;br /&gt;
The fast file generated will be created at [root]\zone\[language]\[levelname].ff. This is the file you would want to give your friend or post online when you want to share your level since it contains all of the data used by the level. Anytime you change anything in the level, or any assets used in the level you’ll need to recompile the fast file so that those new or changed assets get put into the fast file for the game to read. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Update Zone File===&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]]  If you have not made a zone source file you will need to make one in [root]\zone_source\[levelname].csv.&lt;br /&gt;
&lt;br /&gt;
Okay so I just talked about what fast files are and how to make them. I mentioned they contain all of the assets used or reference in a level. Suppose you add a new static model to your level, or you give the player a gun through script. These new assets wont be in the fast file, so they won’t actually show up, and may even give errors in the game. &#039;&#039;&#039;Updating the zone file ( the [levelname].csv file ) is necessary to make sure all of these new assets are put into the fast file.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each time the level is ran and tries to load an asset that wasn’t found in the fast file an output file called missingassets.csv is created at [root]\main\missingassets.csv. This file contains a list of assets that the game tried to load but couldn’t (due to them not being stored in the fast file that was used). &#039;&#039;&#039;If missingassets.csv is not being generated then your level fast file and zone source are either up to date with all assets, or you may need to try running the level using the “developer” and “developer_script” option turned on&#039;&#039;&#039; ( enter it via console or set it under the Run Game tab ).&lt;br /&gt;
&lt;br /&gt;
These missing assets need to be added to the [levelname].csv zone file so that they get included next time you build the fast file. This is as simple as copying the asset list from &#039;&#039;&#039;missingassets.csv&#039;&#039;&#039; and pasting them at the bottom of the [levelname].csv zone source file.&lt;br /&gt;
&lt;br /&gt;
The text inside missingassets.csv is all of the assets that were not loaded correctly. Open up your levelname.csv zone source file. Add the missing assets to the zone source by copying and pasting to your zone source file.&lt;br /&gt;
&lt;br /&gt;
 [[Image:Warning.png]] Be sure to not have two assets on the same line. One asset per line is required.&lt;br /&gt;
&lt;br /&gt;
If you update your zone source file, rebuild the fast file, reload the level, and missingassets.csv is telling you more assets are missing, it’s perfectly normal. Often times this process has to be repeated a few times before all missing assets are caught. This is mainly because some assets are referenced by other assets. For instance you may get a weapon as the only missing asset in your level. Missingassets.csv will complain that the weapon isn’t in the fast file; therefore you add it to the zone source and rebuild the fast file. Next time you run the level it may complain about another weapon missing. Well why didn’t it tell me there was 2 missing weapons the first time? The reason is because the second weapon it complained about may be referenced by the first weapon in asset manager, such as an alternate fire mode. The game didn’t know that the second weapon was missing until it had the first weapon loaded correctly and tried to load its second fire mode.&lt;br /&gt;
&lt;br /&gt;
When you’re updating your zone source make sure you run the level a second time or more until missingassets.csv hasn’t changed, or is empty. This will ensure that you’re added all assets that are required.&lt;br /&gt;
&lt;br /&gt;
==Mod Builder Tab==&lt;br /&gt;
&lt;br /&gt;
To make a new mod we first need to make the folders required.  Go to your installation directory and then goto [root]\mods.  If &amp;quot;Mods&amp;quot; does not exist then create the folder.  Inside Mods create a new folder and name it the title of your mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]] This folder is only used for development, when building and running your mod Launcher will automatically copy your mod to the appropriate destination in Documents and Settings or Local Data, depending on what Operating System you&#039;re on.&lt;br /&gt;
&lt;br /&gt;
Now setup the folders inside your mod folder.  Think of this as a mini raw folder just for your mod.  The setup and rules are the same as the raw folder in your mod folder so copy all the assets you want from raw to your mod folder.  If you don&#039;t have a custom model or a custom image then you don&#039;t need those folders, the only folders you need here are the ones for your custom assets only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that your mod is setup we need to create a CSV file for it so mod builder knows what to include in the fast file.&lt;br /&gt;
&lt;br /&gt;
Open ModBuilder (bin/modbuilder.exe).&lt;br /&gt;
&lt;br /&gt;
*Make sure you are under the CSV Creator tab at the top.&amp;lt;br&amp;gt;&lt;br /&gt;
*In the pull down menu for &amp;quot;Mod&amp;quot; select your mod that you just made.&amp;lt;br&amp;gt;&lt;br /&gt;
==&amp;gt; This may take a few minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
*To the right click on &amp;quot;New CSV&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
*A custom mod will have a CSV type of &amp;quot;Blank&amp;quot; and you can name the csv anything you want.&amp;lt;br&amp;gt;&lt;br /&gt;
*Click OK and your done with this screen, your mod is now setup to compile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===IWD reqs===&lt;br /&gt;
&lt;br /&gt;
Your IWD file is essentially your main folder, anything in the IWD files in main go in your mod IWD file.  Everything else goes into your fast file which is explained later.  Items that go into your IWD file include accuracy files, images, and weapon settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb5.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create your IWD file you will first need a zip utility like [http://www.rarlab.com WinRaR].&lt;br /&gt;
&lt;br /&gt;
*Highlight the folders you want to include, right click on one, and select &amp;quot;Add to archive.&amp;quot;.&lt;br /&gt;
*First select &amp;quot;ZIP&amp;quot; from the Archive Format option.&lt;br /&gt;
*Then under Archive name make sure the name is the same as the title of the mod and &#039;&#039;&#039;rename .zip to .iwd.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb4.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Fast File / CSV requirements===&lt;br /&gt;
&lt;br /&gt;
Anything that is not in your IWD file is then included in your fast file.  This includes common items like maps, sounds, scripts, models, materials, soundalises, vision, and FX files.  Since this is made either by the map compiler or mod builder there is no tutorial for this specifically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Explaination of MOD Builder screen===&lt;br /&gt;
&lt;br /&gt;
When creating your mod, first make sure it is selecting the correct mod.  Under &amp;quot;Mod&amp;quot; there is a pull down menu that has all the mods in your Mod directory.  Its rare but make sure the pull down menu next to Mod has the correct CSV file too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Build The Mod:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Build Fast File - Check this to have mod builder go through your asset list and create the fast file with all your information and assets.&lt;br /&gt;
*Verbose Info - Provide extra information that is used mostly for troubleshooting.  Make sure Verbose Info is checked if you copy the log into forums.&lt;br /&gt;
*Build Sound - Used to compile the sound in soundassets.&lt;br /&gt;
*Build IWD File - Builds the IWD file from the files in the far right.&lt;br /&gt;
*Run Game - When all other tasks have completed, run the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Center white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This where you list your assets you want included, there is more information further down.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Right white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of items in your IWD file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where you can copy a log from and shows you the current progress.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:mb6.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Common assets and their mod builder CSV commands===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Xmodel:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 xmodel,NameOfModel&lt;br /&gt;
 raw\xmodel&lt;br /&gt;
 raw\xmodelparts&lt;br /&gt;
 raw\xmodelsurfs&lt;br /&gt;
&lt;br /&gt;
Example: xmodel,tallgrass&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Scripts:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 rawfile,pathToScript\script.gsc&lt;br /&gt;
&lt;br /&gt;
Example: rawfile,maps\mp\_gib.gsc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;SoundAliases:&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,nameOfFile,,loadSpecs&lt;br /&gt;
 soundaliases\fileName.csv&lt;br /&gt;
&lt;br /&gt;
Example:  sound,SoundMod,,all_mp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Sound files:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,pathToFile\fileName&lt;br /&gt;
&lt;br /&gt;
Example: sound,sfx\weapon\smg\cowgun\cowgun_fire&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;FX:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 fx,pathToFx\fxName&lt;br /&gt;
&lt;br /&gt;
Example:  fx,fx\bio\animals\fx_bats_circling&lt;br /&gt;
&lt;br /&gt;
===Building a mod===&lt;br /&gt;
&lt;br /&gt;
Once everything is setup as described, Check the &amp;quot;Build Fast File&amp;quot; option and click on build mod.  If everything is successful then you should be able to go into the game and load your mod from the Mod menu.  If there are issues you cant figure out then rebuild the fast file with Verbose info and post your log into the forums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sending to friends===&lt;br /&gt;
&lt;br /&gt;
Now that you have your mod made I&#039;m sure you want to share it with your friends or the community.  You only need 2 files, your IWD and Fast File.  The best way to zip these up while avoiding confusion is to only have those 2 files in your mod folder and zip including the folder so all the user has to do is drag and drop.  It is also courteous to include a [[Call of Duty 5: Readme file|Readme File]] with your email or website, version number, and credits.&lt;br /&gt;
&lt;br /&gt;
==Run Game Tab==&lt;br /&gt;
&lt;br /&gt;
Runs the selected level or mod in the game. You can turn on developer, developer_script, and cheats by checking the boxes below the button. Developer enabled will turn on a lot of profiling functions as well as errors and missingassets.csv output among other things. Developer_script will provide script debugging and script errors when encountering. Without developer_script enabled script errors will be bypassed. The cheats option turns on cheats allowing the player access to the cheat commands such as god mode and ufo mod which are handy when working on a level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Technical Reference]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3213</id>
		<title>Call of Duty 5: Launcher Overview</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3213"/>
		<updated>2008-11-21T08:47:51Z</updated>

		<summary type="html">&lt;p&gt;One richard: /* Converter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Download Mirrors=&lt;br /&gt;
&lt;br /&gt;
To download the tools, visit any one of the mirror links that have posted the tools:&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;11/20/08 - Released!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Download Mirrors:&#039;&#039;&#039;&lt;br /&gt;
    *[http://www.ausgamers.com/files/details/html/40392 AusGamers]&lt;br /&gt;
    *[http://www.bigdownload.com/about/age-gate/?destination=http%3A%2F%2Fwww.bigdownload.com%2Fgames%2Fcall-of-duty-world-at-war%2Fpc%2Fcall-of-duty-world-at-war-mod-tools%2F Big Download]&lt;br /&gt;
    *[http://www.fileshack.com/file.x/13305/Call+of+Duty:+World+at+War+Mod+Tools FileShack]&lt;br /&gt;
    *[http://www.gamershell.com/download_36192.shtml GamersHell]&lt;br /&gt;
    *[http://downloads.gamezone.com/demos/d25044.htm GameZone]&lt;br /&gt;
    *[http://www.mycallofduty.com/modules.php?name=Forums&amp;amp;file=viewtopic&amp;amp;p=22633#22633 MyCallOfDuty]&lt;br /&gt;
    *[http://www.worthdownloading.com/game.php?gid=3428 WorthDownloading]&lt;br /&gt;
&lt;br /&gt;
=Installation=&lt;br /&gt;
&lt;br /&gt;
After downloading the tools, you will need to unzip them into your root game directory.&lt;br /&gt;
&lt;br /&gt;
After installing the tools, go to &amp;lt;root&amp;gt;\Activision\Call of Duty World At War\bin and start &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Launcher=&lt;br /&gt;
&lt;br /&gt;
Launcher is your user interface for easy compiling, lighting, paths, reflections, lighting grids, and loading levels. It also gives easy access to mod tool applications such as the level editor, effects editor, or asset manager.&lt;br /&gt;
&lt;br /&gt;
To get to Launcher browse to your installation directory, then go to &amp;quot;bin&amp;quot; to find &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;. You may place a shortcut on your desktop by right clicking on the icon for Launcher then going to &amp;quot;&#039;&#039;Send to&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;Desktop&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since Call of Duty World At War is a Games For Windows title, custom content now needs to live in your&lt;br /&gt;
&lt;br /&gt;
 Documents and Settings/YOUR_USERNAME/Local Settings/Application Data/Activision/CoDWaW &lt;br /&gt;
&lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
 AppData/Local Data/Activision/CoDWaW/ &lt;br /&gt;
&lt;br /&gt;
for XP or Vista, respectively&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
You still use the root game directory as a development environment, but to play your content you will need to copy your mods to the new designated area. Launcher conveniently does this for your automatically when you compile a map or build a mod, but when you share your content be sure it is clear to users on where exactly to place your mods.&lt;br /&gt;
&lt;br /&gt;
==  Converter ==&lt;br /&gt;
&lt;br /&gt;
After installing your tools, you will need to run &#039;&#039;&#039;Converter&#039;&#039;&#039; at least once before actually using the various tools like Radiant, FX Editor, etc to make sure they operate properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you&#039;re on Vista, you will more than likely need to make sure to change the property on converter.exe to &#039;Run As Administrator&#039; or turn UAC off otherwise converter might not generate all the assets properly.&lt;br /&gt;
&lt;br /&gt;
[[Image:converter_firsttime.jpg|500]]&lt;br /&gt;
&lt;br /&gt;
Running Converter generates assets from the &#039;&#039;&#039;GDTs&#039;&#039;&#039; located in the \source_data folder that some of the tools will rely on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The first time you run Converter it may take a few minutes to complete because it&#039;s generating all the assets from the GDTs for the first time.&lt;br /&gt;
&lt;br /&gt;
Converter is an automated process, so just click the Converter button on the Launcher under the Applications tab and let it run. &lt;br /&gt;
&lt;br /&gt;
 [[Image:warning.png]]&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt; &#039;&#039;&#039;ERROR: dll version number does not match converter version&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 You will get that error at the very end of running Converter; it is normal.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Applications&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The applications field gives easy access to launching various applications for the mod tools. Here you can launch the level editor, effects editor, and asset manager. A description for what they are used for is provided for each below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Processes&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When running process through Launcher, they will appear in the bottom left field of Launcher. You can take notice to what processes are taking place, and have the option to end a process if need be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While processes are running, they may spit out information on what exactly they&#039;re doing. You can view this information in the console window on the bottom. Should you ever need to clear the console to perform another action, press the &#039;&#039;&#039;Clear Console&#039;&#039;&#039; button on the bottom of the Applications field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Wiki&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the top right corner of Launcher you will see Wiki. Click that to open up the official Treyarch Mod Support wiki in your web browser (internet access is required). Here you can find the latest information to help you make mods.&lt;br /&gt;
&lt;br /&gt;
==Compile Level Tab==&lt;br /&gt;
&lt;br /&gt;
The “Level Compiling” tab is where you can keep track of your .map files and compile bsp, lighting, paths, and reflections for those .map files.&lt;br /&gt;
&lt;br /&gt;
Launcher can conveniently compile, build your FastFile, and launch your map in-game with one click. You only need to check the options you want to be executed.&lt;br /&gt;
&lt;br /&gt;
===Compile BSP===&lt;br /&gt;
&lt;br /&gt;
Select the level that you wish to compile from the list. In this example I will use the level called “test” which is supplied with the mod tools. First you will need to compile the BSP for the level. This will convert the .map file that is made in the level editor to an optimized format that is read by the game engine. We’ll need to set some options for this found on the right hand side, right next to the list of levels. You can check boxes to tell it to compile BSP, lighting, and paths. If you made any changes to the .map file you’ll need to recompile the BSP. Lighting can be compiled right after the BSP is compiled, or at a later time, as long as the BSP has not changed. Paths can also be compiled later; however AI in single player levels will not work correctly until paths have been compiled. Multiplayer levels never need to compile paths since they are strictly for AI navigation in single player.&lt;br /&gt;
&lt;br /&gt;
Be sure to set up your BSP Options and Light Options before checking the &amp;quot;Compile BSP” option. Most of the time no BSP options will be used but I’ll go over them anyways since occasionally they may need to be used. Some light options are commonly used however.&lt;br /&gt;
&lt;br /&gt;
[[Image:warning.png]] Full light compile is set by default, you may want to use Fast light compile if you&#039;re just doing testing.&lt;br /&gt;
&lt;br /&gt;
====BSP Options====&lt;br /&gt;
&lt;br /&gt;
Check the box for “onlyents” if you would like to do an only entity compile. Onlyents compiles don’t touch brush triggers, geometry, or lighting. This is useful if you want to quickly recompile a map that you only moved an entity in. (Note that if you move a model that casts a shadow, the lighting will not be recompiled by doing onlyents, so your shadow will still be in its old position, not where you moved that model to.)&lt;br /&gt;
&lt;br /&gt;
Check the box for “blocksize”, then set a value to set a custom grid size for regular BSP splits. A value of zero uses the biggest possible size, and is also the default value if this option is left unchecked. Most of the time this option will remain unchecked.&lt;br /&gt;
&lt;br /&gt;
Check the “samplescale” box, and then set a value if you would like to scale all lightmaps. A value of 2 will double the pixel size, a value of 0.5 halves it. Again, this option should remain unchecked in most cases.&lt;br /&gt;
&lt;br /&gt;
The “debugLightMaps” option is a great way to see in-game how the light maps were compiled and how they are being used. Using this option compiles colored light maps and when the level is loaded in-game you will see colored geometry everywhere that contains light maps. Different colors represent a different lightmap texture. This is great for tracking down why you might have encountered lightmap bleeding or seams.&lt;br /&gt;
&lt;br /&gt;
====Light Options====&lt;br /&gt;
&lt;br /&gt;
Most of these options will be unchecked; however I’ll explain them for the rare cases that you may want to use them. Often I use the “fast” option during testing for quick light compiles, but then use “extra” for final release as it gives better lightmap detail.&lt;br /&gt;
&lt;br /&gt;
*Fast Use fast presets for several options (generates lower quality lighting but is much faster)&lt;br /&gt;
*Extra Use high-quality presets for several options (generates high quality lighting but takes longer) &lt;br /&gt;
*ModelShadow Allows model surfaces to cast shadows -NoModelShadow Prevents model surfaces from casting shadows &lt;br /&gt;
*DumpOptions Displays current settings of most parameters &lt;br /&gt;
*Traces Number of traces to do from each sample point &lt;br /&gt;
*BounceFraction Higher values are more washed out, lower values darker &lt;br /&gt;
*Jitter Breaks up aliasing from trace pattern (0 none, 1 max)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have all the options you wish to use, check the “Compile BSP” option to start the compile using your specified options. The BSP will be compile first ( if you chose that option ), then the lighting ( if you chose that option ), then the game will be loaded to compile the AI Paths ( if you chose that option and your level is single player ).&lt;br /&gt;
&lt;br /&gt;
This process can take anywhere from a few seconds to several hours depending on the complexity of your level and the computer you are compiling on. For a frame of reference, most of the retail levels shipped with the game take about 30 minutes to and hour to compile bsp and lighting on quad core CPUs.&lt;br /&gt;
&lt;br /&gt;
Part of lighting is the grid file. Entities (models, players, AI) in a map are lit by the lights in the map. In complex maps (as opposed to small test maps) calculating which lights affect which entities takes a lot of work. To prevent the engine from having to do this in real-time, this information can be written into the bsp using a mapname.grid file. If a map doesn’t have a grid, you will experience harsh hitches when entering new areas where entities are now visible. These hitches feel like texture thrashing. Grids are needed for both single player and multiplayer maps. A map must be recompiled after creating or modifying a grid. Select “make new grid” if you have never done a grid for the selected level, or “edit existing grid” to continue working on one that you previously made. The level will be loaded in grid mode. You’ll see lots of little dots throughout the level. You’ll need to walk around the level and touch as many of the dots as possible. This defines the areas a player will be able to go. For most areas however, you can just place a brush with the lightgrid material on it in CoDWaWRadiant and the touching dots will automatically be collected when the level is compiled. Doing a custom grid is really for certain detail areas. Most of the time you can just place brushes in CoDWaWRadiant to do the work for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compile Reflections===&lt;br /&gt;
&lt;br /&gt;
If your characters weapons and vehicles have red outlines you don’t have any reflection probes compiled for your map. Reflection probes are very important for the look of all shiny things in the game. Place one per room and one in each distinct outdoor area and additional ones near any especially shiny objects. They use memory but its reasonable to have 10-100 of them.&lt;br /&gt;
&lt;br /&gt;
After the BSP and Lighting have been compiled you will want to compile the reflections for the level. In order for reflections to be compiled properly the level needs to contain reflection probe entities throughout the map. Each reflection probe in the level will produce a cube map for that area during the reflection compile. The reflections used throughout the compiled level use the cube map from the nearest reflection probe entity so keep this in mind when you are placing the probes. The reflection probes use portals to determine which is the closest probe so you don’t usually need to worry about an inside probe affecting an outside model through the wall.&lt;br /&gt;
&lt;br /&gt;
Check the “Compile Reflections” option when you are ready to compile the reflections. This step may be skipped if you don’t care about proper reflections during the testing and development phase of a level but it should always be used when you want the level to look top notch. You may also skip this step if you have already compiled the reflection probes for the bsp and you have not made any changes to the reflection probes in the level. On compile it will use old reflection probes. You only need to do this step when it’s the first time you’ve compiled the bsp, or you are making changes to the probes or adding/removing probes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build Fast File===&lt;br /&gt;
&lt;br /&gt;
In order for the level and all of it’s assets to be loaded into the game within a reasonable amount of time a fast file is needed to be made. A fast file is one big file that contains all of the data for the level and all of the assets it uses. Since it is all in one file it can quickly be loaded directly to memory, instead of your hard drive having to search for thousands of files and load them individually which takes much longer.&lt;br /&gt;
&lt;br /&gt;
The first time you try to build the fast file for the level it will tell you that no zone files exist and ask you if you would like to make them. You’ll want to say “yes” at this prompt. Doing so will create [root]\ zone_source\[levelname].csv, where root is the game install path.&lt;br /&gt;
&lt;br /&gt;
Within this .csv file is a list of assets the level uses. It will have some default assets in there that all levels use. This csv is looked at by the fast file builder and all the assets it references will be added to the level’s fast file. The fast file ends up containing the level BSP itself, plus all assets listed in [levelname].csv.&lt;br /&gt;
&lt;br /&gt;
The fast file generated will be created at [root]\zone\[language]\[levelname].ff. This is the file you would want to give your friend or post online when you want to share your level since it contains all of the data used by the level. Anytime you change anything in the level, or any assets used in the level you’ll need to recompile the fast file so that those new or changed assets get put into the fast file for the game to read. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Update Zone File===&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]]  If you have not made a zone source file you will need to make one in [root]\zone_source\[levelname].csv.&lt;br /&gt;
&lt;br /&gt;
Okay so I just talked about what fast files are and how to make them. I mentioned they contain all of the assets used or reference in a level. Suppose you add a new static model to your level, or you give the player a gun through script. These new assets wont be in the fast file, so they won’t actually show up, and may even give errors in the game. &#039;&#039;&#039;Updating the zone file ( the [levelname].csv file ) is necessary to make sure all of these new assets are put into the fast file.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each time the level is ran and tries to load an asset that wasn’t found in the fast file an output file called missingassets.csv is created at [root]\main\missingassets.csv. This file contains a list of assets that the game tried to load but couldn’t (due to them not being stored in the fast file that was used). &#039;&#039;&#039;If missingassets.csv is not being generated then your level fast file and zone source are either up to date with all assets, or you may need to try running the level using the “developer” and “developer_script” option turned on&#039;&#039;&#039; ( enter it via console or set it under the Run Game tab ).&lt;br /&gt;
&lt;br /&gt;
These missing assets need to be added to the [levelname].csv zone file so that they get included next time you build the fast file. This is as simple as copying the asset list from &#039;&#039;&#039;missingassets.csv&#039;&#039;&#039; and pasting them at the bottom of the [levelname].csv zone source file.&lt;br /&gt;
&lt;br /&gt;
The text inside missingassets.csv is all of the assets that were not loaded correctly. Open up your levelname.csv zone source file. Add the missing assets to the zone source by copying and pasting to your zone source file.&lt;br /&gt;
&lt;br /&gt;
 [[Image:Warning.png]] Be sure to not have two assets on the same line. One asset per line is required.&lt;br /&gt;
&lt;br /&gt;
If you update your zone source file, rebuild the fast file, reload the level, and missingassets.csv is telling you more assets are missing, it’s perfectly normal. Often times this process has to be repeated a few times before all missing assets are caught. This is mainly because some assets are referenced by other assets. For instance you may get a weapon as the only missing asset in your level. Missingassets.csv will complain that the weapon isn’t in the fast file; therefore you add it to the zone source and rebuild the fast file. Next time you run the level it may complain about another weapon missing. Well why didn’t it tell me there was 2 missing weapons the first time? The reason is because the second weapon it complained about may be referenced by the first weapon in asset manager, such as an alternate fire mode. The game didn’t know that the second weapon was missing until it had the first weapon loaded correctly and tried to load its second fire mode.&lt;br /&gt;
&lt;br /&gt;
When you’re updating your zone source make sure you run the level a second time or more until missingassets.csv hasn’t changed, or is empty. This will ensure that you’re added all assets that are required.&lt;br /&gt;
&lt;br /&gt;
==Mod Builder Tab==&lt;br /&gt;
&lt;br /&gt;
To make a new mod we first need to make the folders required.  Go to your installation directory and then goto [root]\mods.  If &amp;quot;Mods&amp;quot; does not exist then create the folder.  Inside Mods create a new folder and name it the title of your mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]] This folder is only used for development, when building and running your mod Launcher will automatically copy your mod to the appropriate destination in Documents and Settings or Local Data, depending on what Operating System you&#039;re on.&lt;br /&gt;
&lt;br /&gt;
Now setup the folders inside your mod folder.  Think of this as a mini raw folder just for your mod.  The setup and rules are the same as the raw folder in your mod folder so copy all the assets you want from raw to your mod folder.  If you don&#039;t have a custom model or a custom image then you don&#039;t need those folders, the only folders you need here are the ones for your custom assets only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that your mod is setup we need to create a CSV file for it so mod builder knows what to include in the fast file.&lt;br /&gt;
&lt;br /&gt;
Open ModBuilder (bin/modbuilder.exe).&lt;br /&gt;
&lt;br /&gt;
*Make sure you are under the CSV Creator tab at the top.&amp;lt;br&amp;gt;&lt;br /&gt;
*In the pull down menu for &amp;quot;Mod&amp;quot; select your mod that you just made.&amp;lt;br&amp;gt;&lt;br /&gt;
==&amp;gt; This may take a few minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
*To the right click on &amp;quot;New CSV&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
*A custom mod will have a CSV type of &amp;quot;Blank&amp;quot; and you can name the csv anything you want.&amp;lt;br&amp;gt;&lt;br /&gt;
*Click OK and your done with this screen, your mod is now setup to compile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===IWD reqs===&lt;br /&gt;
&lt;br /&gt;
Your IWD file is essentially your main folder, anything in the IWD files in main go in your mod IWD file.  Everything else goes into your fast file which is explained later.  Items that go into your IWD file include accuracy files, images, and weapon settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb5.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create your IWD file you will first need a zip utility like [http://www.rarlab.com WinRaR].&lt;br /&gt;
&lt;br /&gt;
*Highlight the folders you want to include, right click on one, and select &amp;quot;Add to archive.&amp;quot;.&lt;br /&gt;
*First select &amp;quot;ZIP&amp;quot; from the Archive Format option.&lt;br /&gt;
*Then under Archive name make sure the name is the same as the title of the mod and &#039;&#039;&#039;rename .zip to .iwd.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb4.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Fast File / CSV requirements===&lt;br /&gt;
&lt;br /&gt;
Anything that is not in your IWD file is then included in your fast file.  This includes common items like maps, sounds, scripts, models, materials, soundalises, vision, and FX files.  Since this is made either by the map compiler or mod builder there is no tutorial for this specifically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Explaination of MOD Builder screen===&lt;br /&gt;
&lt;br /&gt;
When creating your mod, first make sure it is selecting the correct mod.  Under &amp;quot;Mod&amp;quot; there is a pull down menu that has all the mods in your Mod directory.  Its rare but make sure the pull down menu next to Mod has the correct CSV file too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Build The Mod:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Build Fast File - Check this to have mod builder go through your asset list and create the fast file with all your information and assets.&lt;br /&gt;
*Verbose Info - Provide extra information that is used mostly for troubleshooting.  Make sure Verbose Info is checked if you copy the log into forums.&lt;br /&gt;
*Build Sound - Used to compile the sound in soundassets.&lt;br /&gt;
*Build IWD File - Builds the IWD file from the files in the far right.&lt;br /&gt;
*Run Game - When all other tasks have completed, run the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Center white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This where you list your assets you want included, there is more information further down.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Right white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of items in your IWD file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where you can copy a log from and shows you the current progress.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:mb6.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Common assets and their mod builder CSV commands===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Xmodel:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 xmodel,NameOfModel&lt;br /&gt;
 raw\xmodel&lt;br /&gt;
 raw\xmodelparts&lt;br /&gt;
 raw\xmodelsurfs&lt;br /&gt;
&lt;br /&gt;
Example: xmodel,tallgrass&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Scripts:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 rawfile,pathToScript\script.gsc&lt;br /&gt;
&lt;br /&gt;
Example: rawfile,maps\mp\_gib.gsc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;SoundAliases:&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,nameOfFile,,loadSpecs&lt;br /&gt;
 soundaliases\fileName.csv&lt;br /&gt;
&lt;br /&gt;
Example:  sound,SoundMod,,all_mp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Sound files:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,pathToFile\fileName&lt;br /&gt;
&lt;br /&gt;
Example: sound,sfx\weapon\smg\cowgun\cowgun_fire&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;FX:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 fx,pathToFx\fxName&lt;br /&gt;
&lt;br /&gt;
Example:  fx,fx\bio\animals\fx_bats_circling&lt;br /&gt;
&lt;br /&gt;
===Building a mod===&lt;br /&gt;
&lt;br /&gt;
Once everything is setup as described, Check the &amp;quot;Build Fast File&amp;quot; option and click on build mod.  If everything is successful then you should be able to go into the game and load your mod from the Mod menu.  If there are issues you cant figure out then rebuild the fast file with Verbose info and post your log into the forums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sending to friends===&lt;br /&gt;
&lt;br /&gt;
Now that you have your mod made I&#039;m sure you want to share it with your friends or the community.  You only need 2 files, your IWD and Fast File.  The best way to zip these up while avoiding confusion is to only have those 2 files in your mod folder and zip including the folder so all the user has to do is drag and drop.  It is also courteous to include a [[Call of Duty 5: Readme file|Readme File]] with your email or website, version number, and credits.&lt;br /&gt;
&lt;br /&gt;
==Run Game Tab==&lt;br /&gt;
&lt;br /&gt;
Runs the selected level or mod in the game. You can turn on developer, developer_script, and cheats by checking the boxes below the button. Developer enabled will turn on a lot of profiling functions as well as errors and missingassets.csv output among other things. Developer_script will provide script debugging and script errors when encountering. Without developer_script enabled script errors will be bypassed. The cheats option turns on cheats allowing the player access to the cheat commands such as god mode and ufo mod which are handy when working on a level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Technical Reference]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3212</id>
		<title>Call of Duty 5: Launcher Overview</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3212"/>
		<updated>2008-11-21T08:47:29Z</updated>

		<summary type="html">&lt;p&gt;One richard: /* Converter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Download Mirrors=&lt;br /&gt;
&lt;br /&gt;
To download the tools, visit any one of the mirror links that have posted the tools:&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;11/20/08 - Released!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Download Mirrors:&#039;&#039;&#039;&lt;br /&gt;
    *[http://www.ausgamers.com/files/details/html/40392 AusGamers]&lt;br /&gt;
    *[http://www.bigdownload.com/about/age-gate/?destination=http%3A%2F%2Fwww.bigdownload.com%2Fgames%2Fcall-of-duty-world-at-war%2Fpc%2Fcall-of-duty-world-at-war-mod-tools%2F Big Download]&lt;br /&gt;
    *[http://www.fileshack.com/file.x/13305/Call+of+Duty:+World+at+War+Mod+Tools FileShack]&lt;br /&gt;
    *[http://www.gamershell.com/download_36192.shtml GamersHell]&lt;br /&gt;
    *[http://downloads.gamezone.com/demos/d25044.htm GameZone]&lt;br /&gt;
    *[http://www.mycallofduty.com/modules.php?name=Forums&amp;amp;file=viewtopic&amp;amp;p=22633#22633 MyCallOfDuty]&lt;br /&gt;
    *[http://www.worthdownloading.com/game.php?gid=3428 WorthDownloading]&lt;br /&gt;
&lt;br /&gt;
=Installation=&lt;br /&gt;
&lt;br /&gt;
After downloading the tools, you will need to unzip them into your root game directory.&lt;br /&gt;
&lt;br /&gt;
After installing the tools, go to &amp;lt;root&amp;gt;\Activision\Call of Duty World At War\bin and start &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Launcher=&lt;br /&gt;
&lt;br /&gt;
Launcher is your user interface for easy compiling, lighting, paths, reflections, lighting grids, and loading levels. It also gives easy access to mod tool applications such as the level editor, effects editor, or asset manager.&lt;br /&gt;
&lt;br /&gt;
To get to Launcher browse to your installation directory, then go to &amp;quot;bin&amp;quot; to find &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;. You may place a shortcut on your desktop by right clicking on the icon for Launcher then going to &amp;quot;&#039;&#039;Send to&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;Desktop&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since Call of Duty World At War is a Games For Windows title, custom content now needs to live in your&lt;br /&gt;
&lt;br /&gt;
 Documents and Settings/YOUR_USERNAME/Local Settings/Application Data/Activision/CoDWaW &lt;br /&gt;
&lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
 AppData/Local Data/Activision/CoDWaW/ &lt;br /&gt;
&lt;br /&gt;
for XP or Vista, respectively&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
You still use the root game directory as a development environment, but to play your content you will need to copy your mods to the new designated area. Launcher conveniently does this for your automatically when you compile a map or build a mod, but when you share your content be sure it is clear to users on where exactly to place your mods.&lt;br /&gt;
&lt;br /&gt;
==  Converter ==&lt;br /&gt;
&lt;br /&gt;
After installing your tools, you will need to run &#039;&#039;&#039;Converter&#039;&#039;&#039; at least once before actually using the various tools like Radiant, FX Editor, etc to make sure they operate properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you&#039;re on Vista, you will more than likely need to make sure to change the property on converter.exe to &#039;Run As Administrator&#039; or turn UAC off otherwise converter might not generate all the assets properly.&lt;br /&gt;
&lt;br /&gt;
[[Image:converter_firsttime.jpg|600]]&lt;br /&gt;
&lt;br /&gt;
Running Converter generates assets from the &#039;&#039;&#039;GDTs&#039;&#039;&#039; located in the \source_data folder that some of the tools will rely on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The first time you run Converter it may take a few minutes to complete because it&#039;s generating all the assets from the GDTs for the first time.&lt;br /&gt;
&lt;br /&gt;
Converter is an automated process, so just click the Converter button on the Launcher under the Applications tab and let it run. &lt;br /&gt;
&lt;br /&gt;
 [[Image:warning.png]]&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt; &#039;&#039;&#039;ERROR: dll version number does not match converter version&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 You will get that error at the very end of running Converter; it is normal.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Applications&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The applications field gives easy access to launching various applications for the mod tools. Here you can launch the level editor, effects editor, and asset manager. A description for what they are used for is provided for each below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Processes&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When running process through Launcher, they will appear in the bottom left field of Launcher. You can take notice to what processes are taking place, and have the option to end a process if need be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While processes are running, they may spit out information on what exactly they&#039;re doing. You can view this information in the console window on the bottom. Should you ever need to clear the console to perform another action, press the &#039;&#039;&#039;Clear Console&#039;&#039;&#039; button on the bottom of the Applications field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Wiki&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the top right corner of Launcher you will see Wiki. Click that to open up the official Treyarch Mod Support wiki in your web browser (internet access is required). Here you can find the latest information to help you make mods.&lt;br /&gt;
&lt;br /&gt;
==Compile Level Tab==&lt;br /&gt;
&lt;br /&gt;
The “Level Compiling” tab is where you can keep track of your .map files and compile bsp, lighting, paths, and reflections for those .map files.&lt;br /&gt;
&lt;br /&gt;
Launcher can conveniently compile, build your FastFile, and launch your map in-game with one click. You only need to check the options you want to be executed.&lt;br /&gt;
&lt;br /&gt;
===Compile BSP===&lt;br /&gt;
&lt;br /&gt;
Select the level that you wish to compile from the list. In this example I will use the level called “test” which is supplied with the mod tools. First you will need to compile the BSP for the level. This will convert the .map file that is made in the level editor to an optimized format that is read by the game engine. We’ll need to set some options for this found on the right hand side, right next to the list of levels. You can check boxes to tell it to compile BSP, lighting, and paths. If you made any changes to the .map file you’ll need to recompile the BSP. Lighting can be compiled right after the BSP is compiled, or at a later time, as long as the BSP has not changed. Paths can also be compiled later; however AI in single player levels will not work correctly until paths have been compiled. Multiplayer levels never need to compile paths since they are strictly for AI navigation in single player.&lt;br /&gt;
&lt;br /&gt;
Be sure to set up your BSP Options and Light Options before checking the &amp;quot;Compile BSP” option. Most of the time no BSP options will be used but I’ll go over them anyways since occasionally they may need to be used. Some light options are commonly used however.&lt;br /&gt;
&lt;br /&gt;
[[Image:warning.png]] Full light compile is set by default, you may want to use Fast light compile if you&#039;re just doing testing.&lt;br /&gt;
&lt;br /&gt;
====BSP Options====&lt;br /&gt;
&lt;br /&gt;
Check the box for “onlyents” if you would like to do an only entity compile. Onlyents compiles don’t touch brush triggers, geometry, or lighting. This is useful if you want to quickly recompile a map that you only moved an entity in. (Note that if you move a model that casts a shadow, the lighting will not be recompiled by doing onlyents, so your shadow will still be in its old position, not where you moved that model to.)&lt;br /&gt;
&lt;br /&gt;
Check the box for “blocksize”, then set a value to set a custom grid size for regular BSP splits. A value of zero uses the biggest possible size, and is also the default value if this option is left unchecked. Most of the time this option will remain unchecked.&lt;br /&gt;
&lt;br /&gt;
Check the “samplescale” box, and then set a value if you would like to scale all lightmaps. A value of 2 will double the pixel size, a value of 0.5 halves it. Again, this option should remain unchecked in most cases.&lt;br /&gt;
&lt;br /&gt;
The “debugLightMaps” option is a great way to see in-game how the light maps were compiled and how they are being used. Using this option compiles colored light maps and when the level is loaded in-game you will see colored geometry everywhere that contains light maps. Different colors represent a different lightmap texture. This is great for tracking down why you might have encountered lightmap bleeding or seams.&lt;br /&gt;
&lt;br /&gt;
====Light Options====&lt;br /&gt;
&lt;br /&gt;
Most of these options will be unchecked; however I’ll explain them for the rare cases that you may want to use them. Often I use the “fast” option during testing for quick light compiles, but then use “extra” for final release as it gives better lightmap detail.&lt;br /&gt;
&lt;br /&gt;
*Fast Use fast presets for several options (generates lower quality lighting but is much faster)&lt;br /&gt;
*Extra Use high-quality presets for several options (generates high quality lighting but takes longer) &lt;br /&gt;
*ModelShadow Allows model surfaces to cast shadows -NoModelShadow Prevents model surfaces from casting shadows &lt;br /&gt;
*DumpOptions Displays current settings of most parameters &lt;br /&gt;
*Traces Number of traces to do from each sample point &lt;br /&gt;
*BounceFraction Higher values are more washed out, lower values darker &lt;br /&gt;
*Jitter Breaks up aliasing from trace pattern (0 none, 1 max)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have all the options you wish to use, check the “Compile BSP” option to start the compile using your specified options. The BSP will be compile first ( if you chose that option ), then the lighting ( if you chose that option ), then the game will be loaded to compile the AI Paths ( if you chose that option and your level is single player ).&lt;br /&gt;
&lt;br /&gt;
This process can take anywhere from a few seconds to several hours depending on the complexity of your level and the computer you are compiling on. For a frame of reference, most of the retail levels shipped with the game take about 30 minutes to and hour to compile bsp and lighting on quad core CPUs.&lt;br /&gt;
&lt;br /&gt;
Part of lighting is the grid file. Entities (models, players, AI) in a map are lit by the lights in the map. In complex maps (as opposed to small test maps) calculating which lights affect which entities takes a lot of work. To prevent the engine from having to do this in real-time, this information can be written into the bsp using a mapname.grid file. If a map doesn’t have a grid, you will experience harsh hitches when entering new areas where entities are now visible. These hitches feel like texture thrashing. Grids are needed for both single player and multiplayer maps. A map must be recompiled after creating or modifying a grid. Select “make new grid” if you have never done a grid for the selected level, or “edit existing grid” to continue working on one that you previously made. The level will be loaded in grid mode. You’ll see lots of little dots throughout the level. You’ll need to walk around the level and touch as many of the dots as possible. This defines the areas a player will be able to go. For most areas however, you can just place a brush with the lightgrid material on it in CoDWaWRadiant and the touching dots will automatically be collected when the level is compiled. Doing a custom grid is really for certain detail areas. Most of the time you can just place brushes in CoDWaWRadiant to do the work for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compile Reflections===&lt;br /&gt;
&lt;br /&gt;
If your characters weapons and vehicles have red outlines you don’t have any reflection probes compiled for your map. Reflection probes are very important for the look of all shiny things in the game. Place one per room and one in each distinct outdoor area and additional ones near any especially shiny objects. They use memory but its reasonable to have 10-100 of them.&lt;br /&gt;
&lt;br /&gt;
After the BSP and Lighting have been compiled you will want to compile the reflections for the level. In order for reflections to be compiled properly the level needs to contain reflection probe entities throughout the map. Each reflection probe in the level will produce a cube map for that area during the reflection compile. The reflections used throughout the compiled level use the cube map from the nearest reflection probe entity so keep this in mind when you are placing the probes. The reflection probes use portals to determine which is the closest probe so you don’t usually need to worry about an inside probe affecting an outside model through the wall.&lt;br /&gt;
&lt;br /&gt;
Check the “Compile Reflections” option when you are ready to compile the reflections. This step may be skipped if you don’t care about proper reflections during the testing and development phase of a level but it should always be used when you want the level to look top notch. You may also skip this step if you have already compiled the reflection probes for the bsp and you have not made any changes to the reflection probes in the level. On compile it will use old reflection probes. You only need to do this step when it’s the first time you’ve compiled the bsp, or you are making changes to the probes or adding/removing probes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build Fast File===&lt;br /&gt;
&lt;br /&gt;
In order for the level and all of it’s assets to be loaded into the game within a reasonable amount of time a fast file is needed to be made. A fast file is one big file that contains all of the data for the level and all of the assets it uses. Since it is all in one file it can quickly be loaded directly to memory, instead of your hard drive having to search for thousands of files and load them individually which takes much longer.&lt;br /&gt;
&lt;br /&gt;
The first time you try to build the fast file for the level it will tell you that no zone files exist and ask you if you would like to make them. You’ll want to say “yes” at this prompt. Doing so will create [root]\ zone_source\[levelname].csv, where root is the game install path.&lt;br /&gt;
&lt;br /&gt;
Within this .csv file is a list of assets the level uses. It will have some default assets in there that all levels use. This csv is looked at by the fast file builder and all the assets it references will be added to the level’s fast file. The fast file ends up containing the level BSP itself, plus all assets listed in [levelname].csv.&lt;br /&gt;
&lt;br /&gt;
The fast file generated will be created at [root]\zone\[language]\[levelname].ff. This is the file you would want to give your friend or post online when you want to share your level since it contains all of the data used by the level. Anytime you change anything in the level, or any assets used in the level you’ll need to recompile the fast file so that those new or changed assets get put into the fast file for the game to read. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Update Zone File===&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]]  If you have not made a zone source file you will need to make one in [root]\zone_source\[levelname].csv.&lt;br /&gt;
&lt;br /&gt;
Okay so I just talked about what fast files are and how to make them. I mentioned they contain all of the assets used or reference in a level. Suppose you add a new static model to your level, or you give the player a gun through script. These new assets wont be in the fast file, so they won’t actually show up, and may even give errors in the game. &#039;&#039;&#039;Updating the zone file ( the [levelname].csv file ) is necessary to make sure all of these new assets are put into the fast file.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each time the level is ran and tries to load an asset that wasn’t found in the fast file an output file called missingassets.csv is created at [root]\main\missingassets.csv. This file contains a list of assets that the game tried to load but couldn’t (due to them not being stored in the fast file that was used). &#039;&#039;&#039;If missingassets.csv is not being generated then your level fast file and zone source are either up to date with all assets, or you may need to try running the level using the “developer” and “developer_script” option turned on&#039;&#039;&#039; ( enter it via console or set it under the Run Game tab ).&lt;br /&gt;
&lt;br /&gt;
These missing assets need to be added to the [levelname].csv zone file so that they get included next time you build the fast file. This is as simple as copying the asset list from &#039;&#039;&#039;missingassets.csv&#039;&#039;&#039; and pasting them at the bottom of the [levelname].csv zone source file.&lt;br /&gt;
&lt;br /&gt;
The text inside missingassets.csv is all of the assets that were not loaded correctly. Open up your levelname.csv zone source file. Add the missing assets to the zone source by copying and pasting to your zone source file.&lt;br /&gt;
&lt;br /&gt;
 [[Image:Warning.png]] Be sure to not have two assets on the same line. One asset per line is required.&lt;br /&gt;
&lt;br /&gt;
If you update your zone source file, rebuild the fast file, reload the level, and missingassets.csv is telling you more assets are missing, it’s perfectly normal. Often times this process has to be repeated a few times before all missing assets are caught. This is mainly because some assets are referenced by other assets. For instance you may get a weapon as the only missing asset in your level. Missingassets.csv will complain that the weapon isn’t in the fast file; therefore you add it to the zone source and rebuild the fast file. Next time you run the level it may complain about another weapon missing. Well why didn’t it tell me there was 2 missing weapons the first time? The reason is because the second weapon it complained about may be referenced by the first weapon in asset manager, such as an alternate fire mode. The game didn’t know that the second weapon was missing until it had the first weapon loaded correctly and tried to load its second fire mode.&lt;br /&gt;
&lt;br /&gt;
When you’re updating your zone source make sure you run the level a second time or more until missingassets.csv hasn’t changed, or is empty. This will ensure that you’re added all assets that are required.&lt;br /&gt;
&lt;br /&gt;
==Mod Builder Tab==&lt;br /&gt;
&lt;br /&gt;
To make a new mod we first need to make the folders required.  Go to your installation directory and then goto [root]\mods.  If &amp;quot;Mods&amp;quot; does not exist then create the folder.  Inside Mods create a new folder and name it the title of your mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]] This folder is only used for development, when building and running your mod Launcher will automatically copy your mod to the appropriate destination in Documents and Settings or Local Data, depending on what Operating System you&#039;re on.&lt;br /&gt;
&lt;br /&gt;
Now setup the folders inside your mod folder.  Think of this as a mini raw folder just for your mod.  The setup and rules are the same as the raw folder in your mod folder so copy all the assets you want from raw to your mod folder.  If you don&#039;t have a custom model or a custom image then you don&#039;t need those folders, the only folders you need here are the ones for your custom assets only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that your mod is setup we need to create a CSV file for it so mod builder knows what to include in the fast file.&lt;br /&gt;
&lt;br /&gt;
Open ModBuilder (bin/modbuilder.exe).&lt;br /&gt;
&lt;br /&gt;
*Make sure you are under the CSV Creator tab at the top.&amp;lt;br&amp;gt;&lt;br /&gt;
*In the pull down menu for &amp;quot;Mod&amp;quot; select your mod that you just made.&amp;lt;br&amp;gt;&lt;br /&gt;
==&amp;gt; This may take a few minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
*To the right click on &amp;quot;New CSV&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
*A custom mod will have a CSV type of &amp;quot;Blank&amp;quot; and you can name the csv anything you want.&amp;lt;br&amp;gt;&lt;br /&gt;
*Click OK and your done with this screen, your mod is now setup to compile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===IWD reqs===&lt;br /&gt;
&lt;br /&gt;
Your IWD file is essentially your main folder, anything in the IWD files in main go in your mod IWD file.  Everything else goes into your fast file which is explained later.  Items that go into your IWD file include accuracy files, images, and weapon settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb5.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create your IWD file you will first need a zip utility like [http://www.rarlab.com WinRaR].&lt;br /&gt;
&lt;br /&gt;
*Highlight the folders you want to include, right click on one, and select &amp;quot;Add to archive.&amp;quot;.&lt;br /&gt;
*First select &amp;quot;ZIP&amp;quot; from the Archive Format option.&lt;br /&gt;
*Then under Archive name make sure the name is the same as the title of the mod and &#039;&#039;&#039;rename .zip to .iwd.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb4.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Fast File / CSV requirements===&lt;br /&gt;
&lt;br /&gt;
Anything that is not in your IWD file is then included in your fast file.  This includes common items like maps, sounds, scripts, models, materials, soundalises, vision, and FX files.  Since this is made either by the map compiler or mod builder there is no tutorial for this specifically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Explaination of MOD Builder screen===&lt;br /&gt;
&lt;br /&gt;
When creating your mod, first make sure it is selecting the correct mod.  Under &amp;quot;Mod&amp;quot; there is a pull down menu that has all the mods in your Mod directory.  Its rare but make sure the pull down menu next to Mod has the correct CSV file too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Build The Mod:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Build Fast File - Check this to have mod builder go through your asset list and create the fast file with all your information and assets.&lt;br /&gt;
*Verbose Info - Provide extra information that is used mostly for troubleshooting.  Make sure Verbose Info is checked if you copy the log into forums.&lt;br /&gt;
*Build Sound - Used to compile the sound in soundassets.&lt;br /&gt;
*Build IWD File - Builds the IWD file from the files in the far right.&lt;br /&gt;
*Run Game - When all other tasks have completed, run the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Center white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This where you list your assets you want included, there is more information further down.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Right white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of items in your IWD file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where you can copy a log from and shows you the current progress.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:mb6.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Common assets and their mod builder CSV commands===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Xmodel:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 xmodel,NameOfModel&lt;br /&gt;
 raw\xmodel&lt;br /&gt;
 raw\xmodelparts&lt;br /&gt;
 raw\xmodelsurfs&lt;br /&gt;
&lt;br /&gt;
Example: xmodel,tallgrass&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Scripts:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 rawfile,pathToScript\script.gsc&lt;br /&gt;
&lt;br /&gt;
Example: rawfile,maps\mp\_gib.gsc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;SoundAliases:&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,nameOfFile,,loadSpecs&lt;br /&gt;
 soundaliases\fileName.csv&lt;br /&gt;
&lt;br /&gt;
Example:  sound,SoundMod,,all_mp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Sound files:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,pathToFile\fileName&lt;br /&gt;
&lt;br /&gt;
Example: sound,sfx\weapon\smg\cowgun\cowgun_fire&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;FX:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 fx,pathToFx\fxName&lt;br /&gt;
&lt;br /&gt;
Example:  fx,fx\bio\animals\fx_bats_circling&lt;br /&gt;
&lt;br /&gt;
===Building a mod===&lt;br /&gt;
&lt;br /&gt;
Once everything is setup as described, Check the &amp;quot;Build Fast File&amp;quot; option and click on build mod.  If everything is successful then you should be able to go into the game and load your mod from the Mod menu.  If there are issues you cant figure out then rebuild the fast file with Verbose info and post your log into the forums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sending to friends===&lt;br /&gt;
&lt;br /&gt;
Now that you have your mod made I&#039;m sure you want to share it with your friends or the community.  You only need 2 files, your IWD and Fast File.  The best way to zip these up while avoiding confusion is to only have those 2 files in your mod folder and zip including the folder so all the user has to do is drag and drop.  It is also courteous to include a [[Call of Duty 5: Readme file|Readme File]] with your email or website, version number, and credits.&lt;br /&gt;
&lt;br /&gt;
==Run Game Tab==&lt;br /&gt;
&lt;br /&gt;
Runs the selected level or mod in the game. You can turn on developer, developer_script, and cheats by checking the boxes below the button. Developer enabled will turn on a lot of profiling functions as well as errors and missingassets.csv output among other things. Developer_script will provide script debugging and script errors when encountering. Without developer_script enabled script errors will be bypassed. The cheats option turns on cheats allowing the player access to the cheat commands such as god mode and ufo mod which are handy when working on a level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Technical Reference]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=File:Converter_firsttime.jpg&amp;diff=3211</id>
		<title>File:Converter firsttime.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=File:Converter_firsttime.jpg&amp;diff=3211"/>
		<updated>2008-11-21T08:45:46Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3210</id>
		<title>Call of Duty 5: Launcher Overview</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3210"/>
		<updated>2008-11-21T08:42:46Z</updated>

		<summary type="html">&lt;p&gt;One richard: /* Launcher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Download Mirrors=&lt;br /&gt;
&lt;br /&gt;
To download the tools, visit any one of the mirror links that have posted the tools:&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;11/20/08 - Released!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Download Mirrors:&#039;&#039;&#039;&lt;br /&gt;
    *[http://www.ausgamers.com/files/details/html/40392 AusGamers]&lt;br /&gt;
    *[http://www.bigdownload.com/about/age-gate/?destination=http%3A%2F%2Fwww.bigdownload.com%2Fgames%2Fcall-of-duty-world-at-war%2Fpc%2Fcall-of-duty-world-at-war-mod-tools%2F Big Download]&lt;br /&gt;
    *[http://www.fileshack.com/file.x/13305/Call+of+Duty:+World+at+War+Mod+Tools FileShack]&lt;br /&gt;
    *[http://www.gamershell.com/download_36192.shtml GamersHell]&lt;br /&gt;
    *[http://downloads.gamezone.com/demos/d25044.htm GameZone]&lt;br /&gt;
    *[http://www.mycallofduty.com/modules.php?name=Forums&amp;amp;file=viewtopic&amp;amp;p=22633#22633 MyCallOfDuty]&lt;br /&gt;
    *[http://www.worthdownloading.com/game.php?gid=3428 WorthDownloading]&lt;br /&gt;
&lt;br /&gt;
=Installation=&lt;br /&gt;
&lt;br /&gt;
After downloading the tools, you will need to unzip them into your root game directory.&lt;br /&gt;
&lt;br /&gt;
After installing the tools, go to &amp;lt;root&amp;gt;\Activision\Call of Duty World At War\bin and start &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Launcher=&lt;br /&gt;
&lt;br /&gt;
Launcher is your user interface for easy compiling, lighting, paths, reflections, lighting grids, and loading levels. It also gives easy access to mod tool applications such as the level editor, effects editor, or asset manager.&lt;br /&gt;
&lt;br /&gt;
To get to Launcher browse to your installation directory, then go to &amp;quot;bin&amp;quot; to find &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;. You may place a shortcut on your desktop by right clicking on the icon for Launcher then going to &amp;quot;&#039;&#039;Send to&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;Desktop&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since Call of Duty World At War is a Games For Windows title, custom content now needs to live in your&lt;br /&gt;
&lt;br /&gt;
 Documents and Settings/YOUR_USERNAME/Local Settings/Application Data/Activision/CoDWaW &lt;br /&gt;
&lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
 AppData/Local Data/Activision/CoDWaW/ &lt;br /&gt;
&lt;br /&gt;
for XP or Vista, respectively&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
You still use the root game directory as a development environment, but to play your content you will need to copy your mods to the new designated area. Launcher conveniently does this for your automatically when you compile a map or build a mod, but when you share your content be sure it is clear to users on where exactly to place your mods.&lt;br /&gt;
&lt;br /&gt;
==  Converter ==&lt;br /&gt;
&lt;br /&gt;
After installing your tools, you will need to run &#039;&#039;&#039;Converter&#039;&#039;&#039; at least once before actually using the various tools like Radiant, FX Editor, etc to make sure they operate properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you&#039;re on Vista, you will more than likely need to make sure to change the property on converter.exe to &#039;Run As Administrator&#039; or turn UAC off otherwise converter might not generate all the assets properly.&lt;br /&gt;
&lt;br /&gt;
[[Image:converter_firsttime.jpg]]&lt;br /&gt;
&lt;br /&gt;
Running Converter generates assets from the &#039;&#039;&#039;GDTs&#039;&#039;&#039; located in the \source_data folder that some of the tools will rely on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The first time you run Converter it may take a few minutes to complete because it&#039;s generating all the assets from the GDTs for the first time.&lt;br /&gt;
&lt;br /&gt;
Converter is an automated process, so just click the Converter button on the Launcher under the Applications tab and let it run. &lt;br /&gt;
&lt;br /&gt;
 [[Image:warning.png]]&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt; &#039;&#039;&#039;ERROR: dll version number does not match converter version&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 You will get that error at the very end of running Converter; it is normal.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Applications&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The applications field gives easy access to launching various applications for the mod tools. Here you can launch the level editor, effects editor, and asset manager. A description for what they are used for is provided for each below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Processes&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When running process through Launcher, they will appear in the bottom left field of Launcher. You can take notice to what processes are taking place, and have the option to end a process if need be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While processes are running, they may spit out information on what exactly they&#039;re doing. You can view this information in the console window on the bottom. Should you ever need to clear the console to perform another action, press the &#039;&#039;&#039;Clear Console&#039;&#039;&#039; button on the bottom of the Applications field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Wiki&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the top right corner of Launcher you will see Wiki. Click that to open up the official Treyarch Mod Support wiki in your web browser (internet access is required). Here you can find the latest information to help you make mods.&lt;br /&gt;
&lt;br /&gt;
==Compile Level Tab==&lt;br /&gt;
&lt;br /&gt;
The “Level Compiling” tab is where you can keep track of your .map files and compile bsp, lighting, paths, and reflections for those .map files.&lt;br /&gt;
&lt;br /&gt;
Launcher can conveniently compile, build your FastFile, and launch your map in-game with one click. You only need to check the options you want to be executed.&lt;br /&gt;
&lt;br /&gt;
===Compile BSP===&lt;br /&gt;
&lt;br /&gt;
Select the level that you wish to compile from the list. In this example I will use the level called “test” which is supplied with the mod tools. First you will need to compile the BSP for the level. This will convert the .map file that is made in the level editor to an optimized format that is read by the game engine. We’ll need to set some options for this found on the right hand side, right next to the list of levels. You can check boxes to tell it to compile BSP, lighting, and paths. If you made any changes to the .map file you’ll need to recompile the BSP. Lighting can be compiled right after the BSP is compiled, or at a later time, as long as the BSP has not changed. Paths can also be compiled later; however AI in single player levels will not work correctly until paths have been compiled. Multiplayer levels never need to compile paths since they are strictly for AI navigation in single player.&lt;br /&gt;
&lt;br /&gt;
Be sure to set up your BSP Options and Light Options before checking the &amp;quot;Compile BSP” option. Most of the time no BSP options will be used but I’ll go over them anyways since occasionally they may need to be used. Some light options are commonly used however.&lt;br /&gt;
&lt;br /&gt;
[[Image:warning.png]] Full light compile is set by default, you may want to use Fast light compile if you&#039;re just doing testing.&lt;br /&gt;
&lt;br /&gt;
====BSP Options====&lt;br /&gt;
&lt;br /&gt;
Check the box for “onlyents” if you would like to do an only entity compile. Onlyents compiles don’t touch brush triggers, geometry, or lighting. This is useful if you want to quickly recompile a map that you only moved an entity in. (Note that if you move a model that casts a shadow, the lighting will not be recompiled by doing onlyents, so your shadow will still be in its old position, not where you moved that model to.)&lt;br /&gt;
&lt;br /&gt;
Check the box for “blocksize”, then set a value to set a custom grid size for regular BSP splits. A value of zero uses the biggest possible size, and is also the default value if this option is left unchecked. Most of the time this option will remain unchecked.&lt;br /&gt;
&lt;br /&gt;
Check the “samplescale” box, and then set a value if you would like to scale all lightmaps. A value of 2 will double the pixel size, a value of 0.5 halves it. Again, this option should remain unchecked in most cases.&lt;br /&gt;
&lt;br /&gt;
The “debugLightMaps” option is a great way to see in-game how the light maps were compiled and how they are being used. Using this option compiles colored light maps and when the level is loaded in-game you will see colored geometry everywhere that contains light maps. Different colors represent a different lightmap texture. This is great for tracking down why you might have encountered lightmap bleeding or seams.&lt;br /&gt;
&lt;br /&gt;
====Light Options====&lt;br /&gt;
&lt;br /&gt;
Most of these options will be unchecked; however I’ll explain them for the rare cases that you may want to use them. Often I use the “fast” option during testing for quick light compiles, but then use “extra” for final release as it gives better lightmap detail.&lt;br /&gt;
&lt;br /&gt;
*Fast Use fast presets for several options (generates lower quality lighting but is much faster)&lt;br /&gt;
*Extra Use high-quality presets for several options (generates high quality lighting but takes longer) &lt;br /&gt;
*ModelShadow Allows model surfaces to cast shadows -NoModelShadow Prevents model surfaces from casting shadows &lt;br /&gt;
*DumpOptions Displays current settings of most parameters &lt;br /&gt;
*Traces Number of traces to do from each sample point &lt;br /&gt;
*BounceFraction Higher values are more washed out, lower values darker &lt;br /&gt;
*Jitter Breaks up aliasing from trace pattern (0 none, 1 max)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have all the options you wish to use, check the “Compile BSP” option to start the compile using your specified options. The BSP will be compile first ( if you chose that option ), then the lighting ( if you chose that option ), then the game will be loaded to compile the AI Paths ( if you chose that option and your level is single player ).&lt;br /&gt;
&lt;br /&gt;
This process can take anywhere from a few seconds to several hours depending on the complexity of your level and the computer you are compiling on. For a frame of reference, most of the retail levels shipped with the game take about 30 minutes to and hour to compile bsp and lighting on quad core CPUs.&lt;br /&gt;
&lt;br /&gt;
Part of lighting is the grid file. Entities (models, players, AI) in a map are lit by the lights in the map. In complex maps (as opposed to small test maps) calculating which lights affect which entities takes a lot of work. To prevent the engine from having to do this in real-time, this information can be written into the bsp using a mapname.grid file. If a map doesn’t have a grid, you will experience harsh hitches when entering new areas where entities are now visible. These hitches feel like texture thrashing. Grids are needed for both single player and multiplayer maps. A map must be recompiled after creating or modifying a grid. Select “make new grid” if you have never done a grid for the selected level, or “edit existing grid” to continue working on one that you previously made. The level will be loaded in grid mode. You’ll see lots of little dots throughout the level. You’ll need to walk around the level and touch as many of the dots as possible. This defines the areas a player will be able to go. For most areas however, you can just place a brush with the lightgrid material on it in CoDWaWRadiant and the touching dots will automatically be collected when the level is compiled. Doing a custom grid is really for certain detail areas. Most of the time you can just place brushes in CoDWaWRadiant to do the work for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compile Reflections===&lt;br /&gt;
&lt;br /&gt;
If your characters weapons and vehicles have red outlines you don’t have any reflection probes compiled for your map. Reflection probes are very important for the look of all shiny things in the game. Place one per room and one in each distinct outdoor area and additional ones near any especially shiny objects. They use memory but its reasonable to have 10-100 of them.&lt;br /&gt;
&lt;br /&gt;
After the BSP and Lighting have been compiled you will want to compile the reflections for the level. In order for reflections to be compiled properly the level needs to contain reflection probe entities throughout the map. Each reflection probe in the level will produce a cube map for that area during the reflection compile. The reflections used throughout the compiled level use the cube map from the nearest reflection probe entity so keep this in mind when you are placing the probes. The reflection probes use portals to determine which is the closest probe so you don’t usually need to worry about an inside probe affecting an outside model through the wall.&lt;br /&gt;
&lt;br /&gt;
Check the “Compile Reflections” option when you are ready to compile the reflections. This step may be skipped if you don’t care about proper reflections during the testing and development phase of a level but it should always be used when you want the level to look top notch. You may also skip this step if you have already compiled the reflection probes for the bsp and you have not made any changes to the reflection probes in the level. On compile it will use old reflection probes. You only need to do this step when it’s the first time you’ve compiled the bsp, or you are making changes to the probes or adding/removing probes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build Fast File===&lt;br /&gt;
&lt;br /&gt;
In order for the level and all of it’s assets to be loaded into the game within a reasonable amount of time a fast file is needed to be made. A fast file is one big file that contains all of the data for the level and all of the assets it uses. Since it is all in one file it can quickly be loaded directly to memory, instead of your hard drive having to search for thousands of files and load them individually which takes much longer.&lt;br /&gt;
&lt;br /&gt;
The first time you try to build the fast file for the level it will tell you that no zone files exist and ask you if you would like to make them. You’ll want to say “yes” at this prompt. Doing so will create [root]\ zone_source\[levelname].csv, where root is the game install path.&lt;br /&gt;
&lt;br /&gt;
Within this .csv file is a list of assets the level uses. It will have some default assets in there that all levels use. This csv is looked at by the fast file builder and all the assets it references will be added to the level’s fast file. The fast file ends up containing the level BSP itself, plus all assets listed in [levelname].csv.&lt;br /&gt;
&lt;br /&gt;
The fast file generated will be created at [root]\zone\[language]\[levelname].ff. This is the file you would want to give your friend or post online when you want to share your level since it contains all of the data used by the level. Anytime you change anything in the level, or any assets used in the level you’ll need to recompile the fast file so that those new or changed assets get put into the fast file for the game to read. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Update Zone File===&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]]  If you have not made a zone source file you will need to make one in [root]\zone_source\[levelname].csv.&lt;br /&gt;
&lt;br /&gt;
Okay so I just talked about what fast files are and how to make them. I mentioned they contain all of the assets used or reference in a level. Suppose you add a new static model to your level, or you give the player a gun through script. These new assets wont be in the fast file, so they won’t actually show up, and may even give errors in the game. &#039;&#039;&#039;Updating the zone file ( the [levelname].csv file ) is necessary to make sure all of these new assets are put into the fast file.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each time the level is ran and tries to load an asset that wasn’t found in the fast file an output file called missingassets.csv is created at [root]\main\missingassets.csv. This file contains a list of assets that the game tried to load but couldn’t (due to them not being stored in the fast file that was used). &#039;&#039;&#039;If missingassets.csv is not being generated then your level fast file and zone source are either up to date with all assets, or you may need to try running the level using the “developer” and “developer_script” option turned on&#039;&#039;&#039; ( enter it via console or set it under the Run Game tab ).&lt;br /&gt;
&lt;br /&gt;
These missing assets need to be added to the [levelname].csv zone file so that they get included next time you build the fast file. This is as simple as copying the asset list from &#039;&#039;&#039;missingassets.csv&#039;&#039;&#039; and pasting them at the bottom of the [levelname].csv zone source file.&lt;br /&gt;
&lt;br /&gt;
The text inside missingassets.csv is all of the assets that were not loaded correctly. Open up your levelname.csv zone source file. Add the missing assets to the zone source by copying and pasting to your zone source file.&lt;br /&gt;
&lt;br /&gt;
 [[Image:Warning.png]] Be sure to not have two assets on the same line. One asset per line is required.&lt;br /&gt;
&lt;br /&gt;
If you update your zone source file, rebuild the fast file, reload the level, and missingassets.csv is telling you more assets are missing, it’s perfectly normal. Often times this process has to be repeated a few times before all missing assets are caught. This is mainly because some assets are referenced by other assets. For instance you may get a weapon as the only missing asset in your level. Missingassets.csv will complain that the weapon isn’t in the fast file; therefore you add it to the zone source and rebuild the fast file. Next time you run the level it may complain about another weapon missing. Well why didn’t it tell me there was 2 missing weapons the first time? The reason is because the second weapon it complained about may be referenced by the first weapon in asset manager, such as an alternate fire mode. The game didn’t know that the second weapon was missing until it had the first weapon loaded correctly and tried to load its second fire mode.&lt;br /&gt;
&lt;br /&gt;
When you’re updating your zone source make sure you run the level a second time or more until missingassets.csv hasn’t changed, or is empty. This will ensure that you’re added all assets that are required.&lt;br /&gt;
&lt;br /&gt;
==Mod Builder Tab==&lt;br /&gt;
&lt;br /&gt;
To make a new mod we first need to make the folders required.  Go to your installation directory and then goto [root]\mods.  If &amp;quot;Mods&amp;quot; does not exist then create the folder.  Inside Mods create a new folder and name it the title of your mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]] This folder is only used for development, when building and running your mod Launcher will automatically copy your mod to the appropriate destination in Documents and Settings or Local Data, depending on what Operating System you&#039;re on.&lt;br /&gt;
&lt;br /&gt;
Now setup the folders inside your mod folder.  Think of this as a mini raw folder just for your mod.  The setup and rules are the same as the raw folder in your mod folder so copy all the assets you want from raw to your mod folder.  If you don&#039;t have a custom model or a custom image then you don&#039;t need those folders, the only folders you need here are the ones for your custom assets only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that your mod is setup we need to create a CSV file for it so mod builder knows what to include in the fast file.&lt;br /&gt;
&lt;br /&gt;
Open ModBuilder (bin/modbuilder.exe).&lt;br /&gt;
&lt;br /&gt;
*Make sure you are under the CSV Creator tab at the top.&amp;lt;br&amp;gt;&lt;br /&gt;
*In the pull down menu for &amp;quot;Mod&amp;quot; select your mod that you just made.&amp;lt;br&amp;gt;&lt;br /&gt;
==&amp;gt; This may take a few minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
*To the right click on &amp;quot;New CSV&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
*A custom mod will have a CSV type of &amp;quot;Blank&amp;quot; and you can name the csv anything you want.&amp;lt;br&amp;gt;&lt;br /&gt;
*Click OK and your done with this screen, your mod is now setup to compile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===IWD reqs===&lt;br /&gt;
&lt;br /&gt;
Your IWD file is essentially your main folder, anything in the IWD files in main go in your mod IWD file.  Everything else goes into your fast file which is explained later.  Items that go into your IWD file include accuracy files, images, and weapon settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb5.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create your IWD file you will first need a zip utility like [http://www.rarlab.com WinRaR].&lt;br /&gt;
&lt;br /&gt;
*Highlight the folders you want to include, right click on one, and select &amp;quot;Add to archive.&amp;quot;.&lt;br /&gt;
*First select &amp;quot;ZIP&amp;quot; from the Archive Format option.&lt;br /&gt;
*Then under Archive name make sure the name is the same as the title of the mod and &#039;&#039;&#039;rename .zip to .iwd.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb4.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Fast File / CSV requirements===&lt;br /&gt;
&lt;br /&gt;
Anything that is not in your IWD file is then included in your fast file.  This includes common items like maps, sounds, scripts, models, materials, soundalises, vision, and FX files.  Since this is made either by the map compiler or mod builder there is no tutorial for this specifically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Explaination of MOD Builder screen===&lt;br /&gt;
&lt;br /&gt;
When creating your mod, first make sure it is selecting the correct mod.  Under &amp;quot;Mod&amp;quot; there is a pull down menu that has all the mods in your Mod directory.  Its rare but make sure the pull down menu next to Mod has the correct CSV file too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Build The Mod:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Build Fast File - Check this to have mod builder go through your asset list and create the fast file with all your information and assets.&lt;br /&gt;
*Verbose Info - Provide extra information that is used mostly for troubleshooting.  Make sure Verbose Info is checked if you copy the log into forums.&lt;br /&gt;
*Build Sound - Used to compile the sound in soundassets.&lt;br /&gt;
*Build IWD File - Builds the IWD file from the files in the far right.&lt;br /&gt;
*Run Game - When all other tasks have completed, run the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Center white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This where you list your assets you want included, there is more information further down.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Right white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of items in your IWD file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where you can copy a log from and shows you the current progress.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:mb6.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Common assets and their mod builder CSV commands===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Xmodel:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 xmodel,NameOfModel&lt;br /&gt;
 raw\xmodel&lt;br /&gt;
 raw\xmodelparts&lt;br /&gt;
 raw\xmodelsurfs&lt;br /&gt;
&lt;br /&gt;
Example: xmodel,tallgrass&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Scripts:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 rawfile,pathToScript\script.gsc&lt;br /&gt;
&lt;br /&gt;
Example: rawfile,maps\mp\_gib.gsc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;SoundAliases:&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,nameOfFile,,loadSpecs&lt;br /&gt;
 soundaliases\fileName.csv&lt;br /&gt;
&lt;br /&gt;
Example:  sound,SoundMod,,all_mp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Sound files:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,pathToFile\fileName&lt;br /&gt;
&lt;br /&gt;
Example: sound,sfx\weapon\smg\cowgun\cowgun_fire&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;FX:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 fx,pathToFx\fxName&lt;br /&gt;
&lt;br /&gt;
Example:  fx,fx\bio\animals\fx_bats_circling&lt;br /&gt;
&lt;br /&gt;
===Building a mod===&lt;br /&gt;
&lt;br /&gt;
Once everything is setup as described, Check the &amp;quot;Build Fast File&amp;quot; option and click on build mod.  If everything is successful then you should be able to go into the game and load your mod from the Mod menu.  If there are issues you cant figure out then rebuild the fast file with Verbose info and post your log into the forums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sending to friends===&lt;br /&gt;
&lt;br /&gt;
Now that you have your mod made I&#039;m sure you want to share it with your friends or the community.  You only need 2 files, your IWD and Fast File.  The best way to zip these up while avoiding confusion is to only have those 2 files in your mod folder and zip including the folder so all the user has to do is drag and drop.  It is also courteous to include a [[Call of Duty 5: Readme file|Readme File]] with your email or website, version number, and credits.&lt;br /&gt;
&lt;br /&gt;
==Run Game Tab==&lt;br /&gt;
&lt;br /&gt;
Runs the selected level or mod in the game. You can turn on developer, developer_script, and cheats by checking the boxes below the button. Developer enabled will turn on a lot of profiling functions as well as errors and missingassets.csv output among other things. Developer_script will provide script debugging and script errors when encountering. Without developer_script enabled script errors will be bypassed. The cheats option turns on cheats allowing the player access to the cheat commands such as god mode and ufo mod which are handy when working on a level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Technical Reference]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3209</id>
		<title>Call of Duty 5: Launcher Overview</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3209"/>
		<updated>2008-11-21T08:30:12Z</updated>

		<summary type="html">&lt;p&gt;One richard: /* Converter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Download Mirrors=&lt;br /&gt;
&lt;br /&gt;
To download the tools, visit any one of the mirror links that have posted the tools:&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;11/20/08 - Released!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Download Mirrors:&#039;&#039;&#039;&lt;br /&gt;
    *[http://www.ausgamers.com/files/details/html/40392 AusGamers]&lt;br /&gt;
    *[http://www.bigdownload.com/about/age-gate/?destination=http%3A%2F%2Fwww.bigdownload.com%2Fgames%2Fcall-of-duty-world-at-war%2Fpc%2Fcall-of-duty-world-at-war-mod-tools%2F Big Download]&lt;br /&gt;
    *[http://www.fileshack.com/file.x/13305/Call+of+Duty:+World+at+War+Mod+Tools FileShack]&lt;br /&gt;
    *[http://www.gamershell.com/download_36192.shtml GamersHell]&lt;br /&gt;
    *[http://downloads.gamezone.com/demos/d25044.htm GameZone]&lt;br /&gt;
    *[http://www.mycallofduty.com/modules.php?name=Forums&amp;amp;file=viewtopic&amp;amp;p=22633#22633 MyCallOfDuty]&lt;br /&gt;
    *[http://www.worthdownloading.com/game.php?gid=3428 WorthDownloading]&lt;br /&gt;
&lt;br /&gt;
=Installation=&lt;br /&gt;
&lt;br /&gt;
After downloading the tools, you will need to unzip them into your root game directory.&lt;br /&gt;
&lt;br /&gt;
After installing the tools, go to &amp;lt;root&amp;gt;\Activision\Call of Duty World At War\bin and start &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Launcher=&lt;br /&gt;
&lt;br /&gt;
Launcher is your user interface for easy compiling, lighting, paths, reflections, lighting grids, and loading levels. It also gives easy access to mod tool applications such as the level editor, effects editor, or asset manager.&lt;br /&gt;
&lt;br /&gt;
To get to Launcher browse to your installation directory, then go to &amp;quot;bin&amp;quot; to find &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;. You may place a shortcut on your desktop by right clicking on the icon for Launcher then going to &amp;quot;&#039;&#039;Send to&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;Desktop&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since Call of Duty World At War is a Games For Windows title, custom content now needs to live in your&lt;br /&gt;
&lt;br /&gt;
 Documents and Settings/YOUR_USERNAME/Local Settings/Application Data/Activision/CoDWaW &lt;br /&gt;
&lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
 AppData/Local Data/Activision/CoDWaW/ &lt;br /&gt;
&lt;br /&gt;
for XP or Vista, respectively&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
You still use the root game directory as a development environment, but to play your content you will need to copy your mods to the new designated area. Launcher conveniently does this for your automatically when you compile a map or build a mod, but when you share your content be sure it is clear to users on where exactly to place your mods.&lt;br /&gt;
&lt;br /&gt;
==  Converter ==&lt;br /&gt;
&lt;br /&gt;
After installing your tools, you will need to run &#039;&#039;&#039;Converter&#039;&#039;&#039; at least once before actually using the various tools like Radiant, FX Editor, etc to make sure they operate properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you&#039;re on Vista, you will more than likely need to make sure to change the property on converter.exe to &#039;Run As Administrator&#039; or turn UAC off otherwise converter might not generate all the assets properly.&lt;br /&gt;
&lt;br /&gt;
Running Converter generates assets from the &#039;&#039;&#039;GDTs&#039;&#039;&#039; located in the \source_data folder that some of the tools will rely on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The first time you run Converter it may take a few minutes to complete because it&#039;s generating all the assets from the GDTs for the first time.&lt;br /&gt;
&lt;br /&gt;
Converter is an automated process, so just click the Converter button on the Launcher under the Applications tab and let it run. &lt;br /&gt;
&lt;br /&gt;
 [[Image:warning.png]]&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt; &#039;&#039;&#039;ERROR: dll version number does not match converter version&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 You will get that error at the very end of running Converter; it is normal.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Applications&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The applications field gives easy access to launching various applications for the mod tools. Here you can launch the level editor, effects editor, and asset manager. A description for what they are used for is provided for each below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Processes&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When running process through Launcher, they will appear in the bottom left field of Launcher. You can take notice to what processes are taking place, and have the option to end a process if need be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While processes are running, they may spit out information on what exactly they&#039;re doing. You can view this information in the console window on the bottom. Should you ever need to clear the console to perform another action, press the &#039;&#039;&#039;Clear Console&#039;&#039;&#039; button on the bottom of the Applications field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Wiki&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the top right corner of Launcher you will see Wiki. Click that to open up the official Treyarch Mod Support wiki in your web browser (internet access is required). Here you can find the latest information to help you make mods.&lt;br /&gt;
&lt;br /&gt;
==Compile Level Tab==&lt;br /&gt;
&lt;br /&gt;
The “Level Compiling” tab is where you can keep track of your .map files and compile bsp, lighting, paths, and reflections for those .map files.&lt;br /&gt;
&lt;br /&gt;
Launcher can conveniently compile, build your FastFile, and launch your map in-game with one click. You only need to check the options you want to be executed.&lt;br /&gt;
&lt;br /&gt;
===Compile BSP===&lt;br /&gt;
&lt;br /&gt;
Select the level that you wish to compile from the list. In this example I will use the level called “test” which is supplied with the mod tools. First you will need to compile the BSP for the level. This will convert the .map file that is made in the level editor to an optimized format that is read by the game engine. We’ll need to set some options for this found on the right hand side, right next to the list of levels. You can check boxes to tell it to compile BSP, lighting, and paths. If you made any changes to the .map file you’ll need to recompile the BSP. Lighting can be compiled right after the BSP is compiled, or at a later time, as long as the BSP has not changed. Paths can also be compiled later; however AI in single player levels will not work correctly until paths have been compiled. Multiplayer levels never need to compile paths since they are strictly for AI navigation in single player.&lt;br /&gt;
&lt;br /&gt;
Be sure to set up your BSP Options and Light Options before checking the &amp;quot;Compile BSP” option. Most of the time no BSP options will be used but I’ll go over them anyways since occasionally they may need to be used. Some light options are commonly used however.&lt;br /&gt;
&lt;br /&gt;
[[Image:warning.png]] Full light compile is set by default, you may want to use Fast light compile if you&#039;re just doing testing.&lt;br /&gt;
&lt;br /&gt;
====BSP Options====&lt;br /&gt;
&lt;br /&gt;
Check the box for “onlyents” if you would like to do an only entity compile. Onlyents compiles don’t touch brush triggers, geometry, or lighting. This is useful if you want to quickly recompile a map that you only moved an entity in. (Note that if you move a model that casts a shadow, the lighting will not be recompiled by doing onlyents, so your shadow will still be in its old position, not where you moved that model to.)&lt;br /&gt;
&lt;br /&gt;
Check the box for “blocksize”, then set a value to set a custom grid size for regular BSP splits. A value of zero uses the biggest possible size, and is also the default value if this option is left unchecked. Most of the time this option will remain unchecked.&lt;br /&gt;
&lt;br /&gt;
Check the “samplescale” box, and then set a value if you would like to scale all lightmaps. A value of 2 will double the pixel size, a value of 0.5 halves it. Again, this option should remain unchecked in most cases.&lt;br /&gt;
&lt;br /&gt;
The “debugLightMaps” option is a great way to see in-game how the light maps were compiled and how they are being used. Using this option compiles colored light maps and when the level is loaded in-game you will see colored geometry everywhere that contains light maps. Different colors represent a different lightmap texture. This is great for tracking down why you might have encountered lightmap bleeding or seams.&lt;br /&gt;
&lt;br /&gt;
====Light Options====&lt;br /&gt;
&lt;br /&gt;
Most of these options will be unchecked; however I’ll explain them for the rare cases that you may want to use them. Often I use the “fast” option during testing for quick light compiles, but then use “extra” for final release as it gives better lightmap detail.&lt;br /&gt;
&lt;br /&gt;
*Fast Use fast presets for several options (generates lower quality lighting but is much faster)&lt;br /&gt;
*Extra Use high-quality presets for several options (generates high quality lighting but takes longer) &lt;br /&gt;
*ModelShadow Allows model surfaces to cast shadows -NoModelShadow Prevents model surfaces from casting shadows &lt;br /&gt;
*DumpOptions Displays current settings of most parameters &lt;br /&gt;
*Traces Number of traces to do from each sample point &lt;br /&gt;
*BounceFraction Higher values are more washed out, lower values darker &lt;br /&gt;
*Jitter Breaks up aliasing from trace pattern (0 none, 1 max)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have all the options you wish to use, check the “Compile BSP” option to start the compile using your specified options. The BSP will be compile first ( if you chose that option ), then the lighting ( if you chose that option ), then the game will be loaded to compile the AI Paths ( if you chose that option and your level is single player ).&lt;br /&gt;
&lt;br /&gt;
This process can take anywhere from a few seconds to several hours depending on the complexity of your level and the computer you are compiling on. For a frame of reference, most of the retail levels shipped with the game take about 30 minutes to and hour to compile bsp and lighting on quad core CPUs.&lt;br /&gt;
&lt;br /&gt;
Part of lighting is the grid file. Entities (models, players, AI) in a map are lit by the lights in the map. In complex maps (as opposed to small test maps) calculating which lights affect which entities takes a lot of work. To prevent the engine from having to do this in real-time, this information can be written into the bsp using a mapname.grid file. If a map doesn’t have a grid, you will experience harsh hitches when entering new areas where entities are now visible. These hitches feel like texture thrashing. Grids are needed for both single player and multiplayer maps. A map must be recompiled after creating or modifying a grid. Select “make new grid” if you have never done a grid for the selected level, or “edit existing grid” to continue working on one that you previously made. The level will be loaded in grid mode. You’ll see lots of little dots throughout the level. You’ll need to walk around the level and touch as many of the dots as possible. This defines the areas a player will be able to go. For most areas however, you can just place a brush with the lightgrid material on it in CoDWaWRadiant and the touching dots will automatically be collected when the level is compiled. Doing a custom grid is really for certain detail areas. Most of the time you can just place brushes in CoDWaWRadiant to do the work for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compile Reflections===&lt;br /&gt;
&lt;br /&gt;
If your characters weapons and vehicles have red outlines you don’t have any reflection probes compiled for your map. Reflection probes are very important for the look of all shiny things in the game. Place one per room and one in each distinct outdoor area and additional ones near any especially shiny objects. They use memory but its reasonable to have 10-100 of them.&lt;br /&gt;
&lt;br /&gt;
After the BSP and Lighting have been compiled you will want to compile the reflections for the level. In order for reflections to be compiled properly the level needs to contain reflection probe entities throughout the map. Each reflection probe in the level will produce a cube map for that area during the reflection compile. The reflections used throughout the compiled level use the cube map from the nearest reflection probe entity so keep this in mind when you are placing the probes. The reflection probes use portals to determine which is the closest probe so you don’t usually need to worry about an inside probe affecting an outside model through the wall.&lt;br /&gt;
&lt;br /&gt;
Check the “Compile Reflections” option when you are ready to compile the reflections. This step may be skipped if you don’t care about proper reflections during the testing and development phase of a level but it should always be used when you want the level to look top notch. You may also skip this step if you have already compiled the reflection probes for the bsp and you have not made any changes to the reflection probes in the level. On compile it will use old reflection probes. You only need to do this step when it’s the first time you’ve compiled the bsp, or you are making changes to the probes or adding/removing probes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build Fast File===&lt;br /&gt;
&lt;br /&gt;
In order for the level and all of it’s assets to be loaded into the game within a reasonable amount of time a fast file is needed to be made. A fast file is one big file that contains all of the data for the level and all of the assets it uses. Since it is all in one file it can quickly be loaded directly to memory, instead of your hard drive having to search for thousands of files and load them individually which takes much longer.&lt;br /&gt;
&lt;br /&gt;
The first time you try to build the fast file for the level it will tell you that no zone files exist and ask you if you would like to make them. You’ll want to say “yes” at this prompt. Doing so will create [root]\ zone_source\[levelname].csv, where root is the game install path.&lt;br /&gt;
&lt;br /&gt;
Within this .csv file is a list of assets the level uses. It will have some default assets in there that all levels use. This csv is looked at by the fast file builder and all the assets it references will be added to the level’s fast file. The fast file ends up containing the level BSP itself, plus all assets listed in [levelname].csv.&lt;br /&gt;
&lt;br /&gt;
The fast file generated will be created at [root]\zone\[language]\[levelname].ff. This is the file you would want to give your friend or post online when you want to share your level since it contains all of the data used by the level. Anytime you change anything in the level, or any assets used in the level you’ll need to recompile the fast file so that those new or changed assets get put into the fast file for the game to read. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Update Zone File===&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]]  If you have not made a zone source file you will need to make one in [root]\zone_source\[levelname].csv.&lt;br /&gt;
&lt;br /&gt;
Okay so I just talked about what fast files are and how to make them. I mentioned they contain all of the assets used or reference in a level. Suppose you add a new static model to your level, or you give the player a gun through script. These new assets wont be in the fast file, so they won’t actually show up, and may even give errors in the game. &#039;&#039;&#039;Updating the zone file ( the [levelname].csv file ) is necessary to make sure all of these new assets are put into the fast file.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each time the level is ran and tries to load an asset that wasn’t found in the fast file an output file called missingassets.csv is created at [root]\main\missingassets.csv. This file contains a list of assets that the game tried to load but couldn’t (due to them not being stored in the fast file that was used). &#039;&#039;&#039;If missingassets.csv is not being generated then your level fast file and zone source are either up to date with all assets, or you may need to try running the level using the “developer” and “developer_script” option turned on&#039;&#039;&#039; ( enter it via console or set it under the Run Game tab ).&lt;br /&gt;
&lt;br /&gt;
These missing assets need to be added to the [levelname].csv zone file so that they get included next time you build the fast file. This is as simple as copying the asset list from &#039;&#039;&#039;missingassets.csv&#039;&#039;&#039; and pasting them at the bottom of the [levelname].csv zone source file.&lt;br /&gt;
&lt;br /&gt;
The text inside missingassets.csv is all of the assets that were not loaded correctly. Open up your levelname.csv zone source file. Add the missing assets to the zone source by copying and pasting to your zone source file.&lt;br /&gt;
&lt;br /&gt;
 [[Image:Warning.png]] Be sure to not have two assets on the same line. One asset per line is required.&lt;br /&gt;
&lt;br /&gt;
If you update your zone source file, rebuild the fast file, reload the level, and missingassets.csv is telling you more assets are missing, it’s perfectly normal. Often times this process has to be repeated a few times before all missing assets are caught. This is mainly because some assets are referenced by other assets. For instance you may get a weapon as the only missing asset in your level. Missingassets.csv will complain that the weapon isn’t in the fast file; therefore you add it to the zone source and rebuild the fast file. Next time you run the level it may complain about another weapon missing. Well why didn’t it tell me there was 2 missing weapons the first time? The reason is because the second weapon it complained about may be referenced by the first weapon in asset manager, such as an alternate fire mode. The game didn’t know that the second weapon was missing until it had the first weapon loaded correctly and tried to load its second fire mode.&lt;br /&gt;
&lt;br /&gt;
When you’re updating your zone source make sure you run the level a second time or more until missingassets.csv hasn’t changed, or is empty. This will ensure that you’re added all assets that are required.&lt;br /&gt;
&lt;br /&gt;
==Mod Builder Tab==&lt;br /&gt;
&lt;br /&gt;
To make a new mod we first need to make the folders required.  Go to your installation directory and then goto [root]\mods.  If &amp;quot;Mods&amp;quot; does not exist then create the folder.  Inside Mods create a new folder and name it the title of your mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]] This folder is only used for development, when building and running your mod Launcher will automatically copy your mod to the appropriate destination in Documents and Settings or Local Data, depending on what Operating System you&#039;re on.&lt;br /&gt;
&lt;br /&gt;
Now setup the folders inside your mod folder.  Think of this as a mini raw folder just for your mod.  The setup and rules are the same as the raw folder in your mod folder so copy all the assets you want from raw to your mod folder.  If you don&#039;t have a custom model or a custom image then you don&#039;t need those folders, the only folders you need here are the ones for your custom assets only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that your mod is setup we need to create a CSV file for it so mod builder knows what to include in the fast file.&lt;br /&gt;
&lt;br /&gt;
Open ModBuilder (bin/modbuilder.exe).&lt;br /&gt;
&lt;br /&gt;
*Make sure you are under the CSV Creator tab at the top.&amp;lt;br&amp;gt;&lt;br /&gt;
*In the pull down menu for &amp;quot;Mod&amp;quot; select your mod that you just made.&amp;lt;br&amp;gt;&lt;br /&gt;
==&amp;gt; This may take a few minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
*To the right click on &amp;quot;New CSV&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
*A custom mod will have a CSV type of &amp;quot;Blank&amp;quot; and you can name the csv anything you want.&amp;lt;br&amp;gt;&lt;br /&gt;
*Click OK and your done with this screen, your mod is now setup to compile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===IWD reqs===&lt;br /&gt;
&lt;br /&gt;
Your IWD file is essentially your main folder, anything in the IWD files in main go in your mod IWD file.  Everything else goes into your fast file which is explained later.  Items that go into your IWD file include accuracy files, images, and weapon settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb5.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create your IWD file you will first need a zip utility like [http://www.rarlab.com WinRaR].&lt;br /&gt;
&lt;br /&gt;
*Highlight the folders you want to include, right click on one, and select &amp;quot;Add to archive.&amp;quot;.&lt;br /&gt;
*First select &amp;quot;ZIP&amp;quot; from the Archive Format option.&lt;br /&gt;
*Then under Archive name make sure the name is the same as the title of the mod and &#039;&#039;&#039;rename .zip to .iwd.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb4.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Fast File / CSV requirements===&lt;br /&gt;
&lt;br /&gt;
Anything that is not in your IWD file is then included in your fast file.  This includes common items like maps, sounds, scripts, models, materials, soundalises, vision, and FX files.  Since this is made either by the map compiler or mod builder there is no tutorial for this specifically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Explaination of MOD Builder screen===&lt;br /&gt;
&lt;br /&gt;
When creating your mod, first make sure it is selecting the correct mod.  Under &amp;quot;Mod&amp;quot; there is a pull down menu that has all the mods in your Mod directory.  Its rare but make sure the pull down menu next to Mod has the correct CSV file too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Build The Mod:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Build Fast File - Check this to have mod builder go through your asset list and create the fast file with all your information and assets.&lt;br /&gt;
*Verbose Info - Provide extra information that is used mostly for troubleshooting.  Make sure Verbose Info is checked if you copy the log into forums.&lt;br /&gt;
*Build Sound - Used to compile the sound in soundassets.&lt;br /&gt;
*Build IWD File - Builds the IWD file from the files in the far right.&lt;br /&gt;
*Run Game - When all other tasks have completed, run the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Center white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This where you list your assets you want included, there is more information further down.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Right white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of items in your IWD file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where you can copy a log from and shows you the current progress.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:mb6.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Common assets and their mod builder CSV commands===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Xmodel:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 xmodel,NameOfModel&lt;br /&gt;
 raw\xmodel&lt;br /&gt;
 raw\xmodelparts&lt;br /&gt;
 raw\xmodelsurfs&lt;br /&gt;
&lt;br /&gt;
Example: xmodel,tallgrass&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Scripts:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 rawfile,pathToScript\script.gsc&lt;br /&gt;
&lt;br /&gt;
Example: rawfile,maps\mp\_gib.gsc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;SoundAliases:&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,nameOfFile,,loadSpecs&lt;br /&gt;
 soundaliases\fileName.csv&lt;br /&gt;
&lt;br /&gt;
Example:  sound,SoundMod,,all_mp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Sound files:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,pathToFile\fileName&lt;br /&gt;
&lt;br /&gt;
Example: sound,sfx\weapon\smg\cowgun\cowgun_fire&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;FX:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 fx,pathToFx\fxName&lt;br /&gt;
&lt;br /&gt;
Example:  fx,fx\bio\animals\fx_bats_circling&lt;br /&gt;
&lt;br /&gt;
===Building a mod===&lt;br /&gt;
&lt;br /&gt;
Once everything is setup as described, Check the &amp;quot;Build Fast File&amp;quot; option and click on build mod.  If everything is successful then you should be able to go into the game and load your mod from the Mod menu.  If there are issues you cant figure out then rebuild the fast file with Verbose info and post your log into the forums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sending to friends===&lt;br /&gt;
&lt;br /&gt;
Now that you have your mod made I&#039;m sure you want to share it with your friends or the community.  You only need 2 files, your IWD and Fast File.  The best way to zip these up while avoiding confusion is to only have those 2 files in your mod folder and zip including the folder so all the user has to do is drag and drop.  It is also courteous to include a [[Call of Duty 5: Readme file|Readme File]] with your email or website, version number, and credits.&lt;br /&gt;
&lt;br /&gt;
==Run Game Tab==&lt;br /&gt;
&lt;br /&gt;
Runs the selected level or mod in the game. You can turn on developer, developer_script, and cheats by checking the boxes below the button. Developer enabled will turn on a lot of profiling functions as well as errors and missingassets.csv output among other things. Developer_script will provide script debugging and script errors when encountering. Without developer_script enabled script errors will be bypassed. The cheats option turns on cheats allowing the player access to the cheat commands such as god mode and ufo mod which are handy when working on a level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Technical Reference]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3208</id>
		<title>Call of Duty 5: Launcher Overview</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3208"/>
		<updated>2008-11-21T08:29:34Z</updated>

		<summary type="html">&lt;p&gt;One richard: /* Converter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Download Mirrors=&lt;br /&gt;
&lt;br /&gt;
To download the tools, visit any one of the mirror links that have posted the tools:&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;11/20/08 - Released!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Download Mirrors:&#039;&#039;&#039;&lt;br /&gt;
    *[http://www.ausgamers.com/files/details/html/40392 AusGamers]&lt;br /&gt;
    *[http://www.bigdownload.com/about/age-gate/?destination=http%3A%2F%2Fwww.bigdownload.com%2Fgames%2Fcall-of-duty-world-at-war%2Fpc%2Fcall-of-duty-world-at-war-mod-tools%2F Big Download]&lt;br /&gt;
    *[http://www.fileshack.com/file.x/13305/Call+of+Duty:+World+at+War+Mod+Tools FileShack]&lt;br /&gt;
    *[http://www.gamershell.com/download_36192.shtml GamersHell]&lt;br /&gt;
    *[http://downloads.gamezone.com/demos/d25044.htm GameZone]&lt;br /&gt;
    *[http://www.mycallofduty.com/modules.php?name=Forums&amp;amp;file=viewtopic&amp;amp;p=22633#22633 MyCallOfDuty]&lt;br /&gt;
    *[http://www.worthdownloading.com/game.php?gid=3428 WorthDownloading]&lt;br /&gt;
&lt;br /&gt;
=Installation=&lt;br /&gt;
&lt;br /&gt;
After downloading the tools, you will need to unzip them into your root game directory.&lt;br /&gt;
&lt;br /&gt;
After installing the tools, go to &amp;lt;root&amp;gt;\Activision\Call of Duty World At War\bin and start &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Launcher=&lt;br /&gt;
&lt;br /&gt;
Launcher is your user interface for easy compiling, lighting, paths, reflections, lighting grids, and loading levels. It also gives easy access to mod tool applications such as the level editor, effects editor, or asset manager.&lt;br /&gt;
&lt;br /&gt;
To get to Launcher browse to your installation directory, then go to &amp;quot;bin&amp;quot; to find &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;. You may place a shortcut on your desktop by right clicking on the icon for Launcher then going to &amp;quot;&#039;&#039;Send to&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;Desktop&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since Call of Duty World At War is a Games For Windows title, custom content now needs to live in your&lt;br /&gt;
&lt;br /&gt;
 Documents and Settings/YOUR_USERNAME/Local Settings/Application Data/Activision/CoDWaW &lt;br /&gt;
&lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
 AppData/Local Data/Activision/CoDWaW/ &lt;br /&gt;
&lt;br /&gt;
for XP or Vista, respectively&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
You still use the root game directory as a development environment, but to play your content you will need to copy your mods to the new designated area. Launcher conveniently does this for your automatically when you compile a map or build a mod, but when you share your content be sure it is clear to users on where exactly to place your mods.&lt;br /&gt;
&lt;br /&gt;
==  Converter ==&lt;br /&gt;
&lt;br /&gt;
After installing your tools, you will need to run Converter at least once before actually using the various tools like Radiant, FX Editor, etc to make sure they operate properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you&#039;re on Vista, you will more than likely need to make sure to change the property on converter.exe to &#039;Run As Administrator&#039; or turn UAC off otherwise converter might not generate all the assets properly.&lt;br /&gt;
&lt;br /&gt;
Running Converter generates assets from the &#039;&#039;&#039;GDTs&#039;&#039;&#039; located in the \source_data folder that some of the tools will rely on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The first time you run Converter it may take a few minutes to complete because it&#039;s generating all the assets from the GDTs for the first time.&lt;br /&gt;
&lt;br /&gt;
Converter is an automated process, so just click the Converter button on the Launcher under the Applications tab and let it run. &lt;br /&gt;
&lt;br /&gt;
 [[Image:warning.png]]&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt; &#039;&#039;&#039;ERROR: dll version number does not match converter version&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 You will get that error at the very end of running Converter; it is normal.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Applications&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The applications field gives easy access to launching various applications for the mod tools. Here you can launch the level editor, effects editor, and asset manager. A description for what they are used for is provided for each below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Processes&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When running process through Launcher, they will appear in the bottom left field of Launcher. You can take notice to what processes are taking place, and have the option to end a process if need be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While processes are running, they may spit out information on what exactly they&#039;re doing. You can view this information in the console window on the bottom. Should you ever need to clear the console to perform another action, press the &#039;&#039;&#039;Clear Console&#039;&#039;&#039; button on the bottom of the Applications field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Wiki&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the top right corner of Launcher you will see Wiki. Click that to open up the official Treyarch Mod Support wiki in your web browser (internet access is required). Here you can find the latest information to help you make mods.&lt;br /&gt;
&lt;br /&gt;
==Compile Level Tab==&lt;br /&gt;
&lt;br /&gt;
The “Level Compiling” tab is where you can keep track of your .map files and compile bsp, lighting, paths, and reflections for those .map files.&lt;br /&gt;
&lt;br /&gt;
Launcher can conveniently compile, build your FastFile, and launch your map in-game with one click. You only need to check the options you want to be executed.&lt;br /&gt;
&lt;br /&gt;
===Compile BSP===&lt;br /&gt;
&lt;br /&gt;
Select the level that you wish to compile from the list. In this example I will use the level called “test” which is supplied with the mod tools. First you will need to compile the BSP for the level. This will convert the .map file that is made in the level editor to an optimized format that is read by the game engine. We’ll need to set some options for this found on the right hand side, right next to the list of levels. You can check boxes to tell it to compile BSP, lighting, and paths. If you made any changes to the .map file you’ll need to recompile the BSP. Lighting can be compiled right after the BSP is compiled, or at a later time, as long as the BSP has not changed. Paths can also be compiled later; however AI in single player levels will not work correctly until paths have been compiled. Multiplayer levels never need to compile paths since they are strictly for AI navigation in single player.&lt;br /&gt;
&lt;br /&gt;
Be sure to set up your BSP Options and Light Options before checking the &amp;quot;Compile BSP” option. Most of the time no BSP options will be used but I’ll go over them anyways since occasionally they may need to be used. Some light options are commonly used however.&lt;br /&gt;
&lt;br /&gt;
[[Image:warning.png]] Full light compile is set by default, you may want to use Fast light compile if you&#039;re just doing testing.&lt;br /&gt;
&lt;br /&gt;
====BSP Options====&lt;br /&gt;
&lt;br /&gt;
Check the box for “onlyents” if you would like to do an only entity compile. Onlyents compiles don’t touch brush triggers, geometry, or lighting. This is useful if you want to quickly recompile a map that you only moved an entity in. (Note that if you move a model that casts a shadow, the lighting will not be recompiled by doing onlyents, so your shadow will still be in its old position, not where you moved that model to.)&lt;br /&gt;
&lt;br /&gt;
Check the box for “blocksize”, then set a value to set a custom grid size for regular BSP splits. A value of zero uses the biggest possible size, and is also the default value if this option is left unchecked. Most of the time this option will remain unchecked.&lt;br /&gt;
&lt;br /&gt;
Check the “samplescale” box, and then set a value if you would like to scale all lightmaps. A value of 2 will double the pixel size, a value of 0.5 halves it. Again, this option should remain unchecked in most cases.&lt;br /&gt;
&lt;br /&gt;
The “debugLightMaps” option is a great way to see in-game how the light maps were compiled and how they are being used. Using this option compiles colored light maps and when the level is loaded in-game you will see colored geometry everywhere that contains light maps. Different colors represent a different lightmap texture. This is great for tracking down why you might have encountered lightmap bleeding or seams.&lt;br /&gt;
&lt;br /&gt;
====Light Options====&lt;br /&gt;
&lt;br /&gt;
Most of these options will be unchecked; however I’ll explain them for the rare cases that you may want to use them. Often I use the “fast” option during testing for quick light compiles, but then use “extra” for final release as it gives better lightmap detail.&lt;br /&gt;
&lt;br /&gt;
*Fast Use fast presets for several options (generates lower quality lighting but is much faster)&lt;br /&gt;
*Extra Use high-quality presets for several options (generates high quality lighting but takes longer) &lt;br /&gt;
*ModelShadow Allows model surfaces to cast shadows -NoModelShadow Prevents model surfaces from casting shadows &lt;br /&gt;
*DumpOptions Displays current settings of most parameters &lt;br /&gt;
*Traces Number of traces to do from each sample point &lt;br /&gt;
*BounceFraction Higher values are more washed out, lower values darker &lt;br /&gt;
*Jitter Breaks up aliasing from trace pattern (0 none, 1 max)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have all the options you wish to use, check the “Compile BSP” option to start the compile using your specified options. The BSP will be compile first ( if you chose that option ), then the lighting ( if you chose that option ), then the game will be loaded to compile the AI Paths ( if you chose that option and your level is single player ).&lt;br /&gt;
&lt;br /&gt;
This process can take anywhere from a few seconds to several hours depending on the complexity of your level and the computer you are compiling on. For a frame of reference, most of the retail levels shipped with the game take about 30 minutes to and hour to compile bsp and lighting on quad core CPUs.&lt;br /&gt;
&lt;br /&gt;
Part of lighting is the grid file. Entities (models, players, AI) in a map are lit by the lights in the map. In complex maps (as opposed to small test maps) calculating which lights affect which entities takes a lot of work. To prevent the engine from having to do this in real-time, this information can be written into the bsp using a mapname.grid file. If a map doesn’t have a grid, you will experience harsh hitches when entering new areas where entities are now visible. These hitches feel like texture thrashing. Grids are needed for both single player and multiplayer maps. A map must be recompiled after creating or modifying a grid. Select “make new grid” if you have never done a grid for the selected level, or “edit existing grid” to continue working on one that you previously made. The level will be loaded in grid mode. You’ll see lots of little dots throughout the level. You’ll need to walk around the level and touch as many of the dots as possible. This defines the areas a player will be able to go. For most areas however, you can just place a brush with the lightgrid material on it in CoDWaWRadiant and the touching dots will automatically be collected when the level is compiled. Doing a custom grid is really for certain detail areas. Most of the time you can just place brushes in CoDWaWRadiant to do the work for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compile Reflections===&lt;br /&gt;
&lt;br /&gt;
If your characters weapons and vehicles have red outlines you don’t have any reflection probes compiled for your map. Reflection probes are very important for the look of all shiny things in the game. Place one per room and one in each distinct outdoor area and additional ones near any especially shiny objects. They use memory but its reasonable to have 10-100 of them.&lt;br /&gt;
&lt;br /&gt;
After the BSP and Lighting have been compiled you will want to compile the reflections for the level. In order for reflections to be compiled properly the level needs to contain reflection probe entities throughout the map. Each reflection probe in the level will produce a cube map for that area during the reflection compile. The reflections used throughout the compiled level use the cube map from the nearest reflection probe entity so keep this in mind when you are placing the probes. The reflection probes use portals to determine which is the closest probe so you don’t usually need to worry about an inside probe affecting an outside model through the wall.&lt;br /&gt;
&lt;br /&gt;
Check the “Compile Reflections” option when you are ready to compile the reflections. This step may be skipped if you don’t care about proper reflections during the testing and development phase of a level but it should always be used when you want the level to look top notch. You may also skip this step if you have already compiled the reflection probes for the bsp and you have not made any changes to the reflection probes in the level. On compile it will use old reflection probes. You only need to do this step when it’s the first time you’ve compiled the bsp, or you are making changes to the probes or adding/removing probes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build Fast File===&lt;br /&gt;
&lt;br /&gt;
In order for the level and all of it’s assets to be loaded into the game within a reasonable amount of time a fast file is needed to be made. A fast file is one big file that contains all of the data for the level and all of the assets it uses. Since it is all in one file it can quickly be loaded directly to memory, instead of your hard drive having to search for thousands of files and load them individually which takes much longer.&lt;br /&gt;
&lt;br /&gt;
The first time you try to build the fast file for the level it will tell you that no zone files exist and ask you if you would like to make them. You’ll want to say “yes” at this prompt. Doing so will create [root]\ zone_source\[levelname].csv, where root is the game install path.&lt;br /&gt;
&lt;br /&gt;
Within this .csv file is a list of assets the level uses. It will have some default assets in there that all levels use. This csv is looked at by the fast file builder and all the assets it references will be added to the level’s fast file. The fast file ends up containing the level BSP itself, plus all assets listed in [levelname].csv.&lt;br /&gt;
&lt;br /&gt;
The fast file generated will be created at [root]\zone\[language]\[levelname].ff. This is the file you would want to give your friend or post online when you want to share your level since it contains all of the data used by the level. Anytime you change anything in the level, or any assets used in the level you’ll need to recompile the fast file so that those new or changed assets get put into the fast file for the game to read. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Update Zone File===&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]]  If you have not made a zone source file you will need to make one in [root]\zone_source\[levelname].csv.&lt;br /&gt;
&lt;br /&gt;
Okay so I just talked about what fast files are and how to make them. I mentioned they contain all of the assets used or reference in a level. Suppose you add a new static model to your level, or you give the player a gun through script. These new assets wont be in the fast file, so they won’t actually show up, and may even give errors in the game. &#039;&#039;&#039;Updating the zone file ( the [levelname].csv file ) is necessary to make sure all of these new assets are put into the fast file.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each time the level is ran and tries to load an asset that wasn’t found in the fast file an output file called missingassets.csv is created at [root]\main\missingassets.csv. This file contains a list of assets that the game tried to load but couldn’t (due to them not being stored in the fast file that was used). &#039;&#039;&#039;If missingassets.csv is not being generated then your level fast file and zone source are either up to date with all assets, or you may need to try running the level using the “developer” and “developer_script” option turned on&#039;&#039;&#039; ( enter it via console or set it under the Run Game tab ).&lt;br /&gt;
&lt;br /&gt;
These missing assets need to be added to the [levelname].csv zone file so that they get included next time you build the fast file. This is as simple as copying the asset list from &#039;&#039;&#039;missingassets.csv&#039;&#039;&#039; and pasting them at the bottom of the [levelname].csv zone source file.&lt;br /&gt;
&lt;br /&gt;
The text inside missingassets.csv is all of the assets that were not loaded correctly. Open up your levelname.csv zone source file. Add the missing assets to the zone source by copying and pasting to your zone source file.&lt;br /&gt;
&lt;br /&gt;
 [[Image:Warning.png]] Be sure to not have two assets on the same line. One asset per line is required.&lt;br /&gt;
&lt;br /&gt;
If you update your zone source file, rebuild the fast file, reload the level, and missingassets.csv is telling you more assets are missing, it’s perfectly normal. Often times this process has to be repeated a few times before all missing assets are caught. This is mainly because some assets are referenced by other assets. For instance you may get a weapon as the only missing asset in your level. Missingassets.csv will complain that the weapon isn’t in the fast file; therefore you add it to the zone source and rebuild the fast file. Next time you run the level it may complain about another weapon missing. Well why didn’t it tell me there was 2 missing weapons the first time? The reason is because the second weapon it complained about may be referenced by the first weapon in asset manager, such as an alternate fire mode. The game didn’t know that the second weapon was missing until it had the first weapon loaded correctly and tried to load its second fire mode.&lt;br /&gt;
&lt;br /&gt;
When you’re updating your zone source make sure you run the level a second time or more until missingassets.csv hasn’t changed, or is empty. This will ensure that you’re added all assets that are required.&lt;br /&gt;
&lt;br /&gt;
==Mod Builder Tab==&lt;br /&gt;
&lt;br /&gt;
To make a new mod we first need to make the folders required.  Go to your installation directory and then goto [root]\mods.  If &amp;quot;Mods&amp;quot; does not exist then create the folder.  Inside Mods create a new folder and name it the title of your mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]] This folder is only used for development, when building and running your mod Launcher will automatically copy your mod to the appropriate destination in Documents and Settings or Local Data, depending on what Operating System you&#039;re on.&lt;br /&gt;
&lt;br /&gt;
Now setup the folders inside your mod folder.  Think of this as a mini raw folder just for your mod.  The setup and rules are the same as the raw folder in your mod folder so copy all the assets you want from raw to your mod folder.  If you don&#039;t have a custom model or a custom image then you don&#039;t need those folders, the only folders you need here are the ones for your custom assets only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that your mod is setup we need to create a CSV file for it so mod builder knows what to include in the fast file.&lt;br /&gt;
&lt;br /&gt;
Open ModBuilder (bin/modbuilder.exe).&lt;br /&gt;
&lt;br /&gt;
*Make sure you are under the CSV Creator tab at the top.&amp;lt;br&amp;gt;&lt;br /&gt;
*In the pull down menu for &amp;quot;Mod&amp;quot; select your mod that you just made.&amp;lt;br&amp;gt;&lt;br /&gt;
==&amp;gt; This may take a few minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
*To the right click on &amp;quot;New CSV&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
*A custom mod will have a CSV type of &amp;quot;Blank&amp;quot; and you can name the csv anything you want.&amp;lt;br&amp;gt;&lt;br /&gt;
*Click OK and your done with this screen, your mod is now setup to compile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===IWD reqs===&lt;br /&gt;
&lt;br /&gt;
Your IWD file is essentially your main folder, anything in the IWD files in main go in your mod IWD file.  Everything else goes into your fast file which is explained later.  Items that go into your IWD file include accuracy files, images, and weapon settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb5.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create your IWD file you will first need a zip utility like [http://www.rarlab.com WinRaR].&lt;br /&gt;
&lt;br /&gt;
*Highlight the folders you want to include, right click on one, and select &amp;quot;Add to archive.&amp;quot;.&lt;br /&gt;
*First select &amp;quot;ZIP&amp;quot; from the Archive Format option.&lt;br /&gt;
*Then under Archive name make sure the name is the same as the title of the mod and &#039;&#039;&#039;rename .zip to .iwd.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb4.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Fast File / CSV requirements===&lt;br /&gt;
&lt;br /&gt;
Anything that is not in your IWD file is then included in your fast file.  This includes common items like maps, sounds, scripts, models, materials, soundalises, vision, and FX files.  Since this is made either by the map compiler or mod builder there is no tutorial for this specifically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Explaination of MOD Builder screen===&lt;br /&gt;
&lt;br /&gt;
When creating your mod, first make sure it is selecting the correct mod.  Under &amp;quot;Mod&amp;quot; there is a pull down menu that has all the mods in your Mod directory.  Its rare but make sure the pull down menu next to Mod has the correct CSV file too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Build The Mod:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Build Fast File - Check this to have mod builder go through your asset list and create the fast file with all your information and assets.&lt;br /&gt;
*Verbose Info - Provide extra information that is used mostly for troubleshooting.  Make sure Verbose Info is checked if you copy the log into forums.&lt;br /&gt;
*Build Sound - Used to compile the sound in soundassets.&lt;br /&gt;
*Build IWD File - Builds the IWD file from the files in the far right.&lt;br /&gt;
*Run Game - When all other tasks have completed, run the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Center white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This where you list your assets you want included, there is more information further down.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Right white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of items in your IWD file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where you can copy a log from and shows you the current progress.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:mb6.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Common assets and their mod builder CSV commands===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Xmodel:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 xmodel,NameOfModel&lt;br /&gt;
 raw\xmodel&lt;br /&gt;
 raw\xmodelparts&lt;br /&gt;
 raw\xmodelsurfs&lt;br /&gt;
&lt;br /&gt;
Example: xmodel,tallgrass&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Scripts:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 rawfile,pathToScript\script.gsc&lt;br /&gt;
&lt;br /&gt;
Example: rawfile,maps\mp\_gib.gsc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;SoundAliases:&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,nameOfFile,,loadSpecs&lt;br /&gt;
 soundaliases\fileName.csv&lt;br /&gt;
&lt;br /&gt;
Example:  sound,SoundMod,,all_mp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Sound files:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,pathToFile\fileName&lt;br /&gt;
&lt;br /&gt;
Example: sound,sfx\weapon\smg\cowgun\cowgun_fire&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;FX:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 fx,pathToFx\fxName&lt;br /&gt;
&lt;br /&gt;
Example:  fx,fx\bio\animals\fx_bats_circling&lt;br /&gt;
&lt;br /&gt;
===Building a mod===&lt;br /&gt;
&lt;br /&gt;
Once everything is setup as described, Check the &amp;quot;Build Fast File&amp;quot; option and click on build mod.  If everything is successful then you should be able to go into the game and load your mod from the Mod menu.  If there are issues you cant figure out then rebuild the fast file with Verbose info and post your log into the forums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sending to friends===&lt;br /&gt;
&lt;br /&gt;
Now that you have your mod made I&#039;m sure you want to share it with your friends or the community.  You only need 2 files, your IWD and Fast File.  The best way to zip these up while avoiding confusion is to only have those 2 files in your mod folder and zip including the folder so all the user has to do is drag and drop.  It is also courteous to include a [[Call of Duty 5: Readme file|Readme File]] with your email or website, version number, and credits.&lt;br /&gt;
&lt;br /&gt;
==Run Game Tab==&lt;br /&gt;
&lt;br /&gt;
Runs the selected level or mod in the game. You can turn on developer, developer_script, and cheats by checking the boxes below the button. Developer enabled will turn on a lot of profiling functions as well as errors and missingassets.csv output among other things. Developer_script will provide script debugging and script errors when encountering. Without developer_script enabled script errors will be bypassed. The cheats option turns on cheats allowing the player access to the cheat commands such as god mode and ufo mod which are handy when working on a level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Technical Reference]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3207</id>
		<title>Call of Duty 5: Launcher Overview</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3207"/>
		<updated>2008-11-21T08:28:39Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Download Mirrors=&lt;br /&gt;
&lt;br /&gt;
To download the tools, visit any one of the mirror links that have posted the tools:&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;11/20/08 - Released!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Download Mirrors:&#039;&#039;&#039;&lt;br /&gt;
    *[http://www.ausgamers.com/files/details/html/40392 AusGamers]&lt;br /&gt;
    *[http://www.bigdownload.com/about/age-gate/?destination=http%3A%2F%2Fwww.bigdownload.com%2Fgames%2Fcall-of-duty-world-at-war%2Fpc%2Fcall-of-duty-world-at-war-mod-tools%2F Big Download]&lt;br /&gt;
    *[http://www.fileshack.com/file.x/13305/Call+of+Duty:+World+at+War+Mod+Tools FileShack]&lt;br /&gt;
    *[http://www.gamershell.com/download_36192.shtml GamersHell]&lt;br /&gt;
    *[http://downloads.gamezone.com/demos/d25044.htm GameZone]&lt;br /&gt;
    *[http://www.mycallofduty.com/modules.php?name=Forums&amp;amp;file=viewtopic&amp;amp;p=22633#22633 MyCallOfDuty]&lt;br /&gt;
    *[http://www.worthdownloading.com/game.php?gid=3428 WorthDownloading]&lt;br /&gt;
&lt;br /&gt;
=Installation=&lt;br /&gt;
&lt;br /&gt;
After downloading the tools, you will need to unzip them into your root game directory.&lt;br /&gt;
&lt;br /&gt;
After installing the tools, go to &amp;lt;root&amp;gt;\Activision\Call of Duty World At War\bin and start &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Launcher=&lt;br /&gt;
&lt;br /&gt;
Launcher is your user interface for easy compiling, lighting, paths, reflections, lighting grids, and loading levels. It also gives easy access to mod tool applications such as the level editor, effects editor, or asset manager.&lt;br /&gt;
&lt;br /&gt;
To get to Launcher browse to your installation directory, then go to &amp;quot;bin&amp;quot; to find &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;. You may place a shortcut on your desktop by right clicking on the icon for Launcher then going to &amp;quot;&#039;&#039;Send to&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;Desktop&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since Call of Duty World At War is a Games For Windows title, custom content now needs to live in your&lt;br /&gt;
&lt;br /&gt;
 Documents and Settings/YOUR_USERNAME/Local Settings/Application Data/Activision/CoDWaW &lt;br /&gt;
&lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
 AppData/Local Data/Activision/CoDWaW/ &lt;br /&gt;
&lt;br /&gt;
for XP or Vista, respectively&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
You still use the root game directory as a development environment, but to play your content you will need to copy your mods to the new designated area. Launcher conveniently does this for your automatically when you compile a map or build a mod, but when you share your content be sure it is clear to users on where exactly to place your mods.&lt;br /&gt;
&lt;br /&gt;
==  Converter ==&lt;br /&gt;
&lt;br /&gt;
After installing your tools, you will need to run Converter at least once before actually using the various tools like Radiant, FX Editor, etc to make sure they operate properly.&lt;br /&gt;
Image:Note.pngNote: If you&#039;re on Vista, you will more than likely need to make sure to change the property on converter.exe to &#039;Run As Administrator&#039; or turn UAC off otherwise converter might not generate all the assets properly.&lt;br /&gt;
&lt;br /&gt;
Running Converter generates assets from the GDTs located in the \source_data folder that some of the tools will rely on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The first time you run Converter it may take a few minutes to complete because it&#039;s generating all the assets from the GDTs for the first time.&lt;br /&gt;
&lt;br /&gt;
Converter is an automated process, so just click the Converter button on the Launcher under the Applications tab and let it run. &lt;br /&gt;
&lt;br /&gt;
 [[Image:warning.png]]&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt; &#039;&#039;&#039;ERROR: dll version number does not match converter version&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 You will get that error at the very end of running Converter; it is normal.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Applications&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The applications field gives easy access to launching various applications for the mod tools. Here you can launch the level editor, effects editor, and asset manager. A description for what they are used for is provided for each below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Processes&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When running process through Launcher, they will appear in the bottom left field of Launcher. You can take notice to what processes are taking place, and have the option to end a process if need be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While processes are running, they may spit out information on what exactly they&#039;re doing. You can view this information in the console window on the bottom. Should you ever need to clear the console to perform another action, press the &#039;&#039;&#039;Clear Console&#039;&#039;&#039; button on the bottom of the Applications field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Wiki&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the top right corner of Launcher you will see Wiki. Click that to open up the official Treyarch Mod Support wiki in your web browser (internet access is required). Here you can find the latest information to help you make mods.&lt;br /&gt;
&lt;br /&gt;
==Compile Level Tab==&lt;br /&gt;
&lt;br /&gt;
The “Level Compiling” tab is where you can keep track of your .map files and compile bsp, lighting, paths, and reflections for those .map files.&lt;br /&gt;
&lt;br /&gt;
Launcher can conveniently compile, build your FastFile, and launch your map in-game with one click. You only need to check the options you want to be executed.&lt;br /&gt;
&lt;br /&gt;
===Compile BSP===&lt;br /&gt;
&lt;br /&gt;
Select the level that you wish to compile from the list. In this example I will use the level called “test” which is supplied with the mod tools. First you will need to compile the BSP for the level. This will convert the .map file that is made in the level editor to an optimized format that is read by the game engine. We’ll need to set some options for this found on the right hand side, right next to the list of levels. You can check boxes to tell it to compile BSP, lighting, and paths. If you made any changes to the .map file you’ll need to recompile the BSP. Lighting can be compiled right after the BSP is compiled, or at a later time, as long as the BSP has not changed. Paths can also be compiled later; however AI in single player levels will not work correctly until paths have been compiled. Multiplayer levels never need to compile paths since they are strictly for AI navigation in single player.&lt;br /&gt;
&lt;br /&gt;
Be sure to set up your BSP Options and Light Options before checking the &amp;quot;Compile BSP” option. Most of the time no BSP options will be used but I’ll go over them anyways since occasionally they may need to be used. Some light options are commonly used however.&lt;br /&gt;
&lt;br /&gt;
[[Image:warning.png]] Full light compile is set by default, you may want to use Fast light compile if you&#039;re just doing testing.&lt;br /&gt;
&lt;br /&gt;
====BSP Options====&lt;br /&gt;
&lt;br /&gt;
Check the box for “onlyents” if you would like to do an only entity compile. Onlyents compiles don’t touch brush triggers, geometry, or lighting. This is useful if you want to quickly recompile a map that you only moved an entity in. (Note that if you move a model that casts a shadow, the lighting will not be recompiled by doing onlyents, so your shadow will still be in its old position, not where you moved that model to.)&lt;br /&gt;
&lt;br /&gt;
Check the box for “blocksize”, then set a value to set a custom grid size for regular BSP splits. A value of zero uses the biggest possible size, and is also the default value if this option is left unchecked. Most of the time this option will remain unchecked.&lt;br /&gt;
&lt;br /&gt;
Check the “samplescale” box, and then set a value if you would like to scale all lightmaps. A value of 2 will double the pixel size, a value of 0.5 halves it. Again, this option should remain unchecked in most cases.&lt;br /&gt;
&lt;br /&gt;
The “debugLightMaps” option is a great way to see in-game how the light maps were compiled and how they are being used. Using this option compiles colored light maps and when the level is loaded in-game you will see colored geometry everywhere that contains light maps. Different colors represent a different lightmap texture. This is great for tracking down why you might have encountered lightmap bleeding or seams.&lt;br /&gt;
&lt;br /&gt;
====Light Options====&lt;br /&gt;
&lt;br /&gt;
Most of these options will be unchecked; however I’ll explain them for the rare cases that you may want to use them. Often I use the “fast” option during testing for quick light compiles, but then use “extra” for final release as it gives better lightmap detail.&lt;br /&gt;
&lt;br /&gt;
*Fast Use fast presets for several options (generates lower quality lighting but is much faster)&lt;br /&gt;
*Extra Use high-quality presets for several options (generates high quality lighting but takes longer) &lt;br /&gt;
*ModelShadow Allows model surfaces to cast shadows -NoModelShadow Prevents model surfaces from casting shadows &lt;br /&gt;
*DumpOptions Displays current settings of most parameters &lt;br /&gt;
*Traces Number of traces to do from each sample point &lt;br /&gt;
*BounceFraction Higher values are more washed out, lower values darker &lt;br /&gt;
*Jitter Breaks up aliasing from trace pattern (0 none, 1 max)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have all the options you wish to use, check the “Compile BSP” option to start the compile using your specified options. The BSP will be compile first ( if you chose that option ), then the lighting ( if you chose that option ), then the game will be loaded to compile the AI Paths ( if you chose that option and your level is single player ).&lt;br /&gt;
&lt;br /&gt;
This process can take anywhere from a few seconds to several hours depending on the complexity of your level and the computer you are compiling on. For a frame of reference, most of the retail levels shipped with the game take about 30 minutes to and hour to compile bsp and lighting on quad core CPUs.&lt;br /&gt;
&lt;br /&gt;
Part of lighting is the grid file. Entities (models, players, AI) in a map are lit by the lights in the map. In complex maps (as opposed to small test maps) calculating which lights affect which entities takes a lot of work. To prevent the engine from having to do this in real-time, this information can be written into the bsp using a mapname.grid file. If a map doesn’t have a grid, you will experience harsh hitches when entering new areas where entities are now visible. These hitches feel like texture thrashing. Grids are needed for both single player and multiplayer maps. A map must be recompiled after creating or modifying a grid. Select “make new grid” if you have never done a grid for the selected level, or “edit existing grid” to continue working on one that you previously made. The level will be loaded in grid mode. You’ll see lots of little dots throughout the level. You’ll need to walk around the level and touch as many of the dots as possible. This defines the areas a player will be able to go. For most areas however, you can just place a brush with the lightgrid material on it in CoDWaWRadiant and the touching dots will automatically be collected when the level is compiled. Doing a custom grid is really for certain detail areas. Most of the time you can just place brushes in CoDWaWRadiant to do the work for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compile Reflections===&lt;br /&gt;
&lt;br /&gt;
If your characters weapons and vehicles have red outlines you don’t have any reflection probes compiled for your map. Reflection probes are very important for the look of all shiny things in the game. Place one per room and one in each distinct outdoor area and additional ones near any especially shiny objects. They use memory but its reasonable to have 10-100 of them.&lt;br /&gt;
&lt;br /&gt;
After the BSP and Lighting have been compiled you will want to compile the reflections for the level. In order for reflections to be compiled properly the level needs to contain reflection probe entities throughout the map. Each reflection probe in the level will produce a cube map for that area during the reflection compile. The reflections used throughout the compiled level use the cube map from the nearest reflection probe entity so keep this in mind when you are placing the probes. The reflection probes use portals to determine which is the closest probe so you don’t usually need to worry about an inside probe affecting an outside model through the wall.&lt;br /&gt;
&lt;br /&gt;
Check the “Compile Reflections” option when you are ready to compile the reflections. This step may be skipped if you don’t care about proper reflections during the testing and development phase of a level but it should always be used when you want the level to look top notch. You may also skip this step if you have already compiled the reflection probes for the bsp and you have not made any changes to the reflection probes in the level. On compile it will use old reflection probes. You only need to do this step when it’s the first time you’ve compiled the bsp, or you are making changes to the probes or adding/removing probes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build Fast File===&lt;br /&gt;
&lt;br /&gt;
In order for the level and all of it’s assets to be loaded into the game within a reasonable amount of time a fast file is needed to be made. A fast file is one big file that contains all of the data for the level and all of the assets it uses. Since it is all in one file it can quickly be loaded directly to memory, instead of your hard drive having to search for thousands of files and load them individually which takes much longer.&lt;br /&gt;
&lt;br /&gt;
The first time you try to build the fast file for the level it will tell you that no zone files exist and ask you if you would like to make them. You’ll want to say “yes” at this prompt. Doing so will create [root]\ zone_source\[levelname].csv, where root is the game install path.&lt;br /&gt;
&lt;br /&gt;
Within this .csv file is a list of assets the level uses. It will have some default assets in there that all levels use. This csv is looked at by the fast file builder and all the assets it references will be added to the level’s fast file. The fast file ends up containing the level BSP itself, plus all assets listed in [levelname].csv.&lt;br /&gt;
&lt;br /&gt;
The fast file generated will be created at [root]\zone\[language]\[levelname].ff. This is the file you would want to give your friend or post online when you want to share your level since it contains all of the data used by the level. Anytime you change anything in the level, or any assets used in the level you’ll need to recompile the fast file so that those new or changed assets get put into the fast file for the game to read. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Update Zone File===&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]]  If you have not made a zone source file you will need to make one in [root]\zone_source\[levelname].csv.&lt;br /&gt;
&lt;br /&gt;
Okay so I just talked about what fast files are and how to make them. I mentioned they contain all of the assets used or reference in a level. Suppose you add a new static model to your level, or you give the player a gun through script. These new assets wont be in the fast file, so they won’t actually show up, and may even give errors in the game. &#039;&#039;&#039;Updating the zone file ( the [levelname].csv file ) is necessary to make sure all of these new assets are put into the fast file.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each time the level is ran and tries to load an asset that wasn’t found in the fast file an output file called missingassets.csv is created at [root]\main\missingassets.csv. This file contains a list of assets that the game tried to load but couldn’t (due to them not being stored in the fast file that was used). &#039;&#039;&#039;If missingassets.csv is not being generated then your level fast file and zone source are either up to date with all assets, or you may need to try running the level using the “developer” and “developer_script” option turned on&#039;&#039;&#039; ( enter it via console or set it under the Run Game tab ).&lt;br /&gt;
&lt;br /&gt;
These missing assets need to be added to the [levelname].csv zone file so that they get included next time you build the fast file. This is as simple as copying the asset list from &#039;&#039;&#039;missingassets.csv&#039;&#039;&#039; and pasting them at the bottom of the [levelname].csv zone source file.&lt;br /&gt;
&lt;br /&gt;
The text inside missingassets.csv is all of the assets that were not loaded correctly. Open up your levelname.csv zone source file. Add the missing assets to the zone source by copying and pasting to your zone source file.&lt;br /&gt;
&lt;br /&gt;
 [[Image:Warning.png]] Be sure to not have two assets on the same line. One asset per line is required.&lt;br /&gt;
&lt;br /&gt;
If you update your zone source file, rebuild the fast file, reload the level, and missingassets.csv is telling you more assets are missing, it’s perfectly normal. Often times this process has to be repeated a few times before all missing assets are caught. This is mainly because some assets are referenced by other assets. For instance you may get a weapon as the only missing asset in your level. Missingassets.csv will complain that the weapon isn’t in the fast file; therefore you add it to the zone source and rebuild the fast file. Next time you run the level it may complain about another weapon missing. Well why didn’t it tell me there was 2 missing weapons the first time? The reason is because the second weapon it complained about may be referenced by the first weapon in asset manager, such as an alternate fire mode. The game didn’t know that the second weapon was missing until it had the first weapon loaded correctly and tried to load its second fire mode.&lt;br /&gt;
&lt;br /&gt;
When you’re updating your zone source make sure you run the level a second time or more until missingassets.csv hasn’t changed, or is empty. This will ensure that you’re added all assets that are required.&lt;br /&gt;
&lt;br /&gt;
==Mod Builder Tab==&lt;br /&gt;
&lt;br /&gt;
To make a new mod we first need to make the folders required.  Go to your installation directory and then goto [root]\mods.  If &amp;quot;Mods&amp;quot; does not exist then create the folder.  Inside Mods create a new folder and name it the title of your mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]] This folder is only used for development, when building and running your mod Launcher will automatically copy your mod to the appropriate destination in Documents and Settings or Local Data, depending on what Operating System you&#039;re on.&lt;br /&gt;
&lt;br /&gt;
Now setup the folders inside your mod folder.  Think of this as a mini raw folder just for your mod.  The setup and rules are the same as the raw folder in your mod folder so copy all the assets you want from raw to your mod folder.  If you don&#039;t have a custom model or a custom image then you don&#039;t need those folders, the only folders you need here are the ones for your custom assets only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that your mod is setup we need to create a CSV file for it so mod builder knows what to include in the fast file.&lt;br /&gt;
&lt;br /&gt;
Open ModBuilder (bin/modbuilder.exe).&lt;br /&gt;
&lt;br /&gt;
*Make sure you are under the CSV Creator tab at the top.&amp;lt;br&amp;gt;&lt;br /&gt;
*In the pull down menu for &amp;quot;Mod&amp;quot; select your mod that you just made.&amp;lt;br&amp;gt;&lt;br /&gt;
==&amp;gt; This may take a few minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
*To the right click on &amp;quot;New CSV&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
*A custom mod will have a CSV type of &amp;quot;Blank&amp;quot; and you can name the csv anything you want.&amp;lt;br&amp;gt;&lt;br /&gt;
*Click OK and your done with this screen, your mod is now setup to compile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===IWD reqs===&lt;br /&gt;
&lt;br /&gt;
Your IWD file is essentially your main folder, anything in the IWD files in main go in your mod IWD file.  Everything else goes into your fast file which is explained later.  Items that go into your IWD file include accuracy files, images, and weapon settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb5.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create your IWD file you will first need a zip utility like [http://www.rarlab.com WinRaR].&lt;br /&gt;
&lt;br /&gt;
*Highlight the folders you want to include, right click on one, and select &amp;quot;Add to archive.&amp;quot;.&lt;br /&gt;
*First select &amp;quot;ZIP&amp;quot; from the Archive Format option.&lt;br /&gt;
*Then under Archive name make sure the name is the same as the title of the mod and &#039;&#039;&#039;rename .zip to .iwd.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb4.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Fast File / CSV requirements===&lt;br /&gt;
&lt;br /&gt;
Anything that is not in your IWD file is then included in your fast file.  This includes common items like maps, sounds, scripts, models, materials, soundalises, vision, and FX files.  Since this is made either by the map compiler or mod builder there is no tutorial for this specifically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Explaination of MOD Builder screen===&lt;br /&gt;
&lt;br /&gt;
When creating your mod, first make sure it is selecting the correct mod.  Under &amp;quot;Mod&amp;quot; there is a pull down menu that has all the mods in your Mod directory.  Its rare but make sure the pull down menu next to Mod has the correct CSV file too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Build The Mod:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Build Fast File - Check this to have mod builder go through your asset list and create the fast file with all your information and assets.&lt;br /&gt;
*Verbose Info - Provide extra information that is used mostly for troubleshooting.  Make sure Verbose Info is checked if you copy the log into forums.&lt;br /&gt;
*Build Sound - Used to compile the sound in soundassets.&lt;br /&gt;
*Build IWD File - Builds the IWD file from the files in the far right.&lt;br /&gt;
*Run Game - When all other tasks have completed, run the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Center white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This where you list your assets you want included, there is more information further down.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Right white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of items in your IWD file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where you can copy a log from and shows you the current progress.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:mb6.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Common assets and their mod builder CSV commands===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Xmodel:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 xmodel,NameOfModel&lt;br /&gt;
 raw\xmodel&lt;br /&gt;
 raw\xmodelparts&lt;br /&gt;
 raw\xmodelsurfs&lt;br /&gt;
&lt;br /&gt;
Example: xmodel,tallgrass&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Scripts:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 rawfile,pathToScript\script.gsc&lt;br /&gt;
&lt;br /&gt;
Example: rawfile,maps\mp\_gib.gsc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;SoundAliases:&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,nameOfFile,,loadSpecs&lt;br /&gt;
 soundaliases\fileName.csv&lt;br /&gt;
&lt;br /&gt;
Example:  sound,SoundMod,,all_mp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Sound files:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,pathToFile\fileName&lt;br /&gt;
&lt;br /&gt;
Example: sound,sfx\weapon\smg\cowgun\cowgun_fire&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;FX:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 fx,pathToFx\fxName&lt;br /&gt;
&lt;br /&gt;
Example:  fx,fx\bio\animals\fx_bats_circling&lt;br /&gt;
&lt;br /&gt;
===Building a mod===&lt;br /&gt;
&lt;br /&gt;
Once everything is setup as described, Check the &amp;quot;Build Fast File&amp;quot; option and click on build mod.  If everything is successful then you should be able to go into the game and load your mod from the Mod menu.  If there are issues you cant figure out then rebuild the fast file with Verbose info and post your log into the forums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sending to friends===&lt;br /&gt;
&lt;br /&gt;
Now that you have your mod made I&#039;m sure you want to share it with your friends or the community.  You only need 2 files, your IWD and Fast File.  The best way to zip these up while avoiding confusion is to only have those 2 files in your mod folder and zip including the folder so all the user has to do is drag and drop.  It is also courteous to include a [[Call of Duty 5: Readme file|Readme File]] with your email or website, version number, and credits.&lt;br /&gt;
&lt;br /&gt;
==Run Game Tab==&lt;br /&gt;
&lt;br /&gt;
Runs the selected level or mod in the game. You can turn on developer, developer_script, and cheats by checking the boxes below the button. Developer enabled will turn on a lot of profiling functions as well as errors and missingassets.csv output among other things. Developer_script will provide script debugging and script errors when encountering. Without developer_script enabled script errors will be bypassed. The cheats option turns on cheats allowing the player access to the cheat commands such as god mode and ufo mod which are handy when working on a level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Technical Reference]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3206</id>
		<title>Call of Duty 5: Launcher Overview</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3206"/>
		<updated>2008-11-21T08:27:33Z</updated>

		<summary type="html">&lt;p&gt;One richard: /* Converter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Download Mirrors=&lt;br /&gt;
&lt;br /&gt;
To download the tools, visit any one of the mirror links that have posted the tools:&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;11/20/08 - Released!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Download Mirrors:&#039;&#039;&#039;&lt;br /&gt;
    *[http://www.ausgamers.com/files/details/html/40392 AusGamers]&lt;br /&gt;
    *[http://www.bigdownload.com/about/age-gate/?destination=http%3A%2F%2Fwww.bigdownload.com%2Fgames%2Fcall-of-duty-world-at-war%2Fpc%2Fcall-of-duty-world-at-war-mod-tools%2F Big Download]&lt;br /&gt;
    *[http://www.fileshack.com/file.x/13305/Call+of+Duty:+World+at+War+Mod+Tools FileShack]&lt;br /&gt;
    *[http://www.gamershell.com/download_36192.shtml GamersHell]&lt;br /&gt;
    *[http://downloads.gamezone.com/demos/d25044.htm GameZone]&lt;br /&gt;
    *[http://www.mycallofduty.com/modules.php?name=Forums&amp;amp;file=viewtopic&amp;amp;p=22633#22633 MyCallOfDuty]&lt;br /&gt;
    *[http://www.worthdownloading.com/game.php?gid=3428 WorthDownloading]&lt;br /&gt;
&lt;br /&gt;
=Installation=&lt;br /&gt;
&lt;br /&gt;
After downloading the tools, you will need to unzip them into your root game directory.&lt;br /&gt;
&lt;br /&gt;
After installing the tools, go to &amp;lt;root&amp;gt;\Activision\Call of Duty World At War\bin and start &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Launcher=&lt;br /&gt;
&lt;br /&gt;
Launcher is your user interface for easy compiling, lighting, paths, reflections, lighting grids, and loading levels. It also gives easy access to mod tool applications such as the level editor, effects editor, or asset manager.&lt;br /&gt;
&lt;br /&gt;
To get to Launcher browse to your installation directory, then go to &amp;quot;bin&amp;quot; to find &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;. You may place a shortcut on your desktop by right clicking on the icon for Launcher then going to &amp;quot;&#039;&#039;Send to&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;Desktop&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since Call of Duty World At War is a Games For Windows title, custom content now needs to live in your&lt;br /&gt;
&lt;br /&gt;
 Documents and Settings/YOUR_USERNAME/Local Settings/Application Data/Activision/CoDWaW &lt;br /&gt;
&lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
 AppData/Local Data/Activision/CoDWaW/ &lt;br /&gt;
&lt;br /&gt;
for XP or Vista, respectively&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
You still use the root game directory as a development environment, but to play your content you will need to copy your mods to the new designated area. Launcher conveniently does this for your automatically when you compile a map or build a mod, but when you share your content be sure it is clear to users on where exactly to place your mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Converter ==&lt;br /&gt;
&lt;br /&gt;
After installing your tools, you will need to run Converter at least once before actually using the various tools like Radiant, FX Editor, etc to make sure they operate properly.&lt;br /&gt;
Image:Note.pngNote: If you&#039;re on Vista, you will more than likely need to make sure to change the property on converter.exe to &#039;Run As Administrator&#039; or turn UAC off otherwise converter might not generate all the assets properly.&lt;br /&gt;
&lt;br /&gt;
Running Converter generates assets from the GDTs located in the \source_data folder that some of the tools will rely on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The first time you run Converter it may take a few minutes to complete because it&#039;s generating all the assets from the GDTs for the first time.&lt;br /&gt;
&lt;br /&gt;
Converter is an automated process, so just click the Converter button on the Launcher under the Applications tab and let it run. &lt;br /&gt;
&lt;br /&gt;
 [[Image:warning.png]]&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt; &#039;&#039;&#039;ERROR: dll version number does not match converter version&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 You will get that error at the very end of running Converter; it is normal.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Applications&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The applications field gives easy access to launching various applications for the mod tools. Here you can launch the level editor, effects editor, and asset manager. A description for what they are used for is provided for each below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Processes&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When running process through Launcher, they will appear in the bottom left field of Launcher. You can take notice to what processes are taking place, and have the option to end a process if need be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While processes are running, they may spit out information on what exactly they&#039;re doing. You can view this information in the console window on the bottom. Should you ever need to clear the console to perform another action, press the &#039;&#039;&#039;Clear Console&#039;&#039;&#039; button on the bottom of the Applications field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Wiki&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the top right corner of Launcher you will see Wiki. Click that to open up the official Treyarch Mod Support wiki in your web browser (internet access is required). Here you can find the latest information to help you make mods.&lt;br /&gt;
&lt;br /&gt;
==Compile Level Tab==&lt;br /&gt;
&lt;br /&gt;
The “Level Compiling” tab is where you can keep track of your .map files and compile bsp, lighting, paths, and reflections for those .map files.&lt;br /&gt;
&lt;br /&gt;
Launcher can conveniently compile, build your FastFile, and launch your map in-game with one click. You only need to check the options you want to be executed.&lt;br /&gt;
&lt;br /&gt;
===Compile BSP===&lt;br /&gt;
&lt;br /&gt;
Select the level that you wish to compile from the list. In this example I will use the level called “test” which is supplied with the mod tools. First you will need to compile the BSP for the level. This will convert the .map file that is made in the level editor to an optimized format that is read by the game engine. We’ll need to set some options for this found on the right hand side, right next to the list of levels. You can check boxes to tell it to compile BSP, lighting, and paths. If you made any changes to the .map file you’ll need to recompile the BSP. Lighting can be compiled right after the BSP is compiled, or at a later time, as long as the BSP has not changed. Paths can also be compiled later; however AI in single player levels will not work correctly until paths have been compiled. Multiplayer levels never need to compile paths since they are strictly for AI navigation in single player.&lt;br /&gt;
&lt;br /&gt;
Be sure to set up your BSP Options and Light Options before checking the &amp;quot;Compile BSP” option. Most of the time no BSP options will be used but I’ll go over them anyways since occasionally they may need to be used. Some light options are commonly used however.&lt;br /&gt;
&lt;br /&gt;
[[Image:warning.png]] Full light compile is set by default, you may want to use Fast light compile if you&#039;re just doing testing.&lt;br /&gt;
&lt;br /&gt;
====BSP Options====&lt;br /&gt;
&lt;br /&gt;
Check the box for “onlyents” if you would like to do an only entity compile. Onlyents compiles don’t touch brush triggers, geometry, or lighting. This is useful if you want to quickly recompile a map that you only moved an entity in. (Note that if you move a model that casts a shadow, the lighting will not be recompiled by doing onlyents, so your shadow will still be in its old position, not where you moved that model to.)&lt;br /&gt;
&lt;br /&gt;
Check the box for “blocksize”, then set a value to set a custom grid size for regular BSP splits. A value of zero uses the biggest possible size, and is also the default value if this option is left unchecked. Most of the time this option will remain unchecked.&lt;br /&gt;
&lt;br /&gt;
Check the “samplescale” box, and then set a value if you would like to scale all lightmaps. A value of 2 will double the pixel size, a value of 0.5 halves it. Again, this option should remain unchecked in most cases.&lt;br /&gt;
&lt;br /&gt;
The “debugLightMaps” option is a great way to see in-game how the light maps were compiled and how they are being used. Using this option compiles colored light maps and when the level is loaded in-game you will see colored geometry everywhere that contains light maps. Different colors represent a different lightmap texture. This is great for tracking down why you might have encountered lightmap bleeding or seams.&lt;br /&gt;
&lt;br /&gt;
====Light Options====&lt;br /&gt;
&lt;br /&gt;
Most of these options will be unchecked; however I’ll explain them for the rare cases that you may want to use them. Often I use the “fast” option during testing for quick light compiles, but then use “extra” for final release as it gives better lightmap detail.&lt;br /&gt;
&lt;br /&gt;
*Fast Use fast presets for several options (generates lower quality lighting but is much faster)&lt;br /&gt;
*Extra Use high-quality presets for several options (generates high quality lighting but takes longer) &lt;br /&gt;
*ModelShadow Allows model surfaces to cast shadows -NoModelShadow Prevents model surfaces from casting shadows &lt;br /&gt;
*DumpOptions Displays current settings of most parameters &lt;br /&gt;
*Traces Number of traces to do from each sample point &lt;br /&gt;
*BounceFraction Higher values are more washed out, lower values darker &lt;br /&gt;
*Jitter Breaks up aliasing from trace pattern (0 none, 1 max)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have all the options you wish to use, check the “Compile BSP” option to start the compile using your specified options. The BSP will be compile first ( if you chose that option ), then the lighting ( if you chose that option ), then the game will be loaded to compile the AI Paths ( if you chose that option and your level is single player ).&lt;br /&gt;
&lt;br /&gt;
This process can take anywhere from a few seconds to several hours depending on the complexity of your level and the computer you are compiling on. For a frame of reference, most of the retail levels shipped with the game take about 30 minutes to and hour to compile bsp and lighting on quad core CPUs.&lt;br /&gt;
&lt;br /&gt;
Part of lighting is the grid file. Entities (models, players, AI) in a map are lit by the lights in the map. In complex maps (as opposed to small test maps) calculating which lights affect which entities takes a lot of work. To prevent the engine from having to do this in real-time, this information can be written into the bsp using a mapname.grid file. If a map doesn’t have a grid, you will experience harsh hitches when entering new areas where entities are now visible. These hitches feel like texture thrashing. Grids are needed for both single player and multiplayer maps. A map must be recompiled after creating or modifying a grid. Select “make new grid” if you have never done a grid for the selected level, or “edit existing grid” to continue working on one that you previously made. The level will be loaded in grid mode. You’ll see lots of little dots throughout the level. You’ll need to walk around the level and touch as many of the dots as possible. This defines the areas a player will be able to go. For most areas however, you can just place a brush with the lightgrid material on it in CoDWaWRadiant and the touching dots will automatically be collected when the level is compiled. Doing a custom grid is really for certain detail areas. Most of the time you can just place brushes in CoDWaWRadiant to do the work for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compile Reflections===&lt;br /&gt;
&lt;br /&gt;
If your characters weapons and vehicles have red outlines you don’t have any reflection probes compiled for your map. Reflection probes are very important for the look of all shiny things in the game. Place one per room and one in each distinct outdoor area and additional ones near any especially shiny objects. They use memory but its reasonable to have 10-100 of them.&lt;br /&gt;
&lt;br /&gt;
After the BSP and Lighting have been compiled you will want to compile the reflections for the level. In order for reflections to be compiled properly the level needs to contain reflection probe entities throughout the map. Each reflection probe in the level will produce a cube map for that area during the reflection compile. The reflections used throughout the compiled level use the cube map from the nearest reflection probe entity so keep this in mind when you are placing the probes. The reflection probes use portals to determine which is the closest probe so you don’t usually need to worry about an inside probe affecting an outside model through the wall.&lt;br /&gt;
&lt;br /&gt;
Check the “Compile Reflections” option when you are ready to compile the reflections. This step may be skipped if you don’t care about proper reflections during the testing and development phase of a level but it should always be used when you want the level to look top notch. You may also skip this step if you have already compiled the reflection probes for the bsp and you have not made any changes to the reflection probes in the level. On compile it will use old reflection probes. You only need to do this step when it’s the first time you’ve compiled the bsp, or you are making changes to the probes or adding/removing probes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build Fast File===&lt;br /&gt;
&lt;br /&gt;
In order for the level and all of it’s assets to be loaded into the game within a reasonable amount of time a fast file is needed to be made. A fast file is one big file that contains all of the data for the level and all of the assets it uses. Since it is all in one file it can quickly be loaded directly to memory, instead of your hard drive having to search for thousands of files and load them individually which takes much longer.&lt;br /&gt;
&lt;br /&gt;
The first time you try to build the fast file for the level it will tell you that no zone files exist and ask you if you would like to make them. You’ll want to say “yes” at this prompt. Doing so will create [root]\ zone_source\[levelname].csv, where root is the game install path.&lt;br /&gt;
&lt;br /&gt;
Within this .csv file is a list of assets the level uses. It will have some default assets in there that all levels use. This csv is looked at by the fast file builder and all the assets it references will be added to the level’s fast file. The fast file ends up containing the level BSP itself, plus all assets listed in [levelname].csv.&lt;br /&gt;
&lt;br /&gt;
The fast file generated will be created at [root]\zone\[language]\[levelname].ff. This is the file you would want to give your friend or post online when you want to share your level since it contains all of the data used by the level. Anytime you change anything in the level, or any assets used in the level you’ll need to recompile the fast file so that those new or changed assets get put into the fast file for the game to read. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Update Zone File===&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]]  If you have not made a zone source file you will need to make one in [root]\zone_source\[levelname].csv.&lt;br /&gt;
&lt;br /&gt;
Okay so I just talked about what fast files are and how to make them. I mentioned they contain all of the assets used or reference in a level. Suppose you add a new static model to your level, or you give the player a gun through script. These new assets wont be in the fast file, so they won’t actually show up, and may even give errors in the game. &#039;&#039;&#039;Updating the zone file ( the [levelname].csv file ) is necessary to make sure all of these new assets are put into the fast file.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each time the level is ran and tries to load an asset that wasn’t found in the fast file an output file called missingassets.csv is created at [root]\main\missingassets.csv. This file contains a list of assets that the game tried to load but couldn’t (due to them not being stored in the fast file that was used). &#039;&#039;&#039;If missingassets.csv is not being generated then your level fast file and zone source are either up to date with all assets, or you may need to try running the level using the “developer” and “developer_script” option turned on&#039;&#039;&#039; ( enter it via console or set it under the Run Game tab ).&lt;br /&gt;
&lt;br /&gt;
These missing assets need to be added to the [levelname].csv zone file so that they get included next time you build the fast file. This is as simple as copying the asset list from &#039;&#039;&#039;missingassets.csv&#039;&#039;&#039; and pasting them at the bottom of the [levelname].csv zone source file.&lt;br /&gt;
&lt;br /&gt;
The text inside missingassets.csv is all of the assets that were not loaded correctly. Open up your levelname.csv zone source file. Add the missing assets to the zone source by copying and pasting to your zone source file.&lt;br /&gt;
&lt;br /&gt;
 [[Image:Warning.png]] Be sure to not have two assets on the same line. One asset per line is required.&lt;br /&gt;
&lt;br /&gt;
If you update your zone source file, rebuild the fast file, reload the level, and missingassets.csv is telling you more assets are missing, it’s perfectly normal. Often times this process has to be repeated a few times before all missing assets are caught. This is mainly because some assets are referenced by other assets. For instance you may get a weapon as the only missing asset in your level. Missingassets.csv will complain that the weapon isn’t in the fast file; therefore you add it to the zone source and rebuild the fast file. Next time you run the level it may complain about another weapon missing. Well why didn’t it tell me there was 2 missing weapons the first time? The reason is because the second weapon it complained about may be referenced by the first weapon in asset manager, such as an alternate fire mode. The game didn’t know that the second weapon was missing until it had the first weapon loaded correctly and tried to load its second fire mode.&lt;br /&gt;
&lt;br /&gt;
When you’re updating your zone source make sure you run the level a second time or more until missingassets.csv hasn’t changed, or is empty. This will ensure that you’re added all assets that are required.&lt;br /&gt;
&lt;br /&gt;
==Mod Builder Tab==&lt;br /&gt;
&lt;br /&gt;
To make a new mod we first need to make the folders required.  Go to your installation directory and then goto [root]\mods.  If &amp;quot;Mods&amp;quot; does not exist then create the folder.  Inside Mods create a new folder and name it the title of your mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]] This folder is only used for development, when building and running your mod Launcher will automatically copy your mod to the appropriate destination in Documents and Settings or Local Data, depending on what Operating System you&#039;re on.&lt;br /&gt;
&lt;br /&gt;
Now setup the folders inside your mod folder.  Think of this as a mini raw folder just for your mod.  The setup and rules are the same as the raw folder in your mod folder so copy all the assets you want from raw to your mod folder.  If you don&#039;t have a custom model or a custom image then you don&#039;t need those folders, the only folders you need here are the ones for your custom assets only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that your mod is setup we need to create a CSV file for it so mod builder knows what to include in the fast file.&lt;br /&gt;
&lt;br /&gt;
Open ModBuilder (bin/modbuilder.exe).&lt;br /&gt;
&lt;br /&gt;
*Make sure you are under the CSV Creator tab at the top.&amp;lt;br&amp;gt;&lt;br /&gt;
*In the pull down menu for &amp;quot;Mod&amp;quot; select your mod that you just made.&amp;lt;br&amp;gt;&lt;br /&gt;
==&amp;gt; This may take a few minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
*To the right click on &amp;quot;New CSV&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
*A custom mod will have a CSV type of &amp;quot;Blank&amp;quot; and you can name the csv anything you want.&amp;lt;br&amp;gt;&lt;br /&gt;
*Click OK and your done with this screen, your mod is now setup to compile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===IWD reqs===&lt;br /&gt;
&lt;br /&gt;
Your IWD file is essentially your main folder, anything in the IWD files in main go in your mod IWD file.  Everything else goes into your fast file which is explained later.  Items that go into your IWD file include accuracy files, images, and weapon settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb5.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create your IWD file you will first need a zip utility like [http://www.rarlab.com WinRaR].&lt;br /&gt;
&lt;br /&gt;
*Highlight the folders you want to include, right click on one, and select &amp;quot;Add to archive.&amp;quot;.&lt;br /&gt;
*First select &amp;quot;ZIP&amp;quot; from the Archive Format option.&lt;br /&gt;
*Then under Archive name make sure the name is the same as the title of the mod and &#039;&#039;&#039;rename .zip to .iwd.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb4.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Fast File / CSV requirements===&lt;br /&gt;
&lt;br /&gt;
Anything that is not in your IWD file is then included in your fast file.  This includes common items like maps, sounds, scripts, models, materials, soundalises, vision, and FX files.  Since this is made either by the map compiler or mod builder there is no tutorial for this specifically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Explaination of MOD Builder screen===&lt;br /&gt;
&lt;br /&gt;
When creating your mod, first make sure it is selecting the correct mod.  Under &amp;quot;Mod&amp;quot; there is a pull down menu that has all the mods in your Mod directory.  Its rare but make sure the pull down menu next to Mod has the correct CSV file too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Build The Mod:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Build Fast File - Check this to have mod builder go through your asset list and create the fast file with all your information and assets.&lt;br /&gt;
*Verbose Info - Provide extra information that is used mostly for troubleshooting.  Make sure Verbose Info is checked if you copy the log into forums.&lt;br /&gt;
*Build Sound - Used to compile the sound in soundassets.&lt;br /&gt;
*Build IWD File - Builds the IWD file from the files in the far right.&lt;br /&gt;
*Run Game - When all other tasks have completed, run the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Center white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This where you list your assets you want included, there is more information further down.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Right white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of items in your IWD file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where you can copy a log from and shows you the current progress.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:mb6.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Common assets and their mod builder CSV commands===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Xmodel:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 xmodel,NameOfModel&lt;br /&gt;
 raw\xmodel&lt;br /&gt;
 raw\xmodelparts&lt;br /&gt;
 raw\xmodelsurfs&lt;br /&gt;
&lt;br /&gt;
Example: xmodel,tallgrass&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Scripts:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 rawfile,pathToScript\script.gsc&lt;br /&gt;
&lt;br /&gt;
Example: rawfile,maps\mp\_gib.gsc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;SoundAliases:&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,nameOfFile,,loadSpecs&lt;br /&gt;
 soundaliases\fileName.csv&lt;br /&gt;
&lt;br /&gt;
Example:  sound,SoundMod,,all_mp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Sound files:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,pathToFile\fileName&lt;br /&gt;
&lt;br /&gt;
Example: sound,sfx\weapon\smg\cowgun\cowgun_fire&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;FX:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 fx,pathToFx\fxName&lt;br /&gt;
&lt;br /&gt;
Example:  fx,fx\bio\animals\fx_bats_circling&lt;br /&gt;
&lt;br /&gt;
===Building a mod===&lt;br /&gt;
&lt;br /&gt;
Once everything is setup as described, Check the &amp;quot;Build Fast File&amp;quot; option and click on build mod.  If everything is successful then you should be able to go into the game and load your mod from the Mod menu.  If there are issues you cant figure out then rebuild the fast file with Verbose info and post your log into the forums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sending to friends===&lt;br /&gt;
&lt;br /&gt;
Now that you have your mod made I&#039;m sure you want to share it with your friends or the community.  You only need 2 files, your IWD and Fast File.  The best way to zip these up while avoiding confusion is to only have those 2 files in your mod folder and zip including the folder so all the user has to do is drag and drop.  It is also courteous to include a [[Call of Duty 5: Readme file|Readme File]] with your email or website, version number, and credits.&lt;br /&gt;
&lt;br /&gt;
==Run Game Tab==&lt;br /&gt;
&lt;br /&gt;
Runs the selected level or mod in the game. You can turn on developer, developer_script, and cheats by checking the boxes below the button. Developer enabled will turn on a lot of profiling functions as well as errors and missingassets.csv output among other things. Developer_script will provide script debugging and script errors when encountering. Without developer_script enabled script errors will be bypassed. The cheats option turns on cheats allowing the player access to the cheat commands such as god mode and ufo mod which are handy when working on a level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Technical Reference]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3205</id>
		<title>Call of Duty 5: Launcher Overview</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3205"/>
		<updated>2008-11-21T08:26:22Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Download Mirrors=&lt;br /&gt;
&lt;br /&gt;
To download the tools, visit any one of the mirror links that have posted the tools:&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;11/20/08 - Released!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Download Mirrors:&#039;&#039;&#039;&lt;br /&gt;
    *[http://www.ausgamers.com/files/details/html/40392 AusGamers]&lt;br /&gt;
    *[http://www.bigdownload.com/about/age-gate/?destination=http%3A%2F%2Fwww.bigdownload.com%2Fgames%2Fcall-of-duty-world-at-war%2Fpc%2Fcall-of-duty-world-at-war-mod-tools%2F Big Download]&lt;br /&gt;
    *[http://www.fileshack.com/file.x/13305/Call+of+Duty:+World+at+War+Mod+Tools FileShack]&lt;br /&gt;
    *[http://www.gamershell.com/download_36192.shtml GamersHell]&lt;br /&gt;
    *[http://downloads.gamezone.com/demos/d25044.htm GameZone]&lt;br /&gt;
    *[http://www.mycallofduty.com/modules.php?name=Forums&amp;amp;file=viewtopic&amp;amp;p=22633#22633 MyCallOfDuty]&lt;br /&gt;
    *[http://www.worthdownloading.com/game.php?gid=3428 WorthDownloading]&lt;br /&gt;
&lt;br /&gt;
=Installation=&lt;br /&gt;
&lt;br /&gt;
After downloading the tools, you will need to unzip them into your root game directory.&lt;br /&gt;
&lt;br /&gt;
After installing the tools, go to &amp;lt;root&amp;gt;\Activision\Call of Duty World At War\bin and start &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Launcher=&lt;br /&gt;
&lt;br /&gt;
Launcher is your user interface for easy compiling, lighting, paths, reflections, lighting grids, and loading levels. It also gives easy access to mod tool applications such as the level editor, effects editor, or asset manager.&lt;br /&gt;
&lt;br /&gt;
To get to Launcher browse to your installation directory, then go to &amp;quot;bin&amp;quot; to find &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;. You may place a shortcut on your desktop by right clicking on the icon for Launcher then going to &amp;quot;&#039;&#039;Send to&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;Desktop&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since Call of Duty World At War is a Games For Windows title, custom content now needs to live in your&lt;br /&gt;
&lt;br /&gt;
 Documents and Settings/YOUR_USERNAME/Local Settings/Application Data/Activision/CoDWaW &lt;br /&gt;
&lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
 AppData/Local Data/Activision/CoDWaW/ &lt;br /&gt;
&lt;br /&gt;
for XP or Vista, respectively&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
You still use the root game directory as a development environment, but to play your content you will need to copy your mods to the new designated area. Launcher conveniently does this for your automatically when you compile a map or build a mod, but when you share your content be sure it is clear to users on where exactly to place your mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Converter ==&lt;br /&gt;
&lt;br /&gt;
After installing your tools, you will need to run Converter at least once before actually using the various tools like Radiant, FX Editor, etc to make sure they operate properly.&lt;br /&gt;
Image:Note.pngNote: If you&#039;re on Vista, you will more than likely need to make sure to change the property on converter.exe to &#039;Run As Administrator&#039; or turn UAC off otherwise converter might not generate all the assets properly.&lt;br /&gt;
&lt;br /&gt;
Running Converter generates assets from the GDTs located in the \source_data folder that some of the tools will rely on.&lt;br /&gt;
Image:Note.pngNote: The first time you run Converter it may take a few minutes to complete because it&#039;s generating all the assets from the GDTs for the first time.&lt;br /&gt;
&lt;br /&gt;
Converter is an automated process, so just click the Converter button on the Launcher under the Applications tab and let it run. &lt;br /&gt;
&lt;br /&gt;
 [[Image:warning.png]]&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt; &#039;&#039;&#039;ERROR: dll version number does not match converter version&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 You will get that error at the very end of running Converter; it is normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Applications&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The applications field gives easy access to launching various applications for the mod tools. Here you can launch the level editor, effects editor, and asset manager. A description for what they are used for is provided for each below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Processes&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When running process through Launcher, they will appear in the bottom left field of Launcher. You can take notice to what processes are taking place, and have the option to end a process if need be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While processes are running, they may spit out information on what exactly they&#039;re doing. You can view this information in the console window on the bottom. Should you ever need to clear the console to perform another action, press the &#039;&#039;&#039;Clear Console&#039;&#039;&#039; button on the bottom of the Applications field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Wiki&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the top right corner of Launcher you will see Wiki. Click that to open up the official Treyarch Mod Support wiki in your web browser (internet access is required). Here you can find the latest information to help you make mods.&lt;br /&gt;
&lt;br /&gt;
==Compile Level Tab==&lt;br /&gt;
&lt;br /&gt;
The “Level Compiling” tab is where you can keep track of your .map files and compile bsp, lighting, paths, and reflections for those .map files.&lt;br /&gt;
&lt;br /&gt;
Launcher can conveniently compile, build your FastFile, and launch your map in-game with one click. You only need to check the options you want to be executed.&lt;br /&gt;
&lt;br /&gt;
===Compile BSP===&lt;br /&gt;
&lt;br /&gt;
Select the level that you wish to compile from the list. In this example I will use the level called “test” which is supplied with the mod tools. First you will need to compile the BSP for the level. This will convert the .map file that is made in the level editor to an optimized format that is read by the game engine. We’ll need to set some options for this found on the right hand side, right next to the list of levels. You can check boxes to tell it to compile BSP, lighting, and paths. If you made any changes to the .map file you’ll need to recompile the BSP. Lighting can be compiled right after the BSP is compiled, or at a later time, as long as the BSP has not changed. Paths can also be compiled later; however AI in single player levels will not work correctly until paths have been compiled. Multiplayer levels never need to compile paths since they are strictly for AI navigation in single player.&lt;br /&gt;
&lt;br /&gt;
Be sure to set up your BSP Options and Light Options before checking the &amp;quot;Compile BSP” option. Most of the time no BSP options will be used but I’ll go over them anyways since occasionally they may need to be used. Some light options are commonly used however.&lt;br /&gt;
&lt;br /&gt;
[[Image:warning.png]] Full light compile is set by default, you may want to use Fast light compile if you&#039;re just doing testing.&lt;br /&gt;
&lt;br /&gt;
====BSP Options====&lt;br /&gt;
&lt;br /&gt;
Check the box for “onlyents” if you would like to do an only entity compile. Onlyents compiles don’t touch brush triggers, geometry, or lighting. This is useful if you want to quickly recompile a map that you only moved an entity in. (Note that if you move a model that casts a shadow, the lighting will not be recompiled by doing onlyents, so your shadow will still be in its old position, not where you moved that model to.)&lt;br /&gt;
&lt;br /&gt;
Check the box for “blocksize”, then set a value to set a custom grid size for regular BSP splits. A value of zero uses the biggest possible size, and is also the default value if this option is left unchecked. Most of the time this option will remain unchecked.&lt;br /&gt;
&lt;br /&gt;
Check the “samplescale” box, and then set a value if you would like to scale all lightmaps. A value of 2 will double the pixel size, a value of 0.5 halves it. Again, this option should remain unchecked in most cases.&lt;br /&gt;
&lt;br /&gt;
The “debugLightMaps” option is a great way to see in-game how the light maps were compiled and how they are being used. Using this option compiles colored light maps and when the level is loaded in-game you will see colored geometry everywhere that contains light maps. Different colors represent a different lightmap texture. This is great for tracking down why you might have encountered lightmap bleeding or seams.&lt;br /&gt;
&lt;br /&gt;
====Light Options====&lt;br /&gt;
&lt;br /&gt;
Most of these options will be unchecked; however I’ll explain them for the rare cases that you may want to use them. Often I use the “fast” option during testing for quick light compiles, but then use “extra” for final release as it gives better lightmap detail.&lt;br /&gt;
&lt;br /&gt;
*Fast Use fast presets for several options (generates lower quality lighting but is much faster)&lt;br /&gt;
*Extra Use high-quality presets for several options (generates high quality lighting but takes longer) &lt;br /&gt;
*ModelShadow Allows model surfaces to cast shadows -NoModelShadow Prevents model surfaces from casting shadows &lt;br /&gt;
*DumpOptions Displays current settings of most parameters &lt;br /&gt;
*Traces Number of traces to do from each sample point &lt;br /&gt;
*BounceFraction Higher values are more washed out, lower values darker &lt;br /&gt;
*Jitter Breaks up aliasing from trace pattern (0 none, 1 max)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have all the options you wish to use, check the “Compile BSP” option to start the compile using your specified options. The BSP will be compile first ( if you chose that option ), then the lighting ( if you chose that option ), then the game will be loaded to compile the AI Paths ( if you chose that option and your level is single player ).&lt;br /&gt;
&lt;br /&gt;
This process can take anywhere from a few seconds to several hours depending on the complexity of your level and the computer you are compiling on. For a frame of reference, most of the retail levels shipped with the game take about 30 minutes to and hour to compile bsp and lighting on quad core CPUs.&lt;br /&gt;
&lt;br /&gt;
Part of lighting is the grid file. Entities (models, players, AI) in a map are lit by the lights in the map. In complex maps (as opposed to small test maps) calculating which lights affect which entities takes a lot of work. To prevent the engine from having to do this in real-time, this information can be written into the bsp using a mapname.grid file. If a map doesn’t have a grid, you will experience harsh hitches when entering new areas where entities are now visible. These hitches feel like texture thrashing. Grids are needed for both single player and multiplayer maps. A map must be recompiled after creating or modifying a grid. Select “make new grid” if you have never done a grid for the selected level, or “edit existing grid” to continue working on one that you previously made. The level will be loaded in grid mode. You’ll see lots of little dots throughout the level. You’ll need to walk around the level and touch as many of the dots as possible. This defines the areas a player will be able to go. For most areas however, you can just place a brush with the lightgrid material on it in CoDWaWRadiant and the touching dots will automatically be collected when the level is compiled. Doing a custom grid is really for certain detail areas. Most of the time you can just place brushes in CoDWaWRadiant to do the work for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compile Reflections===&lt;br /&gt;
&lt;br /&gt;
If your characters weapons and vehicles have red outlines you don’t have any reflection probes compiled for your map. Reflection probes are very important for the look of all shiny things in the game. Place one per room and one in each distinct outdoor area and additional ones near any especially shiny objects. They use memory but its reasonable to have 10-100 of them.&lt;br /&gt;
&lt;br /&gt;
After the BSP and Lighting have been compiled you will want to compile the reflections for the level. In order for reflections to be compiled properly the level needs to contain reflection probe entities throughout the map. Each reflection probe in the level will produce a cube map for that area during the reflection compile. The reflections used throughout the compiled level use the cube map from the nearest reflection probe entity so keep this in mind when you are placing the probes. The reflection probes use portals to determine which is the closest probe so you don’t usually need to worry about an inside probe affecting an outside model through the wall.&lt;br /&gt;
&lt;br /&gt;
Check the “Compile Reflections” option when you are ready to compile the reflections. This step may be skipped if you don’t care about proper reflections during the testing and development phase of a level but it should always be used when you want the level to look top notch. You may also skip this step if you have already compiled the reflection probes for the bsp and you have not made any changes to the reflection probes in the level. On compile it will use old reflection probes. You only need to do this step when it’s the first time you’ve compiled the bsp, or you are making changes to the probes or adding/removing probes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build Fast File===&lt;br /&gt;
&lt;br /&gt;
In order for the level and all of it’s assets to be loaded into the game within a reasonable amount of time a fast file is needed to be made. A fast file is one big file that contains all of the data for the level and all of the assets it uses. Since it is all in one file it can quickly be loaded directly to memory, instead of your hard drive having to search for thousands of files and load them individually which takes much longer.&lt;br /&gt;
&lt;br /&gt;
The first time you try to build the fast file for the level it will tell you that no zone files exist and ask you if you would like to make them. You’ll want to say “yes” at this prompt. Doing so will create [root]\ zone_source\[levelname].csv, where root is the game install path.&lt;br /&gt;
&lt;br /&gt;
Within this .csv file is a list of assets the level uses. It will have some default assets in there that all levels use. This csv is looked at by the fast file builder and all the assets it references will be added to the level’s fast file. The fast file ends up containing the level BSP itself, plus all assets listed in [levelname].csv.&lt;br /&gt;
&lt;br /&gt;
The fast file generated will be created at [root]\zone\[language]\[levelname].ff. This is the file you would want to give your friend or post online when you want to share your level since it contains all of the data used by the level. Anytime you change anything in the level, or any assets used in the level you’ll need to recompile the fast file so that those new or changed assets get put into the fast file for the game to read. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Update Zone File===&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]]  If you have not made a zone source file you will need to make one in [root]\zone_source\[levelname].csv.&lt;br /&gt;
&lt;br /&gt;
Okay so I just talked about what fast files are and how to make them. I mentioned they contain all of the assets used or reference in a level. Suppose you add a new static model to your level, or you give the player a gun through script. These new assets wont be in the fast file, so they won’t actually show up, and may even give errors in the game. &#039;&#039;&#039;Updating the zone file ( the [levelname].csv file ) is necessary to make sure all of these new assets are put into the fast file.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each time the level is ran and tries to load an asset that wasn’t found in the fast file an output file called missingassets.csv is created at [root]\main\missingassets.csv. This file contains a list of assets that the game tried to load but couldn’t (due to them not being stored in the fast file that was used). &#039;&#039;&#039;If missingassets.csv is not being generated then your level fast file and zone source are either up to date with all assets, or you may need to try running the level using the “developer” and “developer_script” option turned on&#039;&#039;&#039; ( enter it via console or set it under the Run Game tab ).&lt;br /&gt;
&lt;br /&gt;
These missing assets need to be added to the [levelname].csv zone file so that they get included next time you build the fast file. This is as simple as copying the asset list from &#039;&#039;&#039;missingassets.csv&#039;&#039;&#039; and pasting them at the bottom of the [levelname].csv zone source file.&lt;br /&gt;
&lt;br /&gt;
The text inside missingassets.csv is all of the assets that were not loaded correctly. Open up your levelname.csv zone source file. Add the missing assets to the zone source by copying and pasting to your zone source file.&lt;br /&gt;
&lt;br /&gt;
 [[Image:Warning.png]] Be sure to not have two assets on the same line. One asset per line is required.&lt;br /&gt;
&lt;br /&gt;
If you update your zone source file, rebuild the fast file, reload the level, and missingassets.csv is telling you more assets are missing, it’s perfectly normal. Often times this process has to be repeated a few times before all missing assets are caught. This is mainly because some assets are referenced by other assets. For instance you may get a weapon as the only missing asset in your level. Missingassets.csv will complain that the weapon isn’t in the fast file; therefore you add it to the zone source and rebuild the fast file. Next time you run the level it may complain about another weapon missing. Well why didn’t it tell me there was 2 missing weapons the first time? The reason is because the second weapon it complained about may be referenced by the first weapon in asset manager, such as an alternate fire mode. The game didn’t know that the second weapon was missing until it had the first weapon loaded correctly and tried to load its second fire mode.&lt;br /&gt;
&lt;br /&gt;
When you’re updating your zone source make sure you run the level a second time or more until missingassets.csv hasn’t changed, or is empty. This will ensure that you’re added all assets that are required.&lt;br /&gt;
&lt;br /&gt;
==Mod Builder Tab==&lt;br /&gt;
&lt;br /&gt;
To make a new mod we first need to make the folders required.  Go to your installation directory and then goto [root]\mods.  If &amp;quot;Mods&amp;quot; does not exist then create the folder.  Inside Mods create a new folder and name it the title of your mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]] This folder is only used for development, when building and running your mod Launcher will automatically copy your mod to the appropriate destination in Documents and Settings or Local Data, depending on what Operating System you&#039;re on.&lt;br /&gt;
&lt;br /&gt;
Now setup the folders inside your mod folder.  Think of this as a mini raw folder just for your mod.  The setup and rules are the same as the raw folder in your mod folder so copy all the assets you want from raw to your mod folder.  If you don&#039;t have a custom model or a custom image then you don&#039;t need those folders, the only folders you need here are the ones for your custom assets only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that your mod is setup we need to create a CSV file for it so mod builder knows what to include in the fast file.&lt;br /&gt;
&lt;br /&gt;
Open ModBuilder (bin/modbuilder.exe).&lt;br /&gt;
&lt;br /&gt;
*Make sure you are under the CSV Creator tab at the top.&amp;lt;br&amp;gt;&lt;br /&gt;
*In the pull down menu for &amp;quot;Mod&amp;quot; select your mod that you just made.&amp;lt;br&amp;gt;&lt;br /&gt;
==&amp;gt; This may take a few minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
*To the right click on &amp;quot;New CSV&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
*A custom mod will have a CSV type of &amp;quot;Blank&amp;quot; and you can name the csv anything you want.&amp;lt;br&amp;gt;&lt;br /&gt;
*Click OK and your done with this screen, your mod is now setup to compile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===IWD reqs===&lt;br /&gt;
&lt;br /&gt;
Your IWD file is essentially your main folder, anything in the IWD files in main go in your mod IWD file.  Everything else goes into your fast file which is explained later.  Items that go into your IWD file include accuracy files, images, and weapon settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb5.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create your IWD file you will first need a zip utility like [http://www.rarlab.com WinRaR].&lt;br /&gt;
&lt;br /&gt;
*Highlight the folders you want to include, right click on one, and select &amp;quot;Add to archive.&amp;quot;.&lt;br /&gt;
*First select &amp;quot;ZIP&amp;quot; from the Archive Format option.&lt;br /&gt;
*Then under Archive name make sure the name is the same as the title of the mod and &#039;&#039;&#039;rename .zip to .iwd.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb4.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Fast File / CSV requirements===&lt;br /&gt;
&lt;br /&gt;
Anything that is not in your IWD file is then included in your fast file.  This includes common items like maps, sounds, scripts, models, materials, soundalises, vision, and FX files.  Since this is made either by the map compiler or mod builder there is no tutorial for this specifically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Explaination of MOD Builder screen===&lt;br /&gt;
&lt;br /&gt;
When creating your mod, first make sure it is selecting the correct mod.  Under &amp;quot;Mod&amp;quot; there is a pull down menu that has all the mods in your Mod directory.  Its rare but make sure the pull down menu next to Mod has the correct CSV file too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Build The Mod:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Build Fast File - Check this to have mod builder go through your asset list and create the fast file with all your information and assets.&lt;br /&gt;
*Verbose Info - Provide extra information that is used mostly for troubleshooting.  Make sure Verbose Info is checked if you copy the log into forums.&lt;br /&gt;
*Build Sound - Used to compile the sound in soundassets.&lt;br /&gt;
*Build IWD File - Builds the IWD file from the files in the far right.&lt;br /&gt;
*Run Game - When all other tasks have completed, run the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Center white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This where you list your assets you want included, there is more information further down.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Right white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of items in your IWD file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where you can copy a log from and shows you the current progress.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:mb6.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Common assets and their mod builder CSV commands===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Xmodel:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 xmodel,NameOfModel&lt;br /&gt;
 raw\xmodel&lt;br /&gt;
 raw\xmodelparts&lt;br /&gt;
 raw\xmodelsurfs&lt;br /&gt;
&lt;br /&gt;
Example: xmodel,tallgrass&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Scripts:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 rawfile,pathToScript\script.gsc&lt;br /&gt;
&lt;br /&gt;
Example: rawfile,maps\mp\_gib.gsc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;SoundAliases:&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,nameOfFile,,loadSpecs&lt;br /&gt;
 soundaliases\fileName.csv&lt;br /&gt;
&lt;br /&gt;
Example:  sound,SoundMod,,all_mp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Sound files:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,pathToFile\fileName&lt;br /&gt;
&lt;br /&gt;
Example: sound,sfx\weapon\smg\cowgun\cowgun_fire&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;FX:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 fx,pathToFx\fxName&lt;br /&gt;
&lt;br /&gt;
Example:  fx,fx\bio\animals\fx_bats_circling&lt;br /&gt;
&lt;br /&gt;
===Building a mod===&lt;br /&gt;
&lt;br /&gt;
Once everything is setup as described, Check the &amp;quot;Build Fast File&amp;quot; option and click on build mod.  If everything is successful then you should be able to go into the game and load your mod from the Mod menu.  If there are issues you cant figure out then rebuild the fast file with Verbose info and post your log into the forums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sending to friends===&lt;br /&gt;
&lt;br /&gt;
Now that you have your mod made I&#039;m sure you want to share it with your friends or the community.  You only need 2 files, your IWD and Fast File.  The best way to zip these up while avoiding confusion is to only have those 2 files in your mod folder and zip including the folder so all the user has to do is drag and drop.  It is also courteous to include a [[Call of Duty 5: Readme file|Readme File]] with your email or website, version number, and credits.&lt;br /&gt;
&lt;br /&gt;
==Run Game Tab==&lt;br /&gt;
&lt;br /&gt;
Runs the selected level or mod in the game. You can turn on developer, developer_script, and cheats by checking the boxes below the button. Developer enabled will turn on a lot of profiling functions as well as errors and missingassets.csv output among other things. Developer_script will provide script debugging and script errors when encountering. Without developer_script enabled script errors will be bypassed. The cheats option turns on cheats allowing the player access to the cheat commands such as god mode and ufo mod which are handy when working on a level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Technical Reference]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3204</id>
		<title>Call of Duty 5: Launcher Overview</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3204"/>
		<updated>2008-11-21T08:20:18Z</updated>

		<summary type="html">&lt;p&gt;One richard: /* Launcher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Download Mirrors=&lt;br /&gt;
&lt;br /&gt;
To download the tools, visit any one of the mirror links that have posted the tools:&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;11/20/08 - Released!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Download Mirrors:&#039;&#039;&#039;&lt;br /&gt;
    *[http://www.ausgamers.com/files/details/html/40392 AusGamers]&lt;br /&gt;
    *[http://www.bigdownload.com/about/age-gate/?destination=http%3A%2F%2Fwww.bigdownload.com%2Fgames%2Fcall-of-duty-world-at-war%2Fpc%2Fcall-of-duty-world-at-war-mod-tools%2F Big Download]&lt;br /&gt;
    *[http://www.fileshack.com/file.x/13305/Call+of+Duty:+World+at+War+Mod+Tools FileShack]&lt;br /&gt;
    *[http://www.gamershell.com/download_36192.shtml GamersHell]&lt;br /&gt;
    *[http://downloads.gamezone.com/demos/d25044.htm GameZone]&lt;br /&gt;
    *[http://www.mycallofduty.com/modules.php?name=Forums&amp;amp;file=viewtopic&amp;amp;p=22633#22633 MyCallOfDuty]&lt;br /&gt;
    *[http://www.worthdownloading.com/game.php?gid=3428 WorthDownloading]&lt;br /&gt;
&lt;br /&gt;
=Installation=&lt;br /&gt;
&lt;br /&gt;
After downloading the tools, you will need to unzip them into your root game directory.&lt;br /&gt;
&lt;br /&gt;
After installing the tools, go to &amp;lt;root&amp;gt;\Activision\Call of Duty World At War\bin and start &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Launcher=&lt;br /&gt;
&lt;br /&gt;
Launcher is your user interface for easy compiling, lighting, paths, reflections, lighting grids, and loading levels. It also gives easy access to mod tool applications such as the level editor, effects editor, or asset manager.&lt;br /&gt;
&lt;br /&gt;
To get to Launcher browse to your installation directory, then go to &amp;quot;bin&amp;quot; to find &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;. You may place a shortcut on your desktop by right clicking on the icon for Launcher then going to &amp;quot;&#039;&#039;Send to&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;Desktop&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since Call of Duty World At War is a Games For Windows title, custom content now needs to live in your&lt;br /&gt;
&lt;br /&gt;
 Documents and Settings/YOUR_USERNAME/Local Settings/Application Data/Activision/CoDWaW &lt;br /&gt;
&lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
 AppData/Local Data/Activision/CoDWaW/ &lt;br /&gt;
&lt;br /&gt;
for XP or Vista, respectively&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
You still use the root game directory as a development environment, but to play your content you will need to copy your mods to the new designated area. Launcher conveniently does this for your automatically when you compile a map or build a mod, but when you share your content be sure it is clear to users on where exactly to place your mods.&lt;br /&gt;
&lt;br /&gt;
 [[Image:warning.png]]&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt; &#039;&#039;&#039;ERROR: dll version number does not match converter version&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 You will get that error at the very end of running Converter; it is normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Applications&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The applications field gives easy access to launching various applications for the mod tools. Here you can launch the level editor, effects editor, and asset manager. A description for what they are used for is provided for each below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Processes&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When running process through Launcher, they will appear in the bottom left field of Launcher. You can take notice to what processes are taking place, and have the option to end a process if need be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While processes are running, they may spit out information on what exactly they&#039;re doing. You can view this information in the console window on the bottom. Should you ever need to clear the console to perform another action, press the &#039;&#039;&#039;Clear Console&#039;&#039;&#039; button on the bottom of the Applications field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Wiki&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the top right corner of Launcher you will see Wiki. Click that to open up the official Treyarch Mod Support wiki in your web browser (internet access is required). Here you can find the latest information to help you make mods.&lt;br /&gt;
&lt;br /&gt;
==Compile Level Tab==&lt;br /&gt;
&lt;br /&gt;
The “Level Compiling” tab is where you can keep track of your .map files and compile bsp, lighting, paths, and reflections for those .map files.&lt;br /&gt;
&lt;br /&gt;
Launcher can conveniently compile, build your FastFile, and launch your map in-game with one click. You only need to check the options you want to be executed.&lt;br /&gt;
&lt;br /&gt;
===Compile BSP===&lt;br /&gt;
&lt;br /&gt;
Select the level that you wish to compile from the list. In this example I will use the level called “test” which is supplied with the mod tools. First you will need to compile the BSP for the level. This will convert the .map file that is made in the level editor to an optimized format that is read by the game engine. We’ll need to set some options for this found on the right hand side, right next to the list of levels. You can check boxes to tell it to compile BSP, lighting, and paths. If you made any changes to the .map file you’ll need to recompile the BSP. Lighting can be compiled right after the BSP is compiled, or at a later time, as long as the BSP has not changed. Paths can also be compiled later; however AI in single player levels will not work correctly until paths have been compiled. Multiplayer levels never need to compile paths since they are strictly for AI navigation in single player.&lt;br /&gt;
&lt;br /&gt;
Be sure to set up your BSP Options and Light Options before checking the &amp;quot;Compile BSP” option. Most of the time no BSP options will be used but I’ll go over them anyways since occasionally they may need to be used. Some light options are commonly used however.&lt;br /&gt;
&lt;br /&gt;
[[Image:warning.png]] Full light compile is set by default, you may want to use Fast light compile if you&#039;re just doing testing.&lt;br /&gt;
&lt;br /&gt;
====BSP Options====&lt;br /&gt;
&lt;br /&gt;
Check the box for “onlyents” if you would like to do an only entity compile. Onlyents compiles don’t touch brush triggers, geometry, or lighting. This is useful if you want to quickly recompile a map that you only moved an entity in. (Note that if you move a model that casts a shadow, the lighting will not be recompiled by doing onlyents, so your shadow will still be in its old position, not where you moved that model to.)&lt;br /&gt;
&lt;br /&gt;
Check the box for “blocksize”, then set a value to set a custom grid size for regular BSP splits. A value of zero uses the biggest possible size, and is also the default value if this option is left unchecked. Most of the time this option will remain unchecked.&lt;br /&gt;
&lt;br /&gt;
Check the “samplescale” box, and then set a value if you would like to scale all lightmaps. A value of 2 will double the pixel size, a value of 0.5 halves it. Again, this option should remain unchecked in most cases.&lt;br /&gt;
&lt;br /&gt;
The “debugLightMaps” option is a great way to see in-game how the light maps were compiled and how they are being used. Using this option compiles colored light maps and when the level is loaded in-game you will see colored geometry everywhere that contains light maps. Different colors represent a different lightmap texture. This is great for tracking down why you might have encountered lightmap bleeding or seams.&lt;br /&gt;
&lt;br /&gt;
====Light Options====&lt;br /&gt;
&lt;br /&gt;
Most of these options will be unchecked; however I’ll explain them for the rare cases that you may want to use them. Often I use the “fast” option during testing for quick light compiles, but then use “extra” for final release as it gives better lightmap detail.&lt;br /&gt;
&lt;br /&gt;
*Fast Use fast presets for several options (generates lower quality lighting but is much faster)&lt;br /&gt;
*Extra Use high-quality presets for several options (generates high quality lighting but takes longer) &lt;br /&gt;
*ModelShadow Allows model surfaces to cast shadows -NoModelShadow Prevents model surfaces from casting shadows &lt;br /&gt;
*DumpOptions Displays current settings of most parameters &lt;br /&gt;
*Traces Number of traces to do from each sample point &lt;br /&gt;
*BounceFraction Higher values are more washed out, lower values darker &lt;br /&gt;
*Jitter Breaks up aliasing from trace pattern (0 none, 1 max)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have all the options you wish to use, check the “Compile BSP” option to start the compile using your specified options. The BSP will be compile first ( if you chose that option ), then the lighting ( if you chose that option ), then the game will be loaded to compile the AI Paths ( if you chose that option and your level is single player ).&lt;br /&gt;
&lt;br /&gt;
This process can take anywhere from a few seconds to several hours depending on the complexity of your level and the computer you are compiling on. For a frame of reference, most of the retail levels shipped with the game take about 30 minutes to and hour to compile bsp and lighting on quad core CPUs.&lt;br /&gt;
&lt;br /&gt;
Part of lighting is the grid file. Entities (models, players, AI) in a map are lit by the lights in the map. In complex maps (as opposed to small test maps) calculating which lights affect which entities takes a lot of work. To prevent the engine from having to do this in real-time, this information can be written into the bsp using a mapname.grid file. If a map doesn’t have a grid, you will experience harsh hitches when entering new areas where entities are now visible. These hitches feel like texture thrashing. Grids are needed for both single player and multiplayer maps. A map must be recompiled after creating or modifying a grid. Select “make new grid” if you have never done a grid for the selected level, or “edit existing grid” to continue working on one that you previously made. The level will be loaded in grid mode. You’ll see lots of little dots throughout the level. You’ll need to walk around the level and touch as many of the dots as possible. This defines the areas a player will be able to go. For most areas however, you can just place a brush with the lightgrid material on it in CoDWaWRadiant and the touching dots will automatically be collected when the level is compiled. Doing a custom grid is really for certain detail areas. Most of the time you can just place brushes in CoDWaWRadiant to do the work for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compile Reflections===&lt;br /&gt;
&lt;br /&gt;
If your characters weapons and vehicles have red outlines you don’t have any reflection probes compiled for your map. Reflection probes are very important for the look of all shiny things in the game. Place one per room and one in each distinct outdoor area and additional ones near any especially shiny objects. They use memory but its reasonable to have 10-100 of them.&lt;br /&gt;
&lt;br /&gt;
After the BSP and Lighting have been compiled you will want to compile the reflections for the level. In order for reflections to be compiled properly the level needs to contain reflection probe entities throughout the map. Each reflection probe in the level will produce a cube map for that area during the reflection compile. The reflections used throughout the compiled level use the cube map from the nearest reflection probe entity so keep this in mind when you are placing the probes. The reflection probes use portals to determine which is the closest probe so you don’t usually need to worry about an inside probe affecting an outside model through the wall.&lt;br /&gt;
&lt;br /&gt;
Check the “Compile Reflections” option when you are ready to compile the reflections. This step may be skipped if you don’t care about proper reflections during the testing and development phase of a level but it should always be used when you want the level to look top notch. You may also skip this step if you have already compiled the reflection probes for the bsp and you have not made any changes to the reflection probes in the level. On compile it will use old reflection probes. You only need to do this step when it’s the first time you’ve compiled the bsp, or you are making changes to the probes or adding/removing probes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build Fast File===&lt;br /&gt;
&lt;br /&gt;
In order for the level and all of it’s assets to be loaded into the game within a reasonable amount of time a fast file is needed to be made. A fast file is one big file that contains all of the data for the level and all of the assets it uses. Since it is all in one file it can quickly be loaded directly to memory, instead of your hard drive having to search for thousands of files and load them individually which takes much longer.&lt;br /&gt;
&lt;br /&gt;
The first time you try to build the fast file for the level it will tell you that no zone files exist and ask you if you would like to make them. You’ll want to say “yes” at this prompt. Doing so will create [root]\ zone_source\[levelname].csv, where root is the game install path.&lt;br /&gt;
&lt;br /&gt;
Within this .csv file is a list of assets the level uses. It will have some default assets in there that all levels use. This csv is looked at by the fast file builder and all the assets it references will be added to the level’s fast file. The fast file ends up containing the level BSP itself, plus all assets listed in [levelname].csv.&lt;br /&gt;
&lt;br /&gt;
The fast file generated will be created at [root]\zone\[language]\[levelname].ff. This is the file you would want to give your friend or post online when you want to share your level since it contains all of the data used by the level. Anytime you change anything in the level, or any assets used in the level you’ll need to recompile the fast file so that those new or changed assets get put into the fast file for the game to read. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Update Zone File===&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]]  If you have not made a zone source file you will need to make one in [root]\zone_source\[levelname].csv.&lt;br /&gt;
&lt;br /&gt;
Okay so I just talked about what fast files are and how to make them. I mentioned they contain all of the assets used or reference in a level. Suppose you add a new static model to your level, or you give the player a gun through script. These new assets wont be in the fast file, so they won’t actually show up, and may even give errors in the game. &#039;&#039;&#039;Updating the zone file ( the [levelname].csv file ) is necessary to make sure all of these new assets are put into the fast file.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each time the level is ran and tries to load an asset that wasn’t found in the fast file an output file called missingassets.csv is created at [root]\main\missingassets.csv. This file contains a list of assets that the game tried to load but couldn’t (due to them not being stored in the fast file that was used). &#039;&#039;&#039;If missingassets.csv is not being generated then your level fast file and zone source are either up to date with all assets, or you may need to try running the level using the “developer” and “developer_script” option turned on&#039;&#039;&#039; ( enter it via console or set it under the Run Game tab ).&lt;br /&gt;
&lt;br /&gt;
These missing assets need to be added to the [levelname].csv zone file so that they get included next time you build the fast file. This is as simple as copying the asset list from &#039;&#039;&#039;missingassets.csv&#039;&#039;&#039; and pasting them at the bottom of the [levelname].csv zone source file.&lt;br /&gt;
&lt;br /&gt;
The text inside missingassets.csv is all of the assets that were not loaded correctly. Open up your levelname.csv zone source file. Add the missing assets to the zone source by copying and pasting to your zone source file.&lt;br /&gt;
&lt;br /&gt;
 [[Image:Warning.png]] Be sure to not have two assets on the same line. One asset per line is required.&lt;br /&gt;
&lt;br /&gt;
If you update your zone source file, rebuild the fast file, reload the level, and missingassets.csv is telling you more assets are missing, it’s perfectly normal. Often times this process has to be repeated a few times before all missing assets are caught. This is mainly because some assets are referenced by other assets. For instance you may get a weapon as the only missing asset in your level. Missingassets.csv will complain that the weapon isn’t in the fast file; therefore you add it to the zone source and rebuild the fast file. Next time you run the level it may complain about another weapon missing. Well why didn’t it tell me there was 2 missing weapons the first time? The reason is because the second weapon it complained about may be referenced by the first weapon in asset manager, such as an alternate fire mode. The game didn’t know that the second weapon was missing until it had the first weapon loaded correctly and tried to load its second fire mode.&lt;br /&gt;
&lt;br /&gt;
When you’re updating your zone source make sure you run the level a second time or more until missingassets.csv hasn’t changed, or is empty. This will ensure that you’re added all assets that are required.&lt;br /&gt;
&lt;br /&gt;
==Mod Builder Tab==&lt;br /&gt;
&lt;br /&gt;
To make a new mod we first need to make the folders required.  Go to your installation directory and then goto [root]\mods.  If &amp;quot;Mods&amp;quot; does not exist then create the folder.  Inside Mods create a new folder and name it the title of your mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]] This folder is only used for development, when building and running your mod Launcher will automatically copy your mod to the appropriate destination in Documents and Settings or Local Data, depending on what Operating System you&#039;re on.&lt;br /&gt;
&lt;br /&gt;
Now setup the folders inside your mod folder.  Think of this as a mini raw folder just for your mod.  The setup and rules are the same as the raw folder in your mod folder so copy all the assets you want from raw to your mod folder.  If you don&#039;t have a custom model or a custom image then you don&#039;t need those folders, the only folders you need here are the ones for your custom assets only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that your mod is setup we need to create a CSV file for it so mod builder knows what to include in the fast file.&lt;br /&gt;
&lt;br /&gt;
Open ModBuilder (bin/modbuilder.exe).&lt;br /&gt;
&lt;br /&gt;
*Make sure you are under the CSV Creator tab at the top.&amp;lt;br&amp;gt;&lt;br /&gt;
*In the pull down menu for &amp;quot;Mod&amp;quot; select your mod that you just made.&amp;lt;br&amp;gt;&lt;br /&gt;
==&amp;gt; This may take a few minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
*To the right click on &amp;quot;New CSV&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
*A custom mod will have a CSV type of &amp;quot;Blank&amp;quot; and you can name the csv anything you want.&amp;lt;br&amp;gt;&lt;br /&gt;
*Click OK and your done with this screen, your mod is now setup to compile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===IWD reqs===&lt;br /&gt;
&lt;br /&gt;
Your IWD file is essentially your main folder, anything in the IWD files in main go in your mod IWD file.  Everything else goes into your fast file which is explained later.  Items that go into your IWD file include accuracy files, images, and weapon settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb5.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create your IWD file you will first need a zip utility like [http://www.rarlab.com WinRaR].&lt;br /&gt;
&lt;br /&gt;
*Highlight the folders you want to include, right click on one, and select &amp;quot;Add to archive.&amp;quot;.&lt;br /&gt;
*First select &amp;quot;ZIP&amp;quot; from the Archive Format option.&lt;br /&gt;
*Then under Archive name make sure the name is the same as the title of the mod and &#039;&#039;&#039;rename .zip to .iwd.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb4.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Fast File / CSV requirements===&lt;br /&gt;
&lt;br /&gt;
Anything that is not in your IWD file is then included in your fast file.  This includes common items like maps, sounds, scripts, models, materials, soundalises, vision, and FX files.  Since this is made either by the map compiler or mod builder there is no tutorial for this specifically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Explaination of MOD Builder screen===&lt;br /&gt;
&lt;br /&gt;
When creating your mod, first make sure it is selecting the correct mod.  Under &amp;quot;Mod&amp;quot; there is a pull down menu that has all the mods in your Mod directory.  Its rare but make sure the pull down menu next to Mod has the correct CSV file too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Build The Mod:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Build Fast File - Check this to have mod builder go through your asset list and create the fast file with all your information and assets.&lt;br /&gt;
*Verbose Info - Provide extra information that is used mostly for troubleshooting.  Make sure Verbose Info is checked if you copy the log into forums.&lt;br /&gt;
*Build Sound - Used to compile the sound in soundassets.&lt;br /&gt;
*Build IWD File - Builds the IWD file from the files in the far right.&lt;br /&gt;
*Run Game - When all other tasks have completed, run the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Center white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This where you list your assets you want included, there is more information further down.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Right white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of items in your IWD file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where you can copy a log from and shows you the current progress.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:mb6.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Common assets and their mod builder CSV commands===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Xmodel:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 xmodel,NameOfModel&lt;br /&gt;
 raw\xmodel&lt;br /&gt;
 raw\xmodelparts&lt;br /&gt;
 raw\xmodelsurfs&lt;br /&gt;
&lt;br /&gt;
Example: xmodel,tallgrass&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Scripts:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 rawfile,pathToScript\script.gsc&lt;br /&gt;
&lt;br /&gt;
Example: rawfile,maps\mp\_gib.gsc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;SoundAliases:&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,nameOfFile,,loadSpecs&lt;br /&gt;
 soundaliases\fileName.csv&lt;br /&gt;
&lt;br /&gt;
Example:  sound,SoundMod,,all_mp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Sound files:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,pathToFile\fileName&lt;br /&gt;
&lt;br /&gt;
Example: sound,sfx\weapon\smg\cowgun\cowgun_fire&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;FX:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 fx,pathToFx\fxName&lt;br /&gt;
&lt;br /&gt;
Example:  fx,fx\bio\animals\fx_bats_circling&lt;br /&gt;
&lt;br /&gt;
===Building a mod===&lt;br /&gt;
&lt;br /&gt;
Once everything is setup as described, Check the &amp;quot;Build Fast File&amp;quot; option and click on build mod.  If everything is successful then you should be able to go into the game and load your mod from the Mod menu.  If there are issues you cant figure out then rebuild the fast file with Verbose info and post your log into the forums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sending to friends===&lt;br /&gt;
&lt;br /&gt;
Now that you have your mod made I&#039;m sure you want to share it with your friends or the community.  You only need 2 files, your IWD and Fast File.  The best way to zip these up while avoiding confusion is to only have those 2 files in your mod folder and zip including the folder so all the user has to do is drag and drop.  It is also courteous to include a [[Call of Duty 5: Readme file|Readme File]] with your email or website, version number, and credits.&lt;br /&gt;
&lt;br /&gt;
==Run Game Tab==&lt;br /&gt;
&lt;br /&gt;
Runs the selected level or mod in the game. You can turn on developer, developer_script, and cheats by checking the boxes below the button. Developer enabled will turn on a lot of profiling functions as well as errors and missingassets.csv output among other things. Developer_script will provide script debugging and script errors when encountering. Without developer_script enabled script errors will be bypassed. The cheats option turns on cheats allowing the player access to the cheat commands such as god mode and ufo mod which are handy when working on a level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Technical Reference]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3203</id>
		<title>Call of Duty 5: Launcher Overview</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3203"/>
		<updated>2008-11-21T08:19:51Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Download Mirrors=&lt;br /&gt;
&lt;br /&gt;
To download the tools, visit any one of the mirror links that have posted the tools:&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;11/20/08 - Released!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Download Mirrors:&#039;&#039;&#039;&lt;br /&gt;
    *[http://www.ausgamers.com/files/details/html/40392 AusGamers]&lt;br /&gt;
    *[http://www.bigdownload.com/about/age-gate/?destination=http%3A%2F%2Fwww.bigdownload.com%2Fgames%2Fcall-of-duty-world-at-war%2Fpc%2Fcall-of-duty-world-at-war-mod-tools%2F Big Download]&lt;br /&gt;
    *[http://www.fileshack.com/file.x/13305/Call+of+Duty:+World+at+War+Mod+Tools FileShack]&lt;br /&gt;
    *[http://www.gamershell.com/download_36192.shtml GamersHell]&lt;br /&gt;
    *[http://downloads.gamezone.com/demos/d25044.htm GameZone]&lt;br /&gt;
    *[http://www.mycallofduty.com/modules.php?name=Forums&amp;amp;file=viewtopic&amp;amp;p=22633#22633 MyCallOfDuty]&lt;br /&gt;
    *[http://www.worthdownloading.com/game.php?gid=3428 WorthDownloading]&lt;br /&gt;
&lt;br /&gt;
=Installation=&lt;br /&gt;
&lt;br /&gt;
After downloading the tools, you will need to unzip them into your root game directory.&lt;br /&gt;
&lt;br /&gt;
After installing the tools, go to &amp;lt;root&amp;gt;\Activision\Call of Duty World At War\bin and start &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Launcher=&lt;br /&gt;
&lt;br /&gt;
Launcher is your user interface for easy compiling, lighting, paths, reflections, lighting grids, and loading levels. It also gives easy access to mod tool applications such as the level editor, effects editor, or asset manager.&lt;br /&gt;
&lt;br /&gt;
To get to Launcher browse to your installation directory, then go to &amp;quot;bin&amp;quot; to find &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;. You may place a shortcut on your desktop by right clicking on the icon for Launcher then going to &amp;quot;&#039;&#039;Send to&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;Desktop&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since Call of Duty World At War is a Games For Windows title, custom content now needs to live in your&lt;br /&gt;
&lt;br /&gt;
 Documents and Settings/YOUR_USERNAME/Local Settings/Application Data/Activision/CoDWaW &lt;br /&gt;
&lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
 AppData/Local Data/Activision/CoDWaW/ &lt;br /&gt;
&lt;br /&gt;
for XP or Vista, respectively&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
You still use the root game directory as a development environment, but to play your content you will need to copy your mods to the new designated area. Launcher conveniently does this for your automatically when you compile a map or build a mod, but when you share your content be sure it is clear to users on where exactly to place your mods.&lt;br /&gt;
&lt;br /&gt;
 [[Image:warning.png]]&amp;lt;font color=&amp;quot;Red&amp;quot;&amp;gt;&#039;&#039;&#039;ERROR: dll version number does not match converter version&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
 You will get that error at the very end of running Converter; it is normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Applications&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The applications field gives easy access to launching various applications for the mod tools. Here you can launch the level editor, effects editor, and asset manager. A description for what they are used for is provided for each below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Processes&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When running process through Launcher, they will appear in the bottom left field of Launcher. You can take notice to what processes are taking place, and have the option to end a process if need be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While processes are running, they may spit out information on what exactly they&#039;re doing. You can view this information in the console window on the bottom. Should you ever need to clear the console to perform another action, press the &#039;&#039;&#039;Clear Console&#039;&#039;&#039; button on the bottom of the Applications field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Wiki&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the top right corner of Launcher you will see Wiki. Click that to open up the official Treyarch Mod Support wiki in your web browser (internet access is required). Here you can find the latest information to help you make mods.&lt;br /&gt;
&lt;br /&gt;
==Compile Level Tab==&lt;br /&gt;
&lt;br /&gt;
The “Level Compiling” tab is where you can keep track of your .map files and compile bsp, lighting, paths, and reflections for those .map files.&lt;br /&gt;
&lt;br /&gt;
Launcher can conveniently compile, build your FastFile, and launch your map in-game with one click. You only need to check the options you want to be executed.&lt;br /&gt;
&lt;br /&gt;
===Compile BSP===&lt;br /&gt;
&lt;br /&gt;
Select the level that you wish to compile from the list. In this example I will use the level called “test” which is supplied with the mod tools. First you will need to compile the BSP for the level. This will convert the .map file that is made in the level editor to an optimized format that is read by the game engine. We’ll need to set some options for this found on the right hand side, right next to the list of levels. You can check boxes to tell it to compile BSP, lighting, and paths. If you made any changes to the .map file you’ll need to recompile the BSP. Lighting can be compiled right after the BSP is compiled, or at a later time, as long as the BSP has not changed. Paths can also be compiled later; however AI in single player levels will not work correctly until paths have been compiled. Multiplayer levels never need to compile paths since they are strictly for AI navigation in single player.&lt;br /&gt;
&lt;br /&gt;
Be sure to set up your BSP Options and Light Options before checking the &amp;quot;Compile BSP” option. Most of the time no BSP options will be used but I’ll go over them anyways since occasionally they may need to be used. Some light options are commonly used however.&lt;br /&gt;
&lt;br /&gt;
[[Image:warning.png]] Full light compile is set by default, you may want to use Fast light compile if you&#039;re just doing testing.&lt;br /&gt;
&lt;br /&gt;
====BSP Options====&lt;br /&gt;
&lt;br /&gt;
Check the box for “onlyents” if you would like to do an only entity compile. Onlyents compiles don’t touch brush triggers, geometry, or lighting. This is useful if you want to quickly recompile a map that you only moved an entity in. (Note that if you move a model that casts a shadow, the lighting will not be recompiled by doing onlyents, so your shadow will still be in its old position, not where you moved that model to.)&lt;br /&gt;
&lt;br /&gt;
Check the box for “blocksize”, then set a value to set a custom grid size for regular BSP splits. A value of zero uses the biggest possible size, and is also the default value if this option is left unchecked. Most of the time this option will remain unchecked.&lt;br /&gt;
&lt;br /&gt;
Check the “samplescale” box, and then set a value if you would like to scale all lightmaps. A value of 2 will double the pixel size, a value of 0.5 halves it. Again, this option should remain unchecked in most cases.&lt;br /&gt;
&lt;br /&gt;
The “debugLightMaps” option is a great way to see in-game how the light maps were compiled and how they are being used. Using this option compiles colored light maps and when the level is loaded in-game you will see colored geometry everywhere that contains light maps. Different colors represent a different lightmap texture. This is great for tracking down why you might have encountered lightmap bleeding or seams.&lt;br /&gt;
&lt;br /&gt;
====Light Options====&lt;br /&gt;
&lt;br /&gt;
Most of these options will be unchecked; however I’ll explain them for the rare cases that you may want to use them. Often I use the “fast” option during testing for quick light compiles, but then use “extra” for final release as it gives better lightmap detail.&lt;br /&gt;
&lt;br /&gt;
*Fast Use fast presets for several options (generates lower quality lighting but is much faster)&lt;br /&gt;
*Extra Use high-quality presets for several options (generates high quality lighting but takes longer) &lt;br /&gt;
*ModelShadow Allows model surfaces to cast shadows -NoModelShadow Prevents model surfaces from casting shadows &lt;br /&gt;
*DumpOptions Displays current settings of most parameters &lt;br /&gt;
*Traces Number of traces to do from each sample point &lt;br /&gt;
*BounceFraction Higher values are more washed out, lower values darker &lt;br /&gt;
*Jitter Breaks up aliasing from trace pattern (0 none, 1 max)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have all the options you wish to use, check the “Compile BSP” option to start the compile using your specified options. The BSP will be compile first ( if you chose that option ), then the lighting ( if you chose that option ), then the game will be loaded to compile the AI Paths ( if you chose that option and your level is single player ).&lt;br /&gt;
&lt;br /&gt;
This process can take anywhere from a few seconds to several hours depending on the complexity of your level and the computer you are compiling on. For a frame of reference, most of the retail levels shipped with the game take about 30 minutes to and hour to compile bsp and lighting on quad core CPUs.&lt;br /&gt;
&lt;br /&gt;
Part of lighting is the grid file. Entities (models, players, AI) in a map are lit by the lights in the map. In complex maps (as opposed to small test maps) calculating which lights affect which entities takes a lot of work. To prevent the engine from having to do this in real-time, this information can be written into the bsp using a mapname.grid file. If a map doesn’t have a grid, you will experience harsh hitches when entering new areas where entities are now visible. These hitches feel like texture thrashing. Grids are needed for both single player and multiplayer maps. A map must be recompiled after creating or modifying a grid. Select “make new grid” if you have never done a grid for the selected level, or “edit existing grid” to continue working on one that you previously made. The level will be loaded in grid mode. You’ll see lots of little dots throughout the level. You’ll need to walk around the level and touch as many of the dots as possible. This defines the areas a player will be able to go. For most areas however, you can just place a brush with the lightgrid material on it in CoDWaWRadiant and the touching dots will automatically be collected when the level is compiled. Doing a custom grid is really for certain detail areas. Most of the time you can just place brushes in CoDWaWRadiant to do the work for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compile Reflections===&lt;br /&gt;
&lt;br /&gt;
If your characters weapons and vehicles have red outlines you don’t have any reflection probes compiled for your map. Reflection probes are very important for the look of all shiny things in the game. Place one per room and one in each distinct outdoor area and additional ones near any especially shiny objects. They use memory but its reasonable to have 10-100 of them.&lt;br /&gt;
&lt;br /&gt;
After the BSP and Lighting have been compiled you will want to compile the reflections for the level. In order for reflections to be compiled properly the level needs to contain reflection probe entities throughout the map. Each reflection probe in the level will produce a cube map for that area during the reflection compile. The reflections used throughout the compiled level use the cube map from the nearest reflection probe entity so keep this in mind when you are placing the probes. The reflection probes use portals to determine which is the closest probe so you don’t usually need to worry about an inside probe affecting an outside model through the wall.&lt;br /&gt;
&lt;br /&gt;
Check the “Compile Reflections” option when you are ready to compile the reflections. This step may be skipped if you don’t care about proper reflections during the testing and development phase of a level but it should always be used when you want the level to look top notch. You may also skip this step if you have already compiled the reflection probes for the bsp and you have not made any changes to the reflection probes in the level. On compile it will use old reflection probes. You only need to do this step when it’s the first time you’ve compiled the bsp, or you are making changes to the probes or adding/removing probes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build Fast File===&lt;br /&gt;
&lt;br /&gt;
In order for the level and all of it’s assets to be loaded into the game within a reasonable amount of time a fast file is needed to be made. A fast file is one big file that contains all of the data for the level and all of the assets it uses. Since it is all in one file it can quickly be loaded directly to memory, instead of your hard drive having to search for thousands of files and load them individually which takes much longer.&lt;br /&gt;
&lt;br /&gt;
The first time you try to build the fast file for the level it will tell you that no zone files exist and ask you if you would like to make them. You’ll want to say “yes” at this prompt. Doing so will create [root]\ zone_source\[levelname].csv, where root is the game install path.&lt;br /&gt;
&lt;br /&gt;
Within this .csv file is a list of assets the level uses. It will have some default assets in there that all levels use. This csv is looked at by the fast file builder and all the assets it references will be added to the level’s fast file. The fast file ends up containing the level BSP itself, plus all assets listed in [levelname].csv.&lt;br /&gt;
&lt;br /&gt;
The fast file generated will be created at [root]\zone\[language]\[levelname].ff. This is the file you would want to give your friend or post online when you want to share your level since it contains all of the data used by the level. Anytime you change anything in the level, or any assets used in the level you’ll need to recompile the fast file so that those new or changed assets get put into the fast file for the game to read. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Update Zone File===&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]]  If you have not made a zone source file you will need to make one in [root]\zone_source\[levelname].csv.&lt;br /&gt;
&lt;br /&gt;
Okay so I just talked about what fast files are and how to make them. I mentioned they contain all of the assets used or reference in a level. Suppose you add a new static model to your level, or you give the player a gun through script. These new assets wont be in the fast file, so they won’t actually show up, and may even give errors in the game. &#039;&#039;&#039;Updating the zone file ( the [levelname].csv file ) is necessary to make sure all of these new assets are put into the fast file.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each time the level is ran and tries to load an asset that wasn’t found in the fast file an output file called missingassets.csv is created at [root]\main\missingassets.csv. This file contains a list of assets that the game tried to load but couldn’t (due to them not being stored in the fast file that was used). &#039;&#039;&#039;If missingassets.csv is not being generated then your level fast file and zone source are either up to date with all assets, or you may need to try running the level using the “developer” and “developer_script” option turned on&#039;&#039;&#039; ( enter it via console or set it under the Run Game tab ).&lt;br /&gt;
&lt;br /&gt;
These missing assets need to be added to the [levelname].csv zone file so that they get included next time you build the fast file. This is as simple as copying the asset list from &#039;&#039;&#039;missingassets.csv&#039;&#039;&#039; and pasting them at the bottom of the [levelname].csv zone source file.&lt;br /&gt;
&lt;br /&gt;
The text inside missingassets.csv is all of the assets that were not loaded correctly. Open up your levelname.csv zone source file. Add the missing assets to the zone source by copying and pasting to your zone source file.&lt;br /&gt;
&lt;br /&gt;
 [[Image:Warning.png]] Be sure to not have two assets on the same line. One asset per line is required.&lt;br /&gt;
&lt;br /&gt;
If you update your zone source file, rebuild the fast file, reload the level, and missingassets.csv is telling you more assets are missing, it’s perfectly normal. Often times this process has to be repeated a few times before all missing assets are caught. This is mainly because some assets are referenced by other assets. For instance you may get a weapon as the only missing asset in your level. Missingassets.csv will complain that the weapon isn’t in the fast file; therefore you add it to the zone source and rebuild the fast file. Next time you run the level it may complain about another weapon missing. Well why didn’t it tell me there was 2 missing weapons the first time? The reason is because the second weapon it complained about may be referenced by the first weapon in asset manager, such as an alternate fire mode. The game didn’t know that the second weapon was missing until it had the first weapon loaded correctly and tried to load its second fire mode.&lt;br /&gt;
&lt;br /&gt;
When you’re updating your zone source make sure you run the level a second time or more until missingassets.csv hasn’t changed, or is empty. This will ensure that you’re added all assets that are required.&lt;br /&gt;
&lt;br /&gt;
==Mod Builder Tab==&lt;br /&gt;
&lt;br /&gt;
To make a new mod we first need to make the folders required.  Go to your installation directory and then goto [root]\mods.  If &amp;quot;Mods&amp;quot; does not exist then create the folder.  Inside Mods create a new folder and name it the title of your mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]] This folder is only used for development, when building and running your mod Launcher will automatically copy your mod to the appropriate destination in Documents and Settings or Local Data, depending on what Operating System you&#039;re on.&lt;br /&gt;
&lt;br /&gt;
Now setup the folders inside your mod folder.  Think of this as a mini raw folder just for your mod.  The setup and rules are the same as the raw folder in your mod folder so copy all the assets you want from raw to your mod folder.  If you don&#039;t have a custom model or a custom image then you don&#039;t need those folders, the only folders you need here are the ones for your custom assets only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that your mod is setup we need to create a CSV file for it so mod builder knows what to include in the fast file.&lt;br /&gt;
&lt;br /&gt;
Open ModBuilder (bin/modbuilder.exe).&lt;br /&gt;
&lt;br /&gt;
*Make sure you are under the CSV Creator tab at the top.&amp;lt;br&amp;gt;&lt;br /&gt;
*In the pull down menu for &amp;quot;Mod&amp;quot; select your mod that you just made.&amp;lt;br&amp;gt;&lt;br /&gt;
==&amp;gt; This may take a few minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
*To the right click on &amp;quot;New CSV&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
*A custom mod will have a CSV type of &amp;quot;Blank&amp;quot; and you can name the csv anything you want.&amp;lt;br&amp;gt;&lt;br /&gt;
*Click OK and your done with this screen, your mod is now setup to compile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===IWD reqs===&lt;br /&gt;
&lt;br /&gt;
Your IWD file is essentially your main folder, anything in the IWD files in main go in your mod IWD file.  Everything else goes into your fast file which is explained later.  Items that go into your IWD file include accuracy files, images, and weapon settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb5.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create your IWD file you will first need a zip utility like [http://www.rarlab.com WinRaR].&lt;br /&gt;
&lt;br /&gt;
*Highlight the folders you want to include, right click on one, and select &amp;quot;Add to archive.&amp;quot;.&lt;br /&gt;
*First select &amp;quot;ZIP&amp;quot; from the Archive Format option.&lt;br /&gt;
*Then under Archive name make sure the name is the same as the title of the mod and &#039;&#039;&#039;rename .zip to .iwd.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb4.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Fast File / CSV requirements===&lt;br /&gt;
&lt;br /&gt;
Anything that is not in your IWD file is then included in your fast file.  This includes common items like maps, sounds, scripts, models, materials, soundalises, vision, and FX files.  Since this is made either by the map compiler or mod builder there is no tutorial for this specifically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Explaination of MOD Builder screen===&lt;br /&gt;
&lt;br /&gt;
When creating your mod, first make sure it is selecting the correct mod.  Under &amp;quot;Mod&amp;quot; there is a pull down menu that has all the mods in your Mod directory.  Its rare but make sure the pull down menu next to Mod has the correct CSV file too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Build The Mod:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Build Fast File - Check this to have mod builder go through your asset list and create the fast file with all your information and assets.&lt;br /&gt;
*Verbose Info - Provide extra information that is used mostly for troubleshooting.  Make sure Verbose Info is checked if you copy the log into forums.&lt;br /&gt;
*Build Sound - Used to compile the sound in soundassets.&lt;br /&gt;
*Build IWD File - Builds the IWD file from the files in the far right.&lt;br /&gt;
*Run Game - When all other tasks have completed, run the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Center white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This where you list your assets you want included, there is more information further down.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Right white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of items in your IWD file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where you can copy a log from and shows you the current progress.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:mb6.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Common assets and their mod builder CSV commands===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Xmodel:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 xmodel,NameOfModel&lt;br /&gt;
 raw\xmodel&lt;br /&gt;
 raw\xmodelparts&lt;br /&gt;
 raw\xmodelsurfs&lt;br /&gt;
&lt;br /&gt;
Example: xmodel,tallgrass&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Scripts:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 rawfile,pathToScript\script.gsc&lt;br /&gt;
&lt;br /&gt;
Example: rawfile,maps\mp\_gib.gsc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;SoundAliases:&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,nameOfFile,,loadSpecs&lt;br /&gt;
 soundaliases\fileName.csv&lt;br /&gt;
&lt;br /&gt;
Example:  sound,SoundMod,,all_mp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Sound files:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,pathToFile\fileName&lt;br /&gt;
&lt;br /&gt;
Example: sound,sfx\weapon\smg\cowgun\cowgun_fire&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;FX:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 fx,pathToFx\fxName&lt;br /&gt;
&lt;br /&gt;
Example:  fx,fx\bio\animals\fx_bats_circling&lt;br /&gt;
&lt;br /&gt;
===Building a mod===&lt;br /&gt;
&lt;br /&gt;
Once everything is setup as described, Check the &amp;quot;Build Fast File&amp;quot; option and click on build mod.  If everything is successful then you should be able to go into the game and load your mod from the Mod menu.  If there are issues you cant figure out then rebuild the fast file with Verbose info and post your log into the forums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sending to friends===&lt;br /&gt;
&lt;br /&gt;
Now that you have your mod made I&#039;m sure you want to share it with your friends or the community.  You only need 2 files, your IWD and Fast File.  The best way to zip these up while avoiding confusion is to only have those 2 files in your mod folder and zip including the folder so all the user has to do is drag and drop.  It is also courteous to include a [[Call of Duty 5: Readme file|Readme File]] with your email or website, version number, and credits.&lt;br /&gt;
&lt;br /&gt;
==Run Game Tab==&lt;br /&gt;
&lt;br /&gt;
Runs the selected level or mod in the game. You can turn on developer, developer_script, and cheats by checking the boxes below the button. Developer enabled will turn on a lot of profiling functions as well as errors and missingassets.csv output among other things. Developer_script will provide script debugging and script errors when encountering. Without developer_script enabled script errors will be bypassed. The cheats option turns on cheats allowing the player access to the cheat commands such as god mode and ufo mod which are handy when working on a level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Technical Reference]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3202</id>
		<title>Call of Duty 5: Launcher Overview</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Launcher_Overview&amp;diff=3202"/>
		<updated>2008-11-21T08:18:10Z</updated>

		<summary type="html">&lt;p&gt;One richard: /* Launcher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Download Mirrors=&lt;br /&gt;
&lt;br /&gt;
To download the tools, visit any one of the mirror links that have posted the tools:&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;11/20/08 - Released!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Download Mirrors:&#039;&#039;&#039;&lt;br /&gt;
    *[http://www.ausgamers.com/files/details/html/40392 AusGamers]&lt;br /&gt;
    *[http://www.bigdownload.com/about/age-gate/?destination=http%3A%2F%2Fwww.bigdownload.com%2Fgames%2Fcall-of-duty-world-at-war%2Fpc%2Fcall-of-duty-world-at-war-mod-tools%2F Big Download]&lt;br /&gt;
    *[http://www.fileshack.com/file.x/13305/Call+of+Duty:+World+at+War+Mod+Tools FileShack]&lt;br /&gt;
    *[http://www.gamershell.com/download_36192.shtml GamersHell]&lt;br /&gt;
    *[http://downloads.gamezone.com/demos/d25044.htm GameZone]&lt;br /&gt;
    *[http://www.mycallofduty.com/modules.php?name=Forums&amp;amp;file=viewtopic&amp;amp;p=22633#22633 MyCallOfDuty]&lt;br /&gt;
    *[http://www.worthdownloading.com/game.php?gid=3428 WorthDownloading]&lt;br /&gt;
&lt;br /&gt;
=Installation=&lt;br /&gt;
&lt;br /&gt;
After downloading the tools, you will need to unzip them into your root game directory.&lt;br /&gt;
&lt;br /&gt;
After installing the tools, go to &amp;lt;root&amp;gt;\Activision\Call of Duty World At War\bin and start &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Launcher=&lt;br /&gt;
&lt;br /&gt;
Launcher is your user interface for easy compiling, lighting, paths, reflections, lighting grids, and loading levels. It also gives easy access to mod tool applications such as the level editor, effects editor, or asset manager.&lt;br /&gt;
&lt;br /&gt;
To get to Launcher browse to your installation directory, then go to &amp;quot;bin&amp;quot; to find &#039;&#039;&#039;Launcher.exe&#039;&#039;&#039;. You may place a shortcut on your desktop by right clicking on the icon for Launcher then going to &amp;quot;&#039;&#039;Send to&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;Desktop&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since Call of Duty World At War is a Games For Windows title, custom content now needs to live in your&lt;br /&gt;
&lt;br /&gt;
 Documents and Settings/YOUR_USERNAME/Local Settings/Application Data/Activision/CoDWaW &lt;br /&gt;
&lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
 AppData/Local Data/Activision/CoDWaW/ &lt;br /&gt;
&lt;br /&gt;
for XP or Vista, respectively&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
You still use the root game directory as a development environment, but to play your content you will need to copy your mods to the new designated area. Launcher conveniently does this for your automatically when you compile a map or build a mod, but when you share your content be sure it is clear to users on where exactly to place your mods.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;ERROR: dll version number does not match converter version&#039;&#039;&#039;&lt;br /&gt;
 You will get that error at the very end of running Converter; it is normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Applications&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The applications field gives easy access to launching various applications for the mod tools. Here you can launch the level editor, effects editor, and asset manager. A description for what they are used for is provided for each below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Processes&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When running process through Launcher, they will appear in the bottom left field of Launcher. You can take notice to what processes are taking place, and have the option to end a process if need be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While processes are running, they may spit out information on what exactly they&#039;re doing. You can view this information in the console window on the bottom. Should you ever need to clear the console to perform another action, press the &#039;&#039;&#039;Clear Console&#039;&#039;&#039; button on the bottom of the Applications field.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Wiki&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the top right corner of Launcher you will see Wiki. Click that to open up the official Treyarch Mod Support wiki in your web browser (internet access is required). Here you can find the latest information to help you make mods.&lt;br /&gt;
&lt;br /&gt;
==Compile Level Tab==&lt;br /&gt;
&lt;br /&gt;
The “Level Compiling” tab is where you can keep track of your .map files and compile bsp, lighting, paths, and reflections for those .map files.&lt;br /&gt;
&lt;br /&gt;
Launcher can conveniently compile, build your FastFile, and launch your map in-game with one click. You only need to check the options you want to be executed.&lt;br /&gt;
&lt;br /&gt;
===Compile BSP===&lt;br /&gt;
&lt;br /&gt;
Select the level that you wish to compile from the list. In this example I will use the level called “test” which is supplied with the mod tools. First you will need to compile the BSP for the level. This will convert the .map file that is made in the level editor to an optimized format that is read by the game engine. We’ll need to set some options for this found on the right hand side, right next to the list of levels. You can check boxes to tell it to compile BSP, lighting, and paths. If you made any changes to the .map file you’ll need to recompile the BSP. Lighting can be compiled right after the BSP is compiled, or at a later time, as long as the BSP has not changed. Paths can also be compiled later; however AI in single player levels will not work correctly until paths have been compiled. Multiplayer levels never need to compile paths since they are strictly for AI navigation in single player.&lt;br /&gt;
&lt;br /&gt;
Be sure to set up your BSP Options and Light Options before checking the &amp;quot;Compile BSP” option. Most of the time no BSP options will be used but I’ll go over them anyways since occasionally they may need to be used. Some light options are commonly used however.&lt;br /&gt;
&lt;br /&gt;
[[Image:warning.png]] Full light compile is set by default, you may want to use Fast light compile if you&#039;re just doing testing.&lt;br /&gt;
&lt;br /&gt;
====BSP Options====&lt;br /&gt;
&lt;br /&gt;
Check the box for “onlyents” if you would like to do an only entity compile. Onlyents compiles don’t touch brush triggers, geometry, or lighting. This is useful if you want to quickly recompile a map that you only moved an entity in. (Note that if you move a model that casts a shadow, the lighting will not be recompiled by doing onlyents, so your shadow will still be in its old position, not where you moved that model to.)&lt;br /&gt;
&lt;br /&gt;
Check the box for “blocksize”, then set a value to set a custom grid size for regular BSP splits. A value of zero uses the biggest possible size, and is also the default value if this option is left unchecked. Most of the time this option will remain unchecked.&lt;br /&gt;
&lt;br /&gt;
Check the “samplescale” box, and then set a value if you would like to scale all lightmaps. A value of 2 will double the pixel size, a value of 0.5 halves it. Again, this option should remain unchecked in most cases.&lt;br /&gt;
&lt;br /&gt;
The “debugLightMaps” option is a great way to see in-game how the light maps were compiled and how they are being used. Using this option compiles colored light maps and when the level is loaded in-game you will see colored geometry everywhere that contains light maps. Different colors represent a different lightmap texture. This is great for tracking down why you might have encountered lightmap bleeding or seams.&lt;br /&gt;
&lt;br /&gt;
====Light Options====&lt;br /&gt;
&lt;br /&gt;
Most of these options will be unchecked; however I’ll explain them for the rare cases that you may want to use them. Often I use the “fast” option during testing for quick light compiles, but then use “extra” for final release as it gives better lightmap detail.&lt;br /&gt;
&lt;br /&gt;
*Fast Use fast presets for several options (generates lower quality lighting but is much faster)&lt;br /&gt;
*Extra Use high-quality presets for several options (generates high quality lighting but takes longer) &lt;br /&gt;
*ModelShadow Allows model surfaces to cast shadows -NoModelShadow Prevents model surfaces from casting shadows &lt;br /&gt;
*DumpOptions Displays current settings of most parameters &lt;br /&gt;
*Traces Number of traces to do from each sample point &lt;br /&gt;
*BounceFraction Higher values are more washed out, lower values darker &lt;br /&gt;
*Jitter Breaks up aliasing from trace pattern (0 none, 1 max)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have all the options you wish to use, check the “Compile BSP” option to start the compile using your specified options. The BSP will be compile first ( if you chose that option ), then the lighting ( if you chose that option ), then the game will be loaded to compile the AI Paths ( if you chose that option and your level is single player ).&lt;br /&gt;
&lt;br /&gt;
This process can take anywhere from a few seconds to several hours depending on the complexity of your level and the computer you are compiling on. For a frame of reference, most of the retail levels shipped with the game take about 30 minutes to and hour to compile bsp and lighting on quad core CPUs.&lt;br /&gt;
&lt;br /&gt;
Part of lighting is the grid file. Entities (models, players, AI) in a map are lit by the lights in the map. In complex maps (as opposed to small test maps) calculating which lights affect which entities takes a lot of work. To prevent the engine from having to do this in real-time, this information can be written into the bsp using a mapname.grid file. If a map doesn’t have a grid, you will experience harsh hitches when entering new areas where entities are now visible. These hitches feel like texture thrashing. Grids are needed for both single player and multiplayer maps. A map must be recompiled after creating or modifying a grid. Select “make new grid” if you have never done a grid for the selected level, or “edit existing grid” to continue working on one that you previously made. The level will be loaded in grid mode. You’ll see lots of little dots throughout the level. You’ll need to walk around the level and touch as many of the dots as possible. This defines the areas a player will be able to go. For most areas however, you can just place a brush with the lightgrid material on it in CoDWaWRadiant and the touching dots will automatically be collected when the level is compiled. Doing a custom grid is really for certain detail areas. Most of the time you can just place brushes in CoDWaWRadiant to do the work for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compile Reflections===&lt;br /&gt;
&lt;br /&gt;
If your characters weapons and vehicles have red outlines you don’t have any reflection probes compiled for your map. Reflection probes are very important for the look of all shiny things in the game. Place one per room and one in each distinct outdoor area and additional ones near any especially shiny objects. They use memory but its reasonable to have 10-100 of them.&lt;br /&gt;
&lt;br /&gt;
After the BSP and Lighting have been compiled you will want to compile the reflections for the level. In order for reflections to be compiled properly the level needs to contain reflection probe entities throughout the map. Each reflection probe in the level will produce a cube map for that area during the reflection compile. The reflections used throughout the compiled level use the cube map from the nearest reflection probe entity so keep this in mind when you are placing the probes. The reflection probes use portals to determine which is the closest probe so you don’t usually need to worry about an inside probe affecting an outside model through the wall.&lt;br /&gt;
&lt;br /&gt;
Check the “Compile Reflections” option when you are ready to compile the reflections. This step may be skipped if you don’t care about proper reflections during the testing and development phase of a level but it should always be used when you want the level to look top notch. You may also skip this step if you have already compiled the reflection probes for the bsp and you have not made any changes to the reflection probes in the level. On compile it will use old reflection probes. You only need to do this step when it’s the first time you’ve compiled the bsp, or you are making changes to the probes or adding/removing probes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build Fast File===&lt;br /&gt;
&lt;br /&gt;
In order for the level and all of it’s assets to be loaded into the game within a reasonable amount of time a fast file is needed to be made. A fast file is one big file that contains all of the data for the level and all of the assets it uses. Since it is all in one file it can quickly be loaded directly to memory, instead of your hard drive having to search for thousands of files and load them individually which takes much longer.&lt;br /&gt;
&lt;br /&gt;
The first time you try to build the fast file for the level it will tell you that no zone files exist and ask you if you would like to make them. You’ll want to say “yes” at this prompt. Doing so will create [root]\ zone_source\[levelname].csv, where root is the game install path.&lt;br /&gt;
&lt;br /&gt;
Within this .csv file is a list of assets the level uses. It will have some default assets in there that all levels use. This csv is looked at by the fast file builder and all the assets it references will be added to the level’s fast file. The fast file ends up containing the level BSP itself, plus all assets listed in [levelname].csv.&lt;br /&gt;
&lt;br /&gt;
The fast file generated will be created at [root]\zone\[language]\[levelname].ff. This is the file you would want to give your friend or post online when you want to share your level since it contains all of the data used by the level. Anytime you change anything in the level, or any assets used in the level you’ll need to recompile the fast file so that those new or changed assets get put into the fast file for the game to read. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Update Zone File===&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]]  If you have not made a zone source file you will need to make one in [root]\zone_source\[levelname].csv.&lt;br /&gt;
&lt;br /&gt;
Okay so I just talked about what fast files are and how to make them. I mentioned they contain all of the assets used or reference in a level. Suppose you add a new static model to your level, or you give the player a gun through script. These new assets wont be in the fast file, so they won’t actually show up, and may even give errors in the game. &#039;&#039;&#039;Updating the zone file ( the [levelname].csv file ) is necessary to make sure all of these new assets are put into the fast file.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each time the level is ran and tries to load an asset that wasn’t found in the fast file an output file called missingassets.csv is created at [root]\main\missingassets.csv. This file contains a list of assets that the game tried to load but couldn’t (due to them not being stored in the fast file that was used). &#039;&#039;&#039;If missingassets.csv is not being generated then your level fast file and zone source are either up to date with all assets, or you may need to try running the level using the “developer” and “developer_script” option turned on&#039;&#039;&#039; ( enter it via console or set it under the Run Game tab ).&lt;br /&gt;
&lt;br /&gt;
These missing assets need to be added to the [levelname].csv zone file so that they get included next time you build the fast file. This is as simple as copying the asset list from &#039;&#039;&#039;missingassets.csv&#039;&#039;&#039; and pasting them at the bottom of the [levelname].csv zone source file.&lt;br /&gt;
&lt;br /&gt;
The text inside missingassets.csv is all of the assets that were not loaded correctly. Open up your levelname.csv zone source file. Add the missing assets to the zone source by copying and pasting to your zone source file.&lt;br /&gt;
&lt;br /&gt;
 [[Image:Warning.png]] Be sure to not have two assets on the same line. One asset per line is required.&lt;br /&gt;
&lt;br /&gt;
If you update your zone source file, rebuild the fast file, reload the level, and missingassets.csv is telling you more assets are missing, it’s perfectly normal. Often times this process has to be repeated a few times before all missing assets are caught. This is mainly because some assets are referenced by other assets. For instance you may get a weapon as the only missing asset in your level. Missingassets.csv will complain that the weapon isn’t in the fast file; therefore you add it to the zone source and rebuild the fast file. Next time you run the level it may complain about another weapon missing. Well why didn’t it tell me there was 2 missing weapons the first time? The reason is because the second weapon it complained about may be referenced by the first weapon in asset manager, such as an alternate fire mode. The game didn’t know that the second weapon was missing until it had the first weapon loaded correctly and tried to load its second fire mode.&lt;br /&gt;
&lt;br /&gt;
When you’re updating your zone source make sure you run the level a second time or more until missingassets.csv hasn’t changed, or is empty. This will ensure that you’re added all assets that are required.&lt;br /&gt;
&lt;br /&gt;
==Mod Builder Tab==&lt;br /&gt;
&lt;br /&gt;
To make a new mod we first need to make the folders required.  Go to your installation directory and then goto [root]\mods.  If &amp;quot;Mods&amp;quot; does not exist then create the folder.  Inside Mods create a new folder and name it the title of your mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]] This folder is only used for development, when building and running your mod Launcher will automatically copy your mod to the appropriate destination in Documents and Settings or Local Data, depending on what Operating System you&#039;re on.&lt;br /&gt;
&lt;br /&gt;
Now setup the folders inside your mod folder.  Think of this as a mini raw folder just for your mod.  The setup and rules are the same as the raw folder in your mod folder so copy all the assets you want from raw to your mod folder.  If you don&#039;t have a custom model or a custom image then you don&#039;t need those folders, the only folders you need here are the ones for your custom assets only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that your mod is setup we need to create a CSV file for it so mod builder knows what to include in the fast file.&lt;br /&gt;
&lt;br /&gt;
Open ModBuilder (bin/modbuilder.exe).&lt;br /&gt;
&lt;br /&gt;
*Make sure you are under the CSV Creator tab at the top.&amp;lt;br&amp;gt;&lt;br /&gt;
*In the pull down menu for &amp;quot;Mod&amp;quot; select your mod that you just made.&amp;lt;br&amp;gt;&lt;br /&gt;
==&amp;gt; This may take a few minutes.&amp;lt;br&amp;gt;&lt;br /&gt;
*To the right click on &amp;quot;New CSV&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
*A custom mod will have a CSV type of &amp;quot;Blank&amp;quot; and you can name the csv anything you want.&amp;lt;br&amp;gt;&lt;br /&gt;
*Click OK and your done with this screen, your mod is now setup to compile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===IWD reqs===&lt;br /&gt;
&lt;br /&gt;
Your IWD file is essentially your main folder, anything in the IWD files in main go in your mod IWD file.  Everything else goes into your fast file which is explained later.  Items that go into your IWD file include accuracy files, images, and weapon settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb5.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create your IWD file you will first need a zip utility like [http://www.rarlab.com WinRaR].&lt;br /&gt;
&lt;br /&gt;
*Highlight the folders you want to include, right click on one, and select &amp;quot;Add to archive.&amp;quot;.&lt;br /&gt;
*First select &amp;quot;ZIP&amp;quot; from the Archive Format option.&lt;br /&gt;
*Then under Archive name make sure the name is the same as the title of the mod and &#039;&#039;&#039;rename .zip to .iwd.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mb4.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Fast File / CSV requirements===&lt;br /&gt;
&lt;br /&gt;
Anything that is not in your IWD file is then included in your fast file.  This includes common items like maps, sounds, scripts, models, materials, soundalises, vision, and FX files.  Since this is made either by the map compiler or mod builder there is no tutorial for this specifically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Explaination of MOD Builder screen===&lt;br /&gt;
&lt;br /&gt;
When creating your mod, first make sure it is selecting the correct mod.  Under &amp;quot;Mod&amp;quot; there is a pull down menu that has all the mods in your Mod directory.  Its rare but make sure the pull down menu next to Mod has the correct CSV file too.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Build The Mod:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Build Fast File - Check this to have mod builder go through your asset list and create the fast file with all your information and assets.&lt;br /&gt;
*Verbose Info - Provide extra information that is used mostly for troubleshooting.  Make sure Verbose Info is checked if you copy the log into forums.&lt;br /&gt;
*Build Sound - Used to compile the sound in soundassets.&lt;br /&gt;
*Build IWD File - Builds the IWD file from the files in the far right.&lt;br /&gt;
*Run Game - When all other tasks have completed, run the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Center white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This where you list your assets you want included, there is more information further down.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Right white box:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of items in your IWD file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Console:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where you can copy a log from and shows you the current progress.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:mb6.jpg]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Common assets and their mod builder CSV commands===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Xmodel:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 xmodel,NameOfModel&lt;br /&gt;
 raw\xmodel&lt;br /&gt;
 raw\xmodelparts&lt;br /&gt;
 raw\xmodelsurfs&lt;br /&gt;
&lt;br /&gt;
Example: xmodel,tallgrass&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Scripts:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 rawfile,pathToScript\script.gsc&lt;br /&gt;
&lt;br /&gt;
Example: rawfile,maps\mp\_gib.gsc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;SoundAliases:&#039;&#039;&#039;:&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,nameOfFile,,loadSpecs&lt;br /&gt;
 soundaliases\fileName.csv&lt;br /&gt;
&lt;br /&gt;
Example:  sound,SoundMod,,all_mp&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Sound files:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sound,pathToFile\fileName&lt;br /&gt;
&lt;br /&gt;
Example: sound,sfx\weapon\smg\cowgun\cowgun_fire&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&#039;&#039;&#039;FX:&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 fx,pathToFx\fxName&lt;br /&gt;
&lt;br /&gt;
Example:  fx,fx\bio\animals\fx_bats_circling&lt;br /&gt;
&lt;br /&gt;
===Building a mod===&lt;br /&gt;
&lt;br /&gt;
Once everything is setup as described, Check the &amp;quot;Build Fast File&amp;quot; option and click on build mod.  If everything is successful then you should be able to go into the game and load your mod from the Mod menu.  If there are issues you cant figure out then rebuild the fast file with Verbose info and post your log into the forums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sending to friends===&lt;br /&gt;
&lt;br /&gt;
Now that you have your mod made I&#039;m sure you want to share it with your friends or the community.  You only need 2 files, your IWD and Fast File.  The best way to zip these up while avoiding confusion is to only have those 2 files in your mod folder and zip including the folder so all the user has to do is drag and drop.  It is also courteous to include a [[Call of Duty 5: Readme file|Readme File]] with your email or website, version number, and credits.&lt;br /&gt;
&lt;br /&gt;
==Run Game Tab==&lt;br /&gt;
&lt;br /&gt;
Runs the selected level or mod in the game. You can turn on developer, developer_script, and cheats by checking the boxes below the button. Developer enabled will turn on a lot of profiling functions as well as errors and missingassets.csv output among other things. Developer_script will provide script debugging and script errors when encountering. Without developer_script enabled script errors will be bypassed. The cheats option turns on cheats allowing the player access to the cheat commands such as god mode and ufo mod which are handy when working on a level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Technical Reference]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Stock_Loadscreens&amp;diff=3128</id>
		<title>Call of Duty 5: Stock Loadscreens</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Stock_Loadscreens&amp;diff=3128"/>
		<updated>2008-11-19T15:11:57Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Airfield==&lt;br /&gt;
&lt;br /&gt;
[[Image:loadscreen_map_mp_airfield.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Asylum==&lt;br /&gt;
&lt;br /&gt;
[[Image:loadscreen_map_mp_asylum.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Castle==&lt;br /&gt;
&lt;br /&gt;
[[Image:loadscreen_map_mp_castle.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Cliffside (mp_shrine)==&lt;br /&gt;
&lt;br /&gt;
[[Image:loadscreen_map_mp_shrine.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Courtyard==&lt;br /&gt;
&lt;br /&gt;
[[Image:loadscreen_map_mp_courtyard.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Dome==&lt;br /&gt;
&lt;br /&gt;
[[Image:loadscreen_map_mp_dome.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Downfall==&lt;br /&gt;
&lt;br /&gt;
[[Image:loadscreen_map_mp_downfall_2.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
==Hangar==&lt;br /&gt;
&lt;br /&gt;
[[Image:loadscreen_map_mp_hangar.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Makin==&lt;br /&gt;
&lt;br /&gt;
[[Image:loadscreen_map_mp_makin.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Outskirts==&lt;br /&gt;
&lt;br /&gt;
[[Image:loadscreen_map_mp_outskirts.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Roundhouse==&lt;br /&gt;
&lt;br /&gt;
[[Image:loadscreen_map_mp_roundhouse.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Seelow==&lt;br /&gt;
&lt;br /&gt;
[[Image:loadscreen_map_mp_seelow.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Upheaval (mp_suburban)==&lt;br /&gt;
&lt;br /&gt;
[[Image:loadscreen_map_mp_suburban.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Technical Reference]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=File:Loadscreen_map_mp_downfall_2.jpg&amp;diff=3127</id>
		<title>File:Loadscreen map mp downfall 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=File:Loadscreen_map_mp_downfall_2.jpg&amp;diff=3127"/>
		<updated>2008-11-19T15:10:13Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Stock_Loadscreens&amp;diff=3126</id>
		<title>Call of Duty 5: Stock Loadscreens</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Stock_Loadscreens&amp;diff=3126"/>
		<updated>2008-11-19T15:08:44Z</updated>

		<summary type="html">&lt;p&gt;One richard: /* Downfall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Airfield==&lt;br /&gt;
&lt;br /&gt;
[[Image:loadscreen_map_mp_airfield.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Asylum==&lt;br /&gt;
&lt;br /&gt;
[[Image:loadscreen_map_mp_asylum.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Castle==&lt;br /&gt;
&lt;br /&gt;
[[Image:loadscreen_map_mp_castle.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Cliffside (mp_shrine)==&lt;br /&gt;
&lt;br /&gt;
[[Image:loadscreen_map_mp_shrine.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Courtyard==&lt;br /&gt;
&lt;br /&gt;
[[Image:loadscreen_map_mp_courtyard.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Dome==&lt;br /&gt;
&lt;br /&gt;
[[Image:loadscreen_map_mp_dome.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Downfall==&lt;br /&gt;
&lt;br /&gt;
[[Image:loadscreen_map_mp_downfall_2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Hangar==&lt;br /&gt;
&lt;br /&gt;
[[Image:loadscreen_map_mp_hangar.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Makin==&lt;br /&gt;
&lt;br /&gt;
[[Image:loadscreen_map_mp_makin.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Outskirts==&lt;br /&gt;
&lt;br /&gt;
[[Image:loadscreen_map_mp_outskirts.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Roundhouse==&lt;br /&gt;
&lt;br /&gt;
[[Image:loadscreen_map_mp_roundhouse.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Seelow==&lt;br /&gt;
&lt;br /&gt;
[[Image:loadscreen_map_mp_seelow.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Upheaval (mp_suburban)==&lt;br /&gt;
&lt;br /&gt;
[[Image:loadscreen_map_mp_suburban.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Technical Reference]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Placing_Models&amp;diff=3085</id>
		<title>Call of Duty 5: Placing Models</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Placing_Models&amp;diff=3085"/>
		<updated>2008-11-17T11:37:51Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Add model. ==&lt;br /&gt;
&lt;br /&gt;
Right click on the grid to bring up your entity menu. &lt;br /&gt;
&lt;br /&gt;
*Scroll to &amp;quot;misc&amp;quot; then click on &amp;quot;model&amp;quot;. &lt;br /&gt;
Browse to &amp;quot;raw/xmodels/&amp;quot; if your not already there. Select any model from inside this folder. Once opened it will be placed in your map. &lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;n&amp;quot; to bring up the entity editor and you can use some commands to further edit the model. &lt;br /&gt;
*Key / Value of modelscale / # &lt;br /&gt;
*The # is the decimal value of a percent like .5 and 1.25. &lt;br /&gt;
&lt;br /&gt;
[[Image:models_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Add script model ==&lt;br /&gt;
&lt;br /&gt;
The only difference is that when you right click on the grid you go to &amp;quot;script&amp;quot; -&amp;gt; &amp;quot;model&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sources: [http://wiki.treyarch.com/wiki/Adding_models_and_prefabs Treyarch´s Wiki]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Elevator_Brushes&amp;diff=3084</id>
		<title>Call of Duty 5: Elevator Brushes</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Elevator_Brushes&amp;diff=3084"/>
		<updated>2008-11-17T11:32:03Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Implementation=&lt;br /&gt;
First place a &#039;&#039;&#039;script_model&#039;&#039;&#039; or create a &#039;&#039;&#039;script_brushmodel&#039;&#039;&#039; to be used for the elevator platform.&lt;br /&gt;
&lt;br /&gt;
Make a &#039;&#039;&#039;trigger_use&#039;&#039;&#039; if you want a switch operated elevator.&lt;br /&gt;
Make a &#039;&#039;&#039;trigger_multiple&#039;&#039;&#039; if you want a Quake style elevator.&lt;br /&gt;
&lt;br /&gt;
Give this trigger a targetname of &#039;&#039;&#039;elevator_trigger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If making a switch operated elevator, place a script_model or script_brushmodel in the map where you want the switch.&lt;br /&gt;
Make the trigger target the newly created switch entity.&lt;br /&gt;
&lt;br /&gt;
If making a Quake style elevator, make the trigger target the elevator platform entity.&lt;br /&gt;
&lt;br /&gt;
Place a &#039;&#039;&#039;script_struct&#039;&#039;&#039; dead center of the platform entity at the bottom point in the platform&#039;s route.&lt;br /&gt;
Place a &#039;&#039;&#039;script_struct&#039;&#039;&#039; dead center of the platform entity at the next point in the platform&#039;s route.&lt;br /&gt;
Continue placing &#039;&#039;&#039;script_structs&#039;&#039;&#039; dead center of the platform entity at the next point in the platform&#039;s route.&lt;br /&gt;
&lt;br /&gt;
Give the bottom script_struct a &#039;&#039;script_noteworthy&#039;&#039; of &#039;&#039;&#039;platform_start&#039;&#039;&#039;.&lt;br /&gt;
Make the platform entity target this script_struct.&lt;br /&gt;
Make this script_struct target the next script_struct in the elevator&#039;s path.&lt;br /&gt;
Continue making the elevator&#039;s path by targeting the path script_structs to each other.&lt;br /&gt;
These can be placed in any direction, not just straight up and down. Just ensure the platform will center on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Hydraulic Sounds (Optional)=&lt;br /&gt;
&lt;br /&gt;
If you want to play hydraulic or machinery sounds for the elevator, place a script_struct where you want the sound to play.&lt;br /&gt;
Make the platform target this script_struct.&lt;br /&gt;
Give this script_struct a script_noteworthy of audio_point.&lt;br /&gt;
Define a variable in your level script of level.scr_sound[&amp;quot;description&amp;quot;] = &amp;quot;actual_sound_alias&amp;quot;.&lt;br /&gt;
The &amp;quot;description&amp;quot; can be any description you want to use, such as &amp;quot;hydraulics&amp;quot;.&lt;br /&gt;
the &amp;quot;actual_sound_alias&amp;quot; must be an actual sound alias defined in your level&#039;s csv or a common csv.&lt;br /&gt;
Give this script_struct a script_sound of whatever you defined as &amp;quot;description&amp;quot;.&lt;br /&gt;
You can place as many script_structs this way as you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alarm Sound (Optional)=&lt;br /&gt;
&lt;br /&gt;
If you want an alarm sound to play when the elevator is activated, place a script_model or script_brushmodel where you want the sound to play.&lt;br /&gt;
Make the platform target this entity.&lt;br /&gt;
Give this entity a script_noteworthy of elevator_klaxon_speaker.&lt;br /&gt;
Define a variable in your level script of level.scr_sound[&amp;quot;description&amp;quot;] = &amp;quot;actual_sound_alias&amp;quot;.&lt;br /&gt;
The &amp;quot;description&amp;quot; can be any description you want to use, such as &amp;quot;alarm_sound&amp;quot;.&lt;br /&gt;
the &amp;quot;actual_sound_alias&amp;quot; must be an actual sound alias defined in your level&#039;s csv or a common csv.&lt;br /&gt;
Give this entity a script_sound of whatever you defined as &amp;quot;description&amp;quot;.&lt;br /&gt;
You can place as many entities this way as you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Gates (Optional)= &lt;br /&gt;
&lt;br /&gt;
If you want a gate or gates to animate when the elevator is activated, place a script_model or script_brushmodel to use as the gate.&lt;br /&gt;
Do NOT rotate the gate or place it where you want the gate to be. This will be handled by the _elevator.gsc utility script.&lt;br /&gt;
Make the platform target this gate.&lt;br /&gt;
Give this gate a script_noteworthy of elevator_gate.&lt;br /&gt;
Give this gate a script_int equal to the amount of degrees you want it to rotate, ie: 90&lt;br /&gt;
Place a script_struct where you want the gate to be centered and have the gate target this script_struct.&lt;br /&gt;
Rotate this script_struct in the direction you want the gate to move.&lt;br /&gt;
You can place as many gates per elevator this way as you want.&lt;br /&gt;
&lt;br /&gt;
Define a variable in your level script of level.scr_sound[&amp;quot;description&amp;quot;] = &amp;quot;actual_sound_alias&amp;quot;.&lt;br /&gt;
The &amp;quot;description&amp;quot; can be any description you want to use, such as &amp;quot;gate_rotate&amp;quot;.&lt;br /&gt;
the &amp;quot;actual_sound_alias&amp;quot; must be an actual sound alias defined in your level&#039;s csv or a common csv.&lt;br /&gt;
Give this gate a script_sound of whatever you defined as &amp;quot;description&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speed Point-To-Point(Optional)=&lt;br /&gt;
&lt;br /&gt;
If you dont specify a value for level.elevator_speed in your level script, it will default to 5.&lt;br /&gt;
This is how many seconds the platform will take to move from point to point along its path.&lt;br /&gt;
&lt;br /&gt;
If you dont specify a value for level.elevator_gate_speed in your level script, it will default to 1.&lt;br /&gt;
This is how many seconds the platform gates, if you included any in your level, will take to rotate when they are raised or lowered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speed Movement(Optional)=&lt;br /&gt;
&lt;br /&gt;
If you don’t specify a speed for your elevator platform in Radiant, it will default to 100.&lt;br /&gt;
To set the speed, make a K/V pair of speed / 100 (or whatever speed you want).&lt;br /&gt;
Each individual platform can have a different speed set to it if you want.&lt;br /&gt;
This is the speed of the platform in MPH.&lt;br /&gt;
Do NOT set a speed K/V pair only on the script_struct that the platform targets;&lt;br /&gt;
set it on THAT script_struct&#039;s target as well; it MUST be set on at least this script_struct.&lt;br /&gt;
You can then set any positive whole number value for speed on the rest of the script_structs that make up the elevator&#039;s path if you want to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you don’t specify an amount of degrees for your elevator platform gates to rotate in Radiant, it will default to 90.&lt;br /&gt;
To set the desired amount of angles, make a K/V pair of script_int / 90 (or whatever angle you want).&lt;br /&gt;
Each individual platform can have a different angle set to it if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you don’t specify a speed for your elevator platform gates in Radiant, it will default to 1.&lt;br /&gt;
This is how many seconds the platform gates, if you included any in your level, will take to rotate when they are raised or lowered.&lt;br /&gt;
To set the speed, make a K/V pair of script_delay / 1 (or whatever speed you want).&lt;br /&gt;
This speed should be defined in seconds, not actual speed in MPH like the platforms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Notes of Interest=&lt;br /&gt;
&lt;br /&gt;
Platforms and platform switches must be either a script_model or a script_brushmodel.&lt;br /&gt;
You can use a prefab for the platform that actually moves, but you must stamp it into your level.&lt;br /&gt;
You cannot have a trigger or switch target a prefab.&lt;br /&gt;
&lt;br /&gt;
You can setup the elevator and all its parts, then save this as a prefab, and copy and paste this prefab into the level where ever you want to. Be certain that your platform triggers inside the prefab retain their targetname of elevator_trigger though, as it may change when you make the prefab and paste it around the level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Souce: [http://wiki.treyarch.com/wiki/Adding_models_and_prefabs Treyarch&#039;s Wiki]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Elevator_Brushes&amp;diff=3083</id>
		<title>Call of Duty 5: Elevator Brushes</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Elevator_Brushes&amp;diff=3083"/>
		<updated>2008-11-17T11:31:29Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Implementation=&lt;br /&gt;
First place a &#039;&#039;&#039;script_model&#039;&#039;&#039; or create a &#039;&#039;&#039;script_brushmodel&#039;&#039;&#039; to be used for the elevator platform.&lt;br /&gt;
&lt;br /&gt;
Make a &#039;&#039;&#039;trigger_use&#039;&#039;&#039; if you want a switch operated elevator.&lt;br /&gt;
Make a &#039;&#039;&#039;trigger_multiple&#039;&#039;&#039; if you want a Quake style elevator.&lt;br /&gt;
&lt;br /&gt;
Give this trigger a targetname of &#039;&#039;&#039;elevator_trigger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If making a switch operated elevator, place a script_model or script_brushmodel in the map where you want the switch.&lt;br /&gt;
Make the trigger target the newly created switch entity.&lt;br /&gt;
&lt;br /&gt;
If making a Quake style elevator, make the trigger target the elevator platform entity.&lt;br /&gt;
&lt;br /&gt;
Place a &#039;&#039;&#039;script_struct&#039;&#039;&#039; dead center of the platform entity at the bottom point in the platform&#039;s route.&lt;br /&gt;
Place a &#039;&#039;&#039;script_struct&#039;&#039;&#039; dead center of the platform entity at the next point in the platform&#039;s route.&lt;br /&gt;
Continue placing &#039;&#039;&#039;script_structs&#039;&#039;&#039; dead center of the platform entity at the next point in the platform&#039;s route.&lt;br /&gt;
&lt;br /&gt;
Give the bottom script_struct a &#039;&#039;script_noteworthy&#039;&#039; of &#039;&#039;&#039;platform_start&#039;&#039;&#039;.&lt;br /&gt;
Make the platform entity target this script_struct.&lt;br /&gt;
Make this script_struct target the next script_struct in the elevator&#039;s path.&lt;br /&gt;
Continue making the elevator&#039;s path by targeting the path script_structs to each other.&lt;br /&gt;
These can be placed in any direction, not just straight up and down. Just ensure the platform will center on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Hydraulic Sounds (Optional)=&lt;br /&gt;
&lt;br /&gt;
If you want to play hydraulic or machinery sounds for the elevator, place a script_struct where you want the sound to play.&lt;br /&gt;
Make the platform target this script_struct.&lt;br /&gt;
Give this script_struct a script_noteworthy of audio_point.&lt;br /&gt;
Define a variable in your level script of level.scr_sound[&amp;quot;description&amp;quot;] = &amp;quot;actual_sound_alias&amp;quot;.&lt;br /&gt;
The &amp;quot;description&amp;quot; can be any description you want to use, such as &amp;quot;hydraulics&amp;quot;.&lt;br /&gt;
the &amp;quot;actual_sound_alias&amp;quot; must be an actual sound alias defined in your level&#039;s csv or a common csv.&lt;br /&gt;
Give this script_struct a script_sound of whatever you defined as &amp;quot;description&amp;quot;.&lt;br /&gt;
You can place as many script_structs this way as you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alarm Sound (Optional)=&lt;br /&gt;
&lt;br /&gt;
If you want an alarm sound to play when the elevator is activated, place a script_model or script_brushmodel where you want the sound to play.&lt;br /&gt;
Make the platform target this entity.&lt;br /&gt;
Give this entity a script_noteworthy of elevator_klaxon_speaker.&lt;br /&gt;
Define a variable in your level script of level.scr_sound[&amp;quot;description&amp;quot;] = &amp;quot;actual_sound_alias&amp;quot;.&lt;br /&gt;
The &amp;quot;description&amp;quot; can be any description you want to use, such as &amp;quot;alarm_sound&amp;quot;.&lt;br /&gt;
the &amp;quot;actual_sound_alias&amp;quot; must be an actual sound alias defined in your level&#039;s csv or a common csv.&lt;br /&gt;
Give this entity a script_sound of whatever you defined as &amp;quot;description&amp;quot;.&lt;br /&gt;
You can place as many entities this way as you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Gates (Optional)= &lt;br /&gt;
&lt;br /&gt;
If you want a gate or gates to animate when the elevator is activated, place a script_model or script_brushmodel to use as the gate.&lt;br /&gt;
Do NOT rotate the gate or place it where you want the gate to be. This will be handled by the _elevator.gsc utility script.&lt;br /&gt;
Make the platform target this gate.&lt;br /&gt;
Give this gate a script_noteworthy of elevator_gate.&lt;br /&gt;
Give this gate a script_int equal to the amount of degrees you want it to rotate, ie: 90&lt;br /&gt;
Place a script_struct where you want the gate to be centered and have the gate target this script_struct.&lt;br /&gt;
Rotate this script_struct in the direction you want the gate to move.&lt;br /&gt;
You can place as many gates per elevator this way as you want.&lt;br /&gt;
&lt;br /&gt;
Define a variable in your level script of level.scr_sound[&amp;quot;description&amp;quot;] = &amp;quot;actual_sound_alias&amp;quot;.&lt;br /&gt;
The &amp;quot;description&amp;quot; can be any description you want to use, such as &amp;quot;gate_rotate&amp;quot;.&lt;br /&gt;
the &amp;quot;actual_sound_alias&amp;quot; must be an actual sound alias defined in your level&#039;s csv or a common csv.&lt;br /&gt;
Give this gate a script_sound of whatever you defined as &amp;quot;description&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speed Point-To-Point(Optional)=&lt;br /&gt;
&lt;br /&gt;
If you dont specify a value for level.elevator_speed in your level script, it will default to 5.&lt;br /&gt;
This is how many seconds the platform will take to move from point to point along its path.&lt;br /&gt;
&lt;br /&gt;
If you dont specify a value for level.elevator_gate_speed in your level script, it will default to 1.&lt;br /&gt;
This is how many seconds the platform gates, if you included any in your level, will take to rotate when they are raised or lowered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speed Movement(Optional)=&lt;br /&gt;
&lt;br /&gt;
If you don’t specify a speed for your elevator platform in Radiant, it will default to 100.&lt;br /&gt;
To set the speed, make a K/V pair of speed / 100 (or whatever speed you want).&lt;br /&gt;
Each individual platform can have a different speed set to it if you want.&lt;br /&gt;
This is the speed of the platform in MPH.&lt;br /&gt;
Do NOT set a speed K/V pair only on the script_struct that the platform targets;&lt;br /&gt;
set it on THAT script_struct&#039;s target as well; it MUST be set on at least this script_struct.&lt;br /&gt;
You can then set any positive whole number value for speed on the rest of the script_structs that make up the elevator&#039;s path if you want to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you don’t specify an amount of degrees for your elevator platform gates to rotate in Radiant, it will default to 90.&lt;br /&gt;
To set the desired amount of angles, make a K/V pair of script_int / 90 (or whatever angle you want).&lt;br /&gt;
Each individual platform can have a different angle set to it if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you don’t specify a speed for your elevator platform gates in Radiant, it will default to 1.&lt;br /&gt;
This is how many seconds the platform gates, if you included any in your level, will take to rotate when they are raised or lowered.&lt;br /&gt;
To set the speed, make a K/V pair of script_delay / 1 (or whatever speed you want).&lt;br /&gt;
This speed should be defined in seconds, not actual speed in MPH like the platforms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Notes of Interest=&lt;br /&gt;
&lt;br /&gt;
Platforms and platform switches must be either a script_model or a script_brushmodel.&lt;br /&gt;
You can use a prefab for the platform that actually moves, but you must stamp it into your level.&lt;br /&gt;
You cannot have a trigger or switch target a prefab.&lt;br /&gt;
&lt;br /&gt;
You can setup the elevator and all its parts, then save this as a prefab, and copy and paste this prefab into the level where ever you want to. Be certain that your platform triggers inside the prefab retain their targetname of elevator_trigger though, as it may change when you make the prefab and paste it around the level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Souce: [http://wiki.treyarch.com/wiki/Adding_models_and_prefabs Treyarch&#039;s Wiki]&amp;quot;&amp;gt;Treyarch wiki&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Elevator_Brushes&amp;diff=3082</id>
		<title>Call of Duty 5: Elevator Brushes</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Elevator_Brushes&amp;diff=3082"/>
		<updated>2008-11-17T11:30:58Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Implementation=&lt;br /&gt;
First place a &#039;&#039;&#039;script_model&#039;&#039;&#039; or create a &#039;&#039;&#039;script_brushmodel&#039;&#039;&#039; to be used for the elevator platform.&lt;br /&gt;
&lt;br /&gt;
Make a &#039;&#039;&#039;trigger_use&#039;&#039;&#039; if you want a switch operated elevator.&lt;br /&gt;
Make a &#039;&#039;&#039;trigger_multiple&#039;&#039;&#039; if you want a Quake style elevator.&lt;br /&gt;
&lt;br /&gt;
Give this trigger a targetname of &#039;&#039;&#039;elevator_trigger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If making a switch operated elevator, place a script_model or script_brushmodel in the map where you want the switch.&lt;br /&gt;
Make the trigger target the newly created switch entity.&lt;br /&gt;
&lt;br /&gt;
If making a Quake style elevator, make the trigger target the elevator platform entity.&lt;br /&gt;
&lt;br /&gt;
Place a &#039;&#039;&#039;script_struct&#039;&#039;&#039; dead center of the platform entity at the bottom point in the platform&#039;s route.&lt;br /&gt;
Place a &#039;&#039;&#039;script_struct&#039;&#039;&#039; dead center of the platform entity at the next point in the platform&#039;s route.&lt;br /&gt;
Continue placing &#039;&#039;&#039;script_structs&#039;&#039;&#039; dead center of the platform entity at the next point in the platform&#039;s route.&lt;br /&gt;
&lt;br /&gt;
Give the bottom script_struct a &#039;&#039;script_noteworthy&#039;&#039; of &#039;&#039;&#039;platform_start&#039;&#039;&#039;.&lt;br /&gt;
Make the platform entity target this script_struct.&lt;br /&gt;
Make this script_struct target the next script_struct in the elevator&#039;s path.&lt;br /&gt;
Continue making the elevator&#039;s path by targeting the path script_structs to each other.&lt;br /&gt;
These can be placed in any direction, not just straight up and down. Just ensure the platform will center on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Hydraulic Sounds (Optional)=&lt;br /&gt;
&lt;br /&gt;
If you want to play hydraulic or machinery sounds for the elevator, place a script_struct where you want the sound to play.&lt;br /&gt;
Make the platform target this script_struct.&lt;br /&gt;
Give this script_struct a script_noteworthy of audio_point.&lt;br /&gt;
Define a variable in your level script of level.scr_sound[&amp;quot;description&amp;quot;] = &amp;quot;actual_sound_alias&amp;quot;.&lt;br /&gt;
The &amp;quot;description&amp;quot; can be any description you want to use, such as &amp;quot;hydraulics&amp;quot;.&lt;br /&gt;
the &amp;quot;actual_sound_alias&amp;quot; must be an actual sound alias defined in your level&#039;s csv or a common csv.&lt;br /&gt;
Give this script_struct a script_sound of whatever you defined as &amp;quot;description&amp;quot;.&lt;br /&gt;
You can place as many script_structs this way as you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alarm Sound (Optional)=&lt;br /&gt;
&lt;br /&gt;
If you want an alarm sound to play when the elevator is activated, place a script_model or script_brushmodel where you want the sound to play.&lt;br /&gt;
Make the platform target this entity.&lt;br /&gt;
Give this entity a script_noteworthy of elevator_klaxon_speaker.&lt;br /&gt;
Define a variable in your level script of level.scr_sound[&amp;quot;description&amp;quot;] = &amp;quot;actual_sound_alias&amp;quot;.&lt;br /&gt;
The &amp;quot;description&amp;quot; can be any description you want to use, such as &amp;quot;alarm_sound&amp;quot;.&lt;br /&gt;
the &amp;quot;actual_sound_alias&amp;quot; must be an actual sound alias defined in your level&#039;s csv or a common csv.&lt;br /&gt;
Give this entity a script_sound of whatever you defined as &amp;quot;description&amp;quot;.&lt;br /&gt;
You can place as many entities this way as you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Gates (Optional)= &lt;br /&gt;
&lt;br /&gt;
If you want a gate or gates to animate when the elevator is activated, place a script_model or script_brushmodel to use as the gate.&lt;br /&gt;
Do NOT rotate the gate or place it where you want the gate to be. This will be handled by the _elevator.gsc utility script.&lt;br /&gt;
Make the platform target this gate.&lt;br /&gt;
Give this gate a script_noteworthy of elevator_gate.&lt;br /&gt;
Give this gate a script_int equal to the amount of degrees you want it to rotate, ie: 90&lt;br /&gt;
Place a script_struct where you want the gate to be centered and have the gate target this script_struct.&lt;br /&gt;
Rotate this script_struct in the direction you want the gate to move.&lt;br /&gt;
You can place as many gates per elevator this way as you want.&lt;br /&gt;
&lt;br /&gt;
Define a variable in your level script of level.scr_sound[&amp;quot;description&amp;quot;] = &amp;quot;actual_sound_alias&amp;quot;.&lt;br /&gt;
The &amp;quot;description&amp;quot; can be any description you want to use, such as &amp;quot;gate_rotate&amp;quot;.&lt;br /&gt;
the &amp;quot;actual_sound_alias&amp;quot; must be an actual sound alias defined in your level&#039;s csv or a common csv.&lt;br /&gt;
Give this gate a script_sound of whatever you defined as &amp;quot;description&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speed Point-To-Point(Optional)=&lt;br /&gt;
&lt;br /&gt;
If you dont specify a value for level.elevator_speed in your level script, it will default to 5.&lt;br /&gt;
This is how many seconds the platform will take to move from point to point along its path.&lt;br /&gt;
&lt;br /&gt;
If you dont specify a value for level.elevator_gate_speed in your level script, it will default to 1.&lt;br /&gt;
This is how many seconds the platform gates, if you included any in your level, will take to rotate when they are raised or lowered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speed Movement(Optional)=&lt;br /&gt;
&lt;br /&gt;
If you don’t specify a speed for your elevator platform in Radiant, it will default to 100.&lt;br /&gt;
To set the speed, make a K/V pair of speed / 100 (or whatever speed you want).&lt;br /&gt;
Each individual platform can have a different speed set to it if you want.&lt;br /&gt;
This is the speed of the platform in MPH.&lt;br /&gt;
Do NOT set a speed K/V pair only on the script_struct that the platform targets;&lt;br /&gt;
set it on THAT script_struct&#039;s target as well; it MUST be set on at least this script_struct.&lt;br /&gt;
You can then set any positive whole number value for speed on the rest of the script_structs that make up the elevator&#039;s path if you want to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you don’t specify an amount of degrees for your elevator platform gates to rotate in Radiant, it will default to 90.&lt;br /&gt;
To set the desired amount of angles, make a K/V pair of script_int / 90 (or whatever angle you want).&lt;br /&gt;
Each individual platform can have a different angle set to it if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you don’t specify a speed for your elevator platform gates in Radiant, it will default to 1.&lt;br /&gt;
This is how many seconds the platform gates, if you included any in your level, will take to rotate when they are raised or lowered.&lt;br /&gt;
To set the speed, make a K/V pair of script_delay / 1 (or whatever speed you want).&lt;br /&gt;
This speed should be defined in seconds, not actual speed in MPH like the platforms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Notes of Interest=&lt;br /&gt;
&lt;br /&gt;
Platforms and platform switches must be either a script_model or a script_brushmodel.&lt;br /&gt;
You can use a prefab for the platform that actually moves, but you must stamp it into your level.&lt;br /&gt;
You cannot have a trigger or switch target a prefab.&lt;br /&gt;
&lt;br /&gt;
You can setup the elevator and all its parts, then save this as a prefab, and copy and paste this prefab into the level where ever you want to. Be certain that your platform triggers inside the prefab retain their targetname of elevator_trigger though, as it may change when you make the prefab and paste it around the level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Souce: &amp;lt;a href=&amp;quot;Sources: [http://wiki.treyarch.com/wiki/Adding_models_and_prefabs Treyarch&#039;s Wiki]&amp;quot;&amp;gt;Treyarch wiki&amp;lt;/a&amp;gt;&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Elevator_Brushes&amp;diff=3081</id>
		<title>Call of Duty 5: Elevator Brushes</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Elevator_Brushes&amp;diff=3081"/>
		<updated>2008-11-17T11:26:51Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Implementation=&lt;br /&gt;
First place a &#039;&#039;&#039;script_model&#039;&#039;&#039; or create a &#039;&#039;&#039;script_brushmodel&#039;&#039;&#039; to be used for the elevator platform.&lt;br /&gt;
&lt;br /&gt;
Make a &#039;&#039;&#039;trigger_use&#039;&#039;&#039; if you want a switch operated elevator.&lt;br /&gt;
Make a &#039;&#039;&#039;trigger_multiple&#039;&#039;&#039; if you want a Quake style elevator.&lt;br /&gt;
&lt;br /&gt;
Give this trigger a targetname of &#039;&#039;&#039;elevator_trigger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If making a switch operated elevator, place a script_model or script_brushmodel in the map where you want the switch.&lt;br /&gt;
Make the trigger target the newly created switch entity.&lt;br /&gt;
&lt;br /&gt;
If making a Quake style elevator, make the trigger target the elevator platform entity.&lt;br /&gt;
&lt;br /&gt;
Place a &#039;&#039;&#039;script_struct&#039;&#039;&#039; dead center of the platform entity at the bottom point in the platform&#039;s route.&lt;br /&gt;
Place a &#039;&#039;&#039;script_struct&#039;&#039;&#039; dead center of the platform entity at the next point in the platform&#039;s route.&lt;br /&gt;
Continue placing &#039;&#039;&#039;script_structs&#039;&#039;&#039; dead center of the platform entity at the next point in the platform&#039;s route.&lt;br /&gt;
&lt;br /&gt;
Give the bottom script_struct a &#039;&#039;script_noteworthy&#039;&#039; of &#039;&#039;&#039;platform_start&#039;&#039;&#039;.&lt;br /&gt;
Make the platform entity target this script_struct.&lt;br /&gt;
Make this script_struct target the next script_struct in the elevator&#039;s path.&lt;br /&gt;
Continue making the elevator&#039;s path by targeting the path script_structs to each other.&lt;br /&gt;
These can be placed in any direction, not just straight up and down. Just ensure the platform will center on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Hydraulic Sounds (Optional)=&lt;br /&gt;
&lt;br /&gt;
If you want to play hydraulic or machinery sounds for the elevator, place a script_struct where you want the sound to play.&lt;br /&gt;
Make the platform target this script_struct.&lt;br /&gt;
Give this script_struct a script_noteworthy of audio_point.&lt;br /&gt;
Define a variable in your level script of level.scr_sound[&amp;quot;description&amp;quot;] = &amp;quot;actual_sound_alias&amp;quot;.&lt;br /&gt;
The &amp;quot;description&amp;quot; can be any description you want to use, such as &amp;quot;hydraulics&amp;quot;.&lt;br /&gt;
the &amp;quot;actual_sound_alias&amp;quot; must be an actual sound alias defined in your level&#039;s csv or a common csv.&lt;br /&gt;
Give this script_struct a script_sound of whatever you defined as &amp;quot;description&amp;quot;.&lt;br /&gt;
You can place as many script_structs this way as you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alarm Sound (Optional)=&lt;br /&gt;
&lt;br /&gt;
If you want an alarm sound to play when the elevator is activated, place a script_model or script_brushmodel where you want the sound to play.&lt;br /&gt;
Make the platform target this entity.&lt;br /&gt;
Give this entity a script_noteworthy of elevator_klaxon_speaker.&lt;br /&gt;
Define a variable in your level script of level.scr_sound[&amp;quot;description&amp;quot;] = &amp;quot;actual_sound_alias&amp;quot;.&lt;br /&gt;
The &amp;quot;description&amp;quot; can be any description you want to use, such as &amp;quot;alarm_sound&amp;quot;.&lt;br /&gt;
the &amp;quot;actual_sound_alias&amp;quot; must be an actual sound alias defined in your level&#039;s csv or a common csv.&lt;br /&gt;
Give this entity a script_sound of whatever you defined as &amp;quot;description&amp;quot;.&lt;br /&gt;
You can place as many entities this way as you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Gates (Optional)= &lt;br /&gt;
&lt;br /&gt;
If you want a gate or gates to animate when the elevator is activated, place a script_model or script_brushmodel to use as the gate.&lt;br /&gt;
Do NOT rotate the gate or place it where you want the gate to be. This will be handled by the _elevator.gsc utility script.&lt;br /&gt;
Make the platform target this gate.&lt;br /&gt;
Give this gate a script_noteworthy of elevator_gate.&lt;br /&gt;
Give this gate a script_int equal to the amount of degrees you want it to rotate, ie: 90&lt;br /&gt;
Place a script_struct where you want the gate to be centered and have the gate target this script_struct.&lt;br /&gt;
Rotate this script_struct in the direction you want the gate to move.&lt;br /&gt;
You can place as many gates per elevator this way as you want.&lt;br /&gt;
&lt;br /&gt;
Define a variable in your level script of level.scr_sound[&amp;quot;description&amp;quot;] = &amp;quot;actual_sound_alias&amp;quot;.&lt;br /&gt;
The &amp;quot;description&amp;quot; can be any description you want to use, such as &amp;quot;gate_rotate&amp;quot;.&lt;br /&gt;
the &amp;quot;actual_sound_alias&amp;quot; must be an actual sound alias defined in your level&#039;s csv or a common csv.&lt;br /&gt;
Give this gate a script_sound of whatever you defined as &amp;quot;description&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speed Point-To-Point(Optional)=&lt;br /&gt;
&lt;br /&gt;
If you dont specify a value for level.elevator_speed in your level script, it will default to 5.&lt;br /&gt;
This is how many seconds the platform will take to move from point to point along its path.&lt;br /&gt;
&lt;br /&gt;
If you dont specify a value for level.elevator_gate_speed in your level script, it will default to 1.&lt;br /&gt;
This is how many seconds the platform gates, if you included any in your level, will take to rotate when they are raised or lowered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speed Movement(Optional)=&lt;br /&gt;
&lt;br /&gt;
If you don’t specify a speed for your elevator platform in Radiant, it will default to 100.&lt;br /&gt;
To set the speed, make a K/V pair of speed / 100 (or whatever speed you want).&lt;br /&gt;
Each individual platform can have a different speed set to it if you want.&lt;br /&gt;
This is the speed of the platform in MPH.&lt;br /&gt;
Do NOT set a speed K/V pair only on the script_struct that the platform targets;&lt;br /&gt;
set it on THAT script_struct&#039;s target as well; it MUST be set on at least this script_struct.&lt;br /&gt;
You can then set any positive whole number value for speed on the rest of the script_structs that make up the elevator&#039;s path if you want to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you don’t specify an amount of degrees for your elevator platform gates to rotate in Radiant, it will default to 90.&lt;br /&gt;
To set the desired amount of angles, make a K/V pair of script_int / 90 (or whatever angle you want).&lt;br /&gt;
Each individual platform can have a different angle set to it if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you don’t specify a speed for your elevator platform gates in Radiant, it will default to 1.&lt;br /&gt;
This is how many seconds the platform gates, if you included any in your level, will take to rotate when they are raised or lowered.&lt;br /&gt;
To set the speed, make a K/V pair of script_delay / 1 (or whatever speed you want).&lt;br /&gt;
This speed should be defined in seconds, not actual speed in MPH like the platforms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Notes of Interest=&lt;br /&gt;
&lt;br /&gt;
Platforms and platform switches must be either a script_model or a script_brushmodel.&lt;br /&gt;
You can use a prefab for the platform that actually moves, but you must stamp it into your level.&lt;br /&gt;
You cannot have a trigger or switch target a prefab.&lt;br /&gt;
&lt;br /&gt;
You can setup the elevator and all its parts, then save this as a prefab, and copy and paste this prefab into the level where ever you want to. Be certain that your platform triggers inside the prefab retain their targetname of elevator_trigger though, as it may change when you make the prefab and paste it around the level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Souce [Treyarch Wiki]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Elevator_Brushes&amp;diff=3080</id>
		<title>Call of Duty 5: Elevator Brushes</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Elevator_Brushes&amp;diff=3080"/>
		<updated>2008-11-17T11:24:55Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Implementation=&lt;br /&gt;
First place a &#039;&#039;&#039;script_model&#039;&#039;&#039; or create a &#039;&#039;&#039;script_brushmodel&#039;&#039;&#039; to be used for the elevator platform.&lt;br /&gt;
&lt;br /&gt;
Make a &#039;&#039;&#039;trigger_use&#039;&#039;&#039; if you want a switch operated elevator.&lt;br /&gt;
Make a &#039;&#039;&#039;trigger_multiple&#039;&#039;&#039; if you want a Quake style elevator.&lt;br /&gt;
&lt;br /&gt;
Give this trigger a targetname of &#039;&#039;&#039;elevator_trigger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If making a switch operated elevator, place a script_model or script_brushmodel in the map where you want the switch.&lt;br /&gt;
Make the trigger target the newly created switch entity.&lt;br /&gt;
&lt;br /&gt;
If making a Quake style elevator, make the trigger target the elevator platform entity.&lt;br /&gt;
&lt;br /&gt;
Place a &#039;&#039;&#039;script_struct&#039;&#039;&#039; dead center of the platform entity at the bottom point in the platform&#039;s route.&lt;br /&gt;
Place a &#039;&#039;&#039;script_struct&#039;&#039;&#039; dead center of the platform entity at the next point in the platform&#039;s route.&lt;br /&gt;
Continue placing &#039;&#039;&#039;script_structs&#039;&#039;&#039; dead center of the platform entity at the next point in the platform&#039;s route.&lt;br /&gt;
&lt;br /&gt;
Give the bottom script_struct a &#039;&#039;script_noteworthy&#039;&#039; of &#039;&#039;&#039;platform_start&#039;&#039;&#039;.&lt;br /&gt;
Make the platform entity target this script_struct.&lt;br /&gt;
Make this script_struct target the next script_struct in the elevator&#039;s path.&lt;br /&gt;
Continue making the elevator&#039;s path by targeting the path script_structs to each other.&lt;br /&gt;
These can be placed in any direction, not just straight up and down. Just ensure the platform will center on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Hydraulic Sounds (Optional)=&lt;br /&gt;
&lt;br /&gt;
If you want to play hydraulic or machinery sounds for the elevator, place a script_struct where you want the sound to play.&lt;br /&gt;
Make the platform target this script_struct.&lt;br /&gt;
Give this script_struct a script_noteworthy of audio_point.&lt;br /&gt;
Define a variable in your level script of level.scr_sound[&amp;quot;description&amp;quot;] = &amp;quot;actual_sound_alias&amp;quot;.&lt;br /&gt;
The &amp;quot;description&amp;quot; can be any description you want to use, such as &amp;quot;hydraulics&amp;quot;.&lt;br /&gt;
the &amp;quot;actual_sound_alias&amp;quot; must be an actual sound alias defined in your level&#039;s csv or a common csv.&lt;br /&gt;
Give this script_struct a script_sound of whatever you defined as &amp;quot;description&amp;quot;.&lt;br /&gt;
You can place as many script_structs this way as you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alarm Sound (Optional)=&lt;br /&gt;
&lt;br /&gt;
If you want an alarm sound to play when the elevator is activated, place a script_model or script_brushmodel where you want the sound to play.&lt;br /&gt;
Make the platform target this entity.&lt;br /&gt;
Give this entity a script_noteworthy of elevator_klaxon_speaker.&lt;br /&gt;
Define a variable in your level script of level.scr_sound[&amp;quot;description&amp;quot;] = &amp;quot;actual_sound_alias&amp;quot;.&lt;br /&gt;
The &amp;quot;description&amp;quot; can be any description you want to use, such as &amp;quot;alarm_sound&amp;quot;.&lt;br /&gt;
the &amp;quot;actual_sound_alias&amp;quot; must be an actual sound alias defined in your level&#039;s csv or a common csv.&lt;br /&gt;
Give this entity a script_sound of whatever you defined as &amp;quot;description&amp;quot;.&lt;br /&gt;
You can place as many entities this way as you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Gates (Optional)= &lt;br /&gt;
&lt;br /&gt;
If you want a gate or gates to animate when the elevator is activated, place a script_model or script_brushmodel to use as the gate.&lt;br /&gt;
Do NOT rotate the gate or place it where you want the gate to be. This will be handled by the _elevator.gsc utility script.&lt;br /&gt;
Make the platform target this gate.&lt;br /&gt;
Give this gate a script_noteworthy of elevator_gate.&lt;br /&gt;
Give this gate a script_int equal to the amount of degrees you want it to rotate, ie: 90&lt;br /&gt;
Place a script_struct where you want the gate to be centered and have the gate target this script_struct.&lt;br /&gt;
Rotate this script_struct in the direction you want the gate to move.&lt;br /&gt;
You can place as many gates per elevator this way as you want.&lt;br /&gt;
&lt;br /&gt;
Define a variable in your level script of level.scr_sound[&amp;quot;description&amp;quot;] = &amp;quot;actual_sound_alias&amp;quot;.&lt;br /&gt;
The &amp;quot;description&amp;quot; can be any description you want to use, such as &amp;quot;gate_rotate&amp;quot;.&lt;br /&gt;
the &amp;quot;actual_sound_alias&amp;quot; must be an actual sound alias defined in your level&#039;s csv or a common csv.&lt;br /&gt;
Give this gate a script_sound of whatever you defined as &amp;quot;description&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speed Point-To-Point(Optional)=&lt;br /&gt;
&lt;br /&gt;
If you dont specify a value for level.elevator_speed in your level script, it will default to 5.&lt;br /&gt;
This is how many seconds the platform will take to move from point to point along its path.&lt;br /&gt;
&lt;br /&gt;
If you dont specify a value for level.elevator_gate_speed in your level script, it will default to 1.&lt;br /&gt;
This is how many seconds the platform gates, if you included any in your level, will take to rotate when they are raised or lowered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speed Movement(Optional)=&lt;br /&gt;
&lt;br /&gt;
If you don’t specify a speed for your elevator platform in Radiant, it will default to 100.&lt;br /&gt;
To set the speed, make a K/V pair of speed / 100 (or whatever speed you want).&lt;br /&gt;
Each individual platform can have a different speed set to it if you want.&lt;br /&gt;
This is the speed of the platform in MPH.&lt;br /&gt;
Do NOT set a speed K/V pair only on the script_struct that the platform targets;&lt;br /&gt;
set it on THAT script_struct&#039;s target as well; it MUST be set on at least this script_struct.&lt;br /&gt;
You can then set any positive whole number value for speed on the rest of the script_structs that make up the elevator&#039;s path if you want to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you don’t specify an amount of degrees for your elevator platform gates to rotate in Radiant, it will default to 90.&lt;br /&gt;
To set the desired amount of angles, make a K/V pair of script_int / 90 (or whatever angle you want).&lt;br /&gt;
Each individual platform can have a different angle set to it if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you don’t specify a speed for your elevator platform gates in Radiant, it will default to 1.&lt;br /&gt;
This is how many seconds the platform gates, if you included any in your level, will take to rotate when they are raised or lowered.&lt;br /&gt;
To set the speed, make a K/V pair of script_delay / 1 (or whatever speed you want).&lt;br /&gt;
This speed should be defined in seconds, not actual speed in MPH like the platforms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Notes of Interest=&lt;br /&gt;
&lt;br /&gt;
Platforms and platform switches must be either a script_model or a script_brushmodel.&lt;br /&gt;
You can use a prefab for the platform that actually moves, but you must stamp it into your level.&lt;br /&gt;
You cannot have a trigger or switch target a prefab.&lt;br /&gt;
&lt;br /&gt;
You can setup the elevator and all its parts, then save this as a prefab, and copy and paste this prefab into the level where ever you want to. Be certain that your platform triggers inside the prefab retain their targetname of elevator_trigger though, as it may change when you make the prefab and paste it around the level.&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Elevator_Brushes&amp;diff=3079</id>
		<title>Call of Duty 5: Elevator Brushes</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Elevator_Brushes&amp;diff=3079"/>
		<updated>2008-11-17T11:24:27Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Implementation=&lt;br /&gt;
First place a &#039;&#039;&#039;script_model&#039;&#039;&#039; or create a &#039;&#039;&#039;script_brushmodel&#039;&#039;&#039; to be used for the elevator platform.&lt;br /&gt;
&lt;br /&gt;
Make a &#039;&#039;&#039;trigger_use&#039;&#039;&#039; if you want a switch operated elevator.&lt;br /&gt;
Make a &#039;&#039;&#039;trigger_multiple&#039;&#039;&#039; if you want a Quake style elevator.&lt;br /&gt;
&lt;br /&gt;
Give this trigger a targetname of &#039;&#039;&#039;elevator_trigger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If making a switch operated elevator, place a script_model or script_brushmodel in the map where you want the switch.&lt;br /&gt;
Make the trigger target the newly created switch entity.&lt;br /&gt;
&lt;br /&gt;
If making a Quake style elevator, make the trigger target the elevator platform entity.&lt;br /&gt;
&lt;br /&gt;
Place a &#039;&#039;&#039;script_struct&#039;&#039;&#039; dead center of the platform entity at the bottom point in the platform&#039;s route.&lt;br /&gt;
Place a &#039;&#039;&#039;script_struct&#039;&#039;&#039; dead center of the platform entity at the next point in the platform&#039;s route.&lt;br /&gt;
Continue placing &#039;&#039;&#039;script_structs&#039;&#039;&#039; dead center of the platform entity at the next point in the platform&#039;s route.&lt;br /&gt;
&lt;br /&gt;
Give the bottom script_struct a &#039;&#039;script_noteworthy&#039;&#039; of &#039;&#039;&#039;platform_start&#039;&#039;&#039;.&lt;br /&gt;
Make the platform entity target this script_struct.&lt;br /&gt;
Make this script_struct target the next script_struct in the elevator&#039;s path.&lt;br /&gt;
Continue making the elevator&#039;s path by targeting the path script_structs to each other.&lt;br /&gt;
These can be placed in any direction, not just straight up and down. Just ensure the platform will center on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Hydraulic Sounds (Optional)=&lt;br /&gt;
&lt;br /&gt;
If you want to play hydraulic or machinery sounds for the elevator, place a script_struct where you want the sound to play.&lt;br /&gt;
Make the platform target this script_struct.&lt;br /&gt;
Give this script_struct a script_noteworthy of audio_point.&lt;br /&gt;
Define a variable in your level script of level.scr_sound[&amp;quot;description&amp;quot;] = &amp;quot;actual_sound_alias&amp;quot;.&lt;br /&gt;
The &amp;quot;description&amp;quot; can be any description you want to use, such as &amp;quot;hydraulics&amp;quot;.&lt;br /&gt;
the &amp;quot;actual_sound_alias&amp;quot; must be an actual sound alias defined in your level&#039;s csv or a common csv.&lt;br /&gt;
Give this script_struct a script_sound of whatever you defined as &amp;quot;description&amp;quot;.&lt;br /&gt;
You can place as many script_structs this way as you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alarm Sound (Optional)=&lt;br /&gt;
&lt;br /&gt;
If you want an alarm sound to play when the elevator is activated, place a script_model or script_brushmodel where you want the sound to play.&lt;br /&gt;
Make the platform target this entity.&lt;br /&gt;
Give this entity a script_noteworthy of elevator_klaxon_speaker.&lt;br /&gt;
Define a variable in your level script of level.scr_sound[&amp;quot;description&amp;quot;] = &amp;quot;actual_sound_alias&amp;quot;.&lt;br /&gt;
The &amp;quot;description&amp;quot; can be any description you want to use, such as &amp;quot;alarm_sound&amp;quot;.&lt;br /&gt;
the &amp;quot;actual_sound_alias&amp;quot; must be an actual sound alias defined in your level&#039;s csv or a common csv.&lt;br /&gt;
Give this entity a script_sound of whatever you defined as &amp;quot;description&amp;quot;.&lt;br /&gt;
You can place as many entities this way as you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Gates (Optional)= &lt;br /&gt;
&lt;br /&gt;
If you want a gate or gates to animate when the elevator is activated, place a script_model or script_brushmodel to use as the gate.&lt;br /&gt;
Do NOT rotate the gate or place it where you want the gate to be. This will be handled by the _elevator.gsc utility script.&lt;br /&gt;
Make the platform target this gate.&lt;br /&gt;
Give this gate a script_noteworthy of elevator_gate.&lt;br /&gt;
Give this gate a script_int equal to the amount of degrees you want it to rotate, ie: 90&lt;br /&gt;
Place a script_struct where you want the gate to be centered and have the gate target this script_struct.&lt;br /&gt;
Rotate this script_struct in the direction you want the gate to move.&lt;br /&gt;
You can place as many gates per elevator this way as you want.&lt;br /&gt;
&lt;br /&gt;
Define a variable in your level script of level.scr_sound[&amp;quot;description&amp;quot;] = &amp;quot;actual_sound_alias&amp;quot;.&lt;br /&gt;
The &amp;quot;description&amp;quot; can be any description you want to use, such as &amp;quot;gate_rotate&amp;quot;.&lt;br /&gt;
the &amp;quot;actual_sound_alias&amp;quot; must be an actual sound alias defined in your level&#039;s csv or a common csv.&lt;br /&gt;
Give this gate a script_sound of whatever you defined as &amp;quot;description&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speed Point-To-Point(Optional)=&lt;br /&gt;
&lt;br /&gt;
If you dont specify a value for level.elevator_speed in your level script, it will default to 5.&lt;br /&gt;
This is how many seconds the platform will take to move from point to point along its path.&lt;br /&gt;
&lt;br /&gt;
If you dont specify a value for level.elevator_gate_speed in your level script, it will default to 1.&lt;br /&gt;
This is how many seconds the platform gates, if you included any in your level, will take to rotate when they are raised or lowered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speed Movement(Optional)=&lt;br /&gt;
&lt;br /&gt;
If you don’t specify a speed for your elevator platform in Radiant, it will default to 100.&lt;br /&gt;
To set the speed, make a K/V pair of speed / 100 (or whatever speed you want).&lt;br /&gt;
Each individual platform can have a different speed set to it if you want.&lt;br /&gt;
This is the speed of the platform in MPH.&lt;br /&gt;
Do NOT set a speed K/V pair only on the script_struct that the platform targets;&lt;br /&gt;
set it on THAT script_struct&#039;s target as well; it MUST be set on at least this script_struct.&lt;br /&gt;
You can then set any positive whole number value for speed on the rest of the script_structs that make up the elevator&#039;s path if you want to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you don’t specify an amount of degrees for your elevator platform gates to rotate in Radiant, it will default to 90.&lt;br /&gt;
To set the desired amount of angles, make a K/V pair of script_int / 90 (or whatever angle you want).&lt;br /&gt;
Each individual platform can have a different angle set to it if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you don’t specify a speed for your elevator platform gates in Radiant, it will default to 1.&lt;br /&gt;
This is how many seconds the platform gates, if you included any in your level, will take to rotate when they are raised or lowered.&lt;br /&gt;
To set the speed, make a K/V pair of script_delay / 1 (or whatever speed you want).&lt;br /&gt;
This speed should be defined in seconds, not actual speed in MPH like the platforms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Notes of Interest=&lt;br /&gt;
&lt;br /&gt;
Platforms and platform switches must be either a script_model or a script_brushmodel.&lt;br /&gt;
You can use a prefab for the platform that actually moves, but you must stamp it into your level.&lt;br /&gt;
You cannot have a trigger or switch target a prefab.&lt;br /&gt;
&lt;br /&gt;
You can setup the elevator and all its parts, then save this as a prefab, and copy and paste this prefab into the level where ever you want to. Be certain that your platform triggers inside the prefab retain their targetname of elevator_trigger though, as it may change when you make the prefab and paste it around the level.&lt;br /&gt;
&lt;br /&gt;
Source: [http://wiki.treyarch.com/wiki/Add_Elevators_To_Your_Map]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Elevator_Brushes&amp;diff=3078</id>
		<title>Call of Duty 5: Elevator Brushes</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Elevator_Brushes&amp;diff=3078"/>
		<updated>2008-11-17T11:22:33Z</updated>

		<summary type="html">&lt;p&gt;One richard: New page: =Implementation= First place a &amp;#039;&amp;#039;&amp;#039;script_model&amp;#039;&amp;#039;&amp;#039; or create a &amp;#039;&amp;#039;&amp;#039;script_brushmodel&amp;#039;&amp;#039;&amp;#039; to be used for the elevator platform.  Make a &amp;#039;&amp;#039;&amp;#039;trigger_use&amp;#039;&amp;#039;&amp;#039; if you want a switch operated elevator...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Implementation=&lt;br /&gt;
First place a &#039;&#039;&#039;script_model&#039;&#039;&#039; or create a &#039;&#039;&#039;script_brushmodel&#039;&#039;&#039; to be used for the elevator platform.&lt;br /&gt;
&lt;br /&gt;
Make a &#039;&#039;&#039;trigger_use&#039;&#039;&#039; if you want a switch operated elevator.&lt;br /&gt;
Make a &#039;&#039;&#039;trigger_multiple&#039;&#039;&#039; if you want a Quake style elevator.&lt;br /&gt;
&lt;br /&gt;
Give this trigger a targetname of &#039;&#039;&#039;elevator_trigger&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If making a switch operated elevator, place a script_model or script_brushmodel in the map where you want the switch.&lt;br /&gt;
Make the trigger target the newly created switch entity.&lt;br /&gt;
&lt;br /&gt;
If making a Quake style elevator, make the trigger target the elevator platform entity.&lt;br /&gt;
&lt;br /&gt;
Place a &#039;&#039;&#039;script_struct&#039;&#039;&#039; dead center of the platform entity at the bottom point in the platform&#039;s route.&lt;br /&gt;
Place a &#039;&#039;&#039;script_struct&#039;&#039;&#039; dead center of the platform entity at the next point in the platform&#039;s route.&lt;br /&gt;
Continue placing &#039;&#039;&#039;script_structs&#039;&#039;&#039; dead center of the platform entity at the next point in the platform&#039;s route.&lt;br /&gt;
&lt;br /&gt;
Give the bottom script_struct a &#039;&#039;script_noteworthy&#039;&#039; of &#039;&#039;&#039;platform_start&#039;&#039;&#039;.&lt;br /&gt;
Make the platform entity target this script_struct.&lt;br /&gt;
Make this script_struct target the next script_struct in the elevator&#039;s path.&lt;br /&gt;
Continue making the elevator&#039;s path by targeting the path script_structs to each other.&lt;br /&gt;
These can be placed in any direction, not just straight up and down. Just ensure the platform will center on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Hydraulic Sounds (Optional)=&lt;br /&gt;
&lt;br /&gt;
If you want to play hydraulic or machinery sounds for the elevator, place a script_struct where you want the sound to play.&lt;br /&gt;
Make the platform target this script_struct.&lt;br /&gt;
Give this script_struct a script_noteworthy of audio_point.&lt;br /&gt;
Define a variable in your level script of level.scr_sound[&amp;quot;description&amp;quot;] = &amp;quot;actual_sound_alias&amp;quot;.&lt;br /&gt;
The &amp;quot;description&amp;quot; can be any description you want to use, such as &amp;quot;hydraulics&amp;quot;.&lt;br /&gt;
the &amp;quot;actual_sound_alias&amp;quot; must be an actual sound alias defined in your level&#039;s csv or a common csv.&lt;br /&gt;
Give this script_struct a script_sound of whatever you defined as &amp;quot;description&amp;quot;.&lt;br /&gt;
You can place as many script_structs this way as you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Alarm Sound (Optional)=&lt;br /&gt;
&lt;br /&gt;
If you want an alarm sound to play when the elevator is activated, place a script_model or script_brushmodel where you want the sound to play.&lt;br /&gt;
Make the platform target this entity.&lt;br /&gt;
Give this entity a script_noteworthy of elevator_klaxon_speaker.&lt;br /&gt;
Define a variable in your level script of level.scr_sound[&amp;quot;description&amp;quot;] = &amp;quot;actual_sound_alias&amp;quot;.&lt;br /&gt;
The &amp;quot;description&amp;quot; can be any description you want to use, such as &amp;quot;alarm_sound&amp;quot;.&lt;br /&gt;
the &amp;quot;actual_sound_alias&amp;quot; must be an actual sound alias defined in your level&#039;s csv or a common csv.&lt;br /&gt;
Give this entity a script_sound of whatever you defined as &amp;quot;description&amp;quot;.&lt;br /&gt;
You can place as many entities this way as you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Gates (Optional)= &lt;br /&gt;
&lt;br /&gt;
If you want a gate or gates to animate when the elevator is activated, place a script_model or script_brushmodel to use as the gate.&lt;br /&gt;
Do NOT rotate the gate or place it where you want the gate to be. This will be handled by the _elevator.gsc utility script.&lt;br /&gt;
Make the platform target this gate.&lt;br /&gt;
Give this gate a script_noteworthy of elevator_gate.&lt;br /&gt;
Give this gate a script_int equal to the amount of degrees you want it to rotate, ie: 90&lt;br /&gt;
Place a script_struct where you want the gate to be centered and have the gate target this script_struct.&lt;br /&gt;
Rotate this script_struct in the direction you want the gate to move.&lt;br /&gt;
You can place as many gates per elevator this way as you want.&lt;br /&gt;
&lt;br /&gt;
Define a variable in your level script of level.scr_sound[&amp;quot;description&amp;quot;] = &amp;quot;actual_sound_alias&amp;quot;.&lt;br /&gt;
The &amp;quot;description&amp;quot; can be any description you want to use, such as &amp;quot;gate_rotate&amp;quot;.&lt;br /&gt;
the &amp;quot;actual_sound_alias&amp;quot; must be an actual sound alias defined in your level&#039;s csv or a common csv.&lt;br /&gt;
Give this gate a script_sound of whatever you defined as &amp;quot;description&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speed Point-To-Point(Optional)=&lt;br /&gt;
&lt;br /&gt;
If you dont specify a value for level.elevator_speed in your level script, it will default to 5.&lt;br /&gt;
This is how many seconds the platform will take to move from point to point along its path.&lt;br /&gt;
&lt;br /&gt;
If you dont specify a value for level.elevator_gate_speed in your level script, it will default to 1.&lt;br /&gt;
This is how many seconds the platform gates, if you included any in your level, will take to rotate when they are raised or lowered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Speed Movement(Optional)=&lt;br /&gt;
&lt;br /&gt;
If you don’t specify a speed for your elevator platform in Radiant, it will default to 100.&lt;br /&gt;
To set the speed, make a K/V pair of speed / 100 (or whatever speed you want).&lt;br /&gt;
Each individual platform can have a different speed set to it if you want.&lt;br /&gt;
This is the speed of the platform in MPH.&lt;br /&gt;
Do NOT set a speed K/V pair only on the script_struct that the platform targets;&lt;br /&gt;
set it on THAT script_struct&#039;s target as well; it MUST be set on at least this script_struct.&lt;br /&gt;
You can then set any positive whole number value for speed on the rest of the script_structs that make up the elevator&#039;s path if you want to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you don’t specify an amount of degrees for your elevator platform gates to rotate in Radiant, it will default to 90.&lt;br /&gt;
To set the desired amount of angles, make a K/V pair of script_int / 90 (or whatever angle you want).&lt;br /&gt;
Each individual platform can have a different angle set to it if you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you don’t specify a speed for your elevator platform gates in Radiant, it will default to 1.&lt;br /&gt;
This is how many seconds the platform gates, if you included any in your level, will take to rotate when they are raised or lowered.&lt;br /&gt;
To set the speed, make a K/V pair of script_delay / 1 (or whatever speed you want).&lt;br /&gt;
This speed should be defined in seconds, not actual speed in MPH like the platforms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Notes of Interest=&lt;br /&gt;
&lt;br /&gt;
Platforms and platform switches must be either a script_model or a script_brushmodel.&lt;br /&gt;
You can use a prefab for the platform that actually moves, but you must stamp it into your level.&lt;br /&gt;
You cannot have a trigger or switch target a prefab.&lt;br /&gt;
&lt;br /&gt;
You can setup the elevator and all its parts, then save this as a prefab, and copy and paste this prefab into the level where ever you want to. Be certain that your platform triggers inside the prefab retain their targetname of elevator_trigger though, as it may change when you make the prefab and paste it around the level.&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Elevator_Brushes&amp;diff=3077</id>
		<title>Call of Duty 4: Elevator Brushes</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Elevator_Brushes&amp;diff=3077"/>
		<updated>2008-11-17T09:41:02Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Modtools]]&lt;br /&gt;
[[Category:Radiant]]&lt;br /&gt;
[[Category:Advanced Editing]]&lt;br /&gt;
[[Category:Scripting]]&lt;br /&gt;
{{warning_forpro}}&lt;br /&gt;
== Simple Elevator ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;by nuthowz&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Nutshell.png]] Create the elevator as a script_brushmodel&lt;br /&gt;
then assign the key/values&lt;br /&gt;
&lt;br /&gt;
 key = targetname&lt;br /&gt;
 value = elevator&lt;br /&gt;
&lt;br /&gt;
Then create the triggers&lt;br /&gt;
go to triggers use_touch create 2 of these 1 for the beginning and 1 for the end&lt;br /&gt;
&lt;br /&gt;
assign key/values&lt;br /&gt;
&lt;br /&gt;
 key = targetname&lt;br /&gt;
 value = switch &lt;br /&gt;
&lt;br /&gt;
Then connect them by selecting your &#039;&#039;&#039;brushmodel&#039;&#039;&#039; then &#039;&#039;&#039;trigger&#039;&#039;&#039; then hit the ¨W¨ key to weld them. That&#039;s it for the map side&lt;br /&gt;
&lt;br /&gt;
Now create your script for the elevator to move.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
main()&lt;br /&gt;
{&lt;br /&gt;
  level.elevatorDown = true;&lt;br /&gt;
  level.elevatorMoving = false;&lt;br /&gt;
  thread elevator_start();&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
elevator_start()&lt;br /&gt;
{&lt;br /&gt;
  elevator = getentarray (&amp;quot;switch&amp;quot;,&amp;quot;targetname&amp;quot;);&lt;br /&gt;
  if ( isdefined(elevator) )&lt;br /&gt;
  for (i = 0; i &amp;lt; elevator.size; i++)&lt;br /&gt;
  elevator[i] thread elevator_think();&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
elevator_think()&lt;br /&gt;
{&lt;br /&gt;
  while (1)&lt;br /&gt;
  {&lt;br /&gt;
   self waittill (&amp;quot;trigger&amp;quot;);&lt;br /&gt;
   if (!level.elevatorMoving)&lt;br /&gt;
   thread elevator_move();&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
elevator_move()&lt;br /&gt;
{&lt;br /&gt;
  elevatormodel = getent (&amp;quot;elevator&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  level.elevatorMoving = true;&lt;br /&gt;
  speed = 10;&lt;br /&gt;
  height =581;&lt;br /&gt;
  if (level.elevatorDown) &lt;br /&gt;
  {&lt;br /&gt;
   elevatormodel playsound (&amp;quot;elevator&amp;quot;);&lt;br /&gt;
   elevatormodel movez (height, speed);&lt;br /&gt;
   elevatormodel waittill (&amp;quot;movedone&amp;quot;);&lt;br /&gt;
   level.elevatorDown = false;&lt;br /&gt;
  }&lt;br /&gt;
  else&lt;br /&gt;
  {&lt;br /&gt;
   elevatormodel playsound (&amp;quot;elevator&amp;quot;);&lt;br /&gt;
   elevatormodel movez (height - (height * 2), speed);&lt;br /&gt;
   elevatormodel waittill (&amp;quot;movedone&amp;quot;);&lt;br /&gt;
   level.elevatorDown = true;&lt;br /&gt;
  }&lt;br /&gt;
  level.elevatorMoving = false;&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Complex Elevator ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By MB&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Nutshell.png]] This elevator has doors on top floor and bottom floor to keep people out of elevator shaft.  it also has doors that for the elevator to keep those who are inside...inside!!!  this is more like a hotel elevator.  &lt;br /&gt;
&lt;br /&gt;
 top left door = topleftdoor&lt;br /&gt;
 top right door= toprightdoor&lt;br /&gt;
 bottom left door= bottomleftdoor&lt;br /&gt;
 bottom right door = bottomrightdoor&lt;br /&gt;
 left inner door= leftindoor&lt;br /&gt;
 right inner door=rightindoor&lt;br /&gt;
&lt;br /&gt;
use-touch trigger (4) = ups&lt;br /&gt;
make your elevator...select all the brushes for it and make script - brushmodel.  targetname - elevator&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
main()&lt;br /&gt;
{&lt;br /&gt;
  level.elevDown=true;&lt;br /&gt;
  level.elevMove=false;&lt;br /&gt;
  switchTOP=getentarray(&amp;quot;ups&amp;quot;,&amp;quot;targetname&amp;quot;);&lt;br /&gt;
  for(i=0; i&amp;lt;switchTOP.size; i++)&lt;br /&gt;
   switchTOP[i] thread elev_think();&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
elev_think()&lt;br /&gt;
{&lt;br /&gt;
  IdoorLEFT=getent(&amp;quot;leftindoor&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  IdoorRIGHT=getent(&amp;quot;rightindoor&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  OdoorTL=getent(&amp;quot;topleftdoor&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  OdoorTR=getent(&amp;quot;toprightdoor&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  OdoorBL=getent(&amp;quot;bottomleftdoor&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  OdoorBR=getent(&amp;quot;bottomrightdoor&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  thread door_open(IdoorLEFT, IdoorRIGHT, OdoorBL, OdoorBR);&lt;br /&gt;
  while(1)&lt;br /&gt;
  {&lt;br /&gt;
   self waittill (&amp;quot;trigger&amp;quot;);&lt;br /&gt;
   if(level.elevMove==false)&lt;br /&gt;
    {&lt;br /&gt;
     level.elevMove=true;&lt;br /&gt;
     thread elev_move();&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
elev_move()&lt;br /&gt;
{&lt;br /&gt;
  etime=5;&lt;br /&gt;
  zdirec=&amp;quot;z&amp;quot;;&lt;br /&gt;
  zdist1=440;&lt;br /&gt;
  zdist2=-440;&lt;br /&gt;
  IdoorLEFT=getent(&amp;quot;leftindoor&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  IdoorRIGHT=getent(&amp;quot;rightindoor&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  OdoorTL=getent(&amp;quot;topleftdoor&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  OdoorTR=getent(&amp;quot;toprightdoor&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  OdoorBL=getent(&amp;quot;bottomleftdoor&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  OdoorBR=getent(&amp;quot;bottomrightdoor&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  Elevator=getent(&amp;quot;elevator&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  if(level.elevDown==true)&lt;br /&gt;
   {&lt;br /&gt;
    door_close(IdoorLEFT, IdoorRIGHT, OdoorBL, OdoorBR);&lt;br /&gt;
    wait(.1);&lt;br /&gt;
    Elevator thread move_func(zdist1, etime, zdirec);&lt;br /&gt;
    IdoorLEFT thread move_func(zdist1, etime, zdirec);&lt;br /&gt;
    IdoorRIGHT thread move_func(zdist1, etime, zdirec);&lt;br /&gt;
    Elevator waittill (&amp;quot;movedone&amp;quot;);&lt;br /&gt;
    door_open(IdoorLEFT, IdoorRIGHT, OdoorTL, OdoorTR);&lt;br /&gt;
    level.elevDown=false;&lt;br /&gt;
    level.elevMove=false;&lt;br /&gt;
   }&lt;br /&gt;
  else&lt;br /&gt;
  {&lt;br /&gt;
   door_close(IdoorLEFT, IdoorRIGHT, OdoorTL, OdoorTR);&lt;br /&gt;
   wait(.1);&lt;br /&gt;
   Elevator thread move_func(zdist2, etime, zdirec);&lt;br /&gt;
   IdoorLEFT thread move_func(zdist2, etime, zdirec);&lt;br /&gt;
   IdoorRIGHT thread move_func(zdist2, etime, zdirec);&lt;br /&gt;
   Elevator waittill (&amp;quot;movedone&amp;quot;);&lt;br /&gt;
   door_open(IdoorLEFT, IdoorRIGHT, OdoorBL, OdoorBR);&lt;br /&gt;
   level.elevDown=true;&lt;br /&gt;
   level.elevMove=false;&lt;br /&gt;
  }&lt;br /&gt;
  wait(.1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
door_close(leftIN, rightIN, leftOUT, rightOUT)&lt;br /&gt;
{&lt;br /&gt;
  LDclose=41;&lt;br /&gt;
  RDclose=-41;	&lt;br /&gt;
  ydirec=&amp;quot;x&amp;quot;;&lt;br /&gt;
  dtime=1.1;&lt;br /&gt;
  leftIN thread move_func(LDclose,dtime, ydirec);&lt;br /&gt;
  rightIN thread move_func(RDclose,dtime, ydirec);&lt;br /&gt;
  wait(1);&lt;br /&gt;
  leftOUT thread move_func(LDclose,dtime, ydirec);&lt;br /&gt;
  rightOUT thread move_func(RDclose,dtime, ydirec);&lt;br /&gt;
  wait(1);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
door_open(leftyIN, rightyIN, leftyOUT, rightyOUT)&lt;br /&gt;
{&lt;br /&gt;
  LDopen=-41;&lt;br /&gt;
  RDopen=41;&lt;br /&gt;
  ydirec=&amp;quot;x&amp;quot;;&lt;br /&gt;
  dtime=1.1;&lt;br /&gt;
  leftyOUT thread move_func(LDopen,dtime, ydirec);&lt;br /&gt;
  rightyOUT thread move_func(RDopen,dtime, ydirec);&lt;br /&gt;
  wait(1);&lt;br /&gt;
  leftyIN thread move_func(LDopen,dtime, ydirec);&lt;br /&gt;
  rightyIN thread move_func(RDopen,dtime, ydirec);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
move_func(dist,time,direc)&lt;br /&gt;
{&lt;br /&gt;
  if(direc==&amp;quot;z&amp;quot;)&lt;br /&gt;
  self movez (dist, time, (time/2), (time/2));&lt;br /&gt;
  if(direc==&amp;quot;x&amp;quot;)&lt;br /&gt;
   self movex (dist, time, (time/2), (time/2));&lt;br /&gt;
   self waittill (&amp;quot;movedone&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Lighting&amp;diff=3076</id>
		<title>Call of Duty 5: Lighting</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Lighting&amp;diff=3076"/>
		<updated>2008-11-16T19:19:56Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Nutshell.png]] This tutorial show you how to add basic and primary lights to your map.&lt;br /&gt;
&lt;br /&gt;
== Basic Light ==&lt;br /&gt;
&lt;br /&gt;
*To create a light right click on the grid and go to &amp;quot;light&amp;quot;. &lt;br /&gt;
*If your light is too small or too big you can open the entity editor with &amp;quot;n&amp;quot; and type in the Key / Value of radius / ###. &lt;br /&gt;
&lt;br /&gt;
[[Image:basic_lighting1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Primary Lights ==&lt;br /&gt;
&lt;br /&gt;
First create a normal light as explained above. Then in the entity editor &amp;quot;n&amp;quot; click on the check box for PRIMARY_OMNI. &lt;br /&gt;
&lt;br /&gt;
*For any primary light we need a null entity connected to the light to tell the game what direction to cast shadows in. &lt;br /&gt;
Right click on the grid and go to &amp;quot;info -&amp;gt; null&amp;quot;. Place this under your light. Connect the light to the null entity. &lt;br /&gt;
&lt;br /&gt;
*Select the light THEN select null, press &amp;quot;w&amp;quot; to connect. &lt;br /&gt;
&lt;br /&gt;
[[Image:basic_lighting2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Light Settings ==&lt;br /&gt;
&lt;br /&gt;
Key / Value &lt;br /&gt;
* _color / # # # &amp;lt;----- # = value / 255. R G B &lt;br /&gt;
* radius / #     &amp;lt;----- # = units &lt;br /&gt;
* intensity / # &lt;br /&gt;
* fov_outer / #  &amp;lt;----- # = degrees &lt;br /&gt;
* fov_inner / #&lt;br /&gt;
&lt;br /&gt;
== Light Preview ==&lt;br /&gt;
&lt;br /&gt;
To get to the Light Preview options go to &amp;quot;View -&amp;gt; Light Preview&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
*Enable Light Preview - Enables or Disables the preview as a whole. &lt;br /&gt;
*Preview sun as well - When previewing lights, it shows worldspawn lighting too. &lt;br /&gt;
*Start previewing selected - Adds selected lights to continuous preview. &lt;br /&gt;
*Stop previewing selected - Removed selected light from continuous preview. &lt;br /&gt;
*Clear preview list - Resets continuous preview. &lt;br /&gt;
&lt;br /&gt;
[[Image:basic_lighting3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sources: [http://wiki.treyarch.com/wiki/Applying_textures Treyarch&#039;s Wiki]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Placing_Models&amp;diff=3075</id>
		<title>Call of Duty 5: Placing Models</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Placing_Models&amp;diff=3075"/>
		<updated>2008-11-16T19:17:25Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Add model. ==&lt;br /&gt;
&lt;br /&gt;
Right click on the grid to bring up your entity menu. &lt;br /&gt;
&lt;br /&gt;
*Scroll to &amp;quot;misc&amp;quot; then click on &amp;quot;model&amp;quot;. &lt;br /&gt;
Browse to &amp;quot;raw/xmodels/&amp;quot; if your not already there. Select any model from inside this folder. Once opened it will be placed in your map. &lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;n&amp;quot; to bring up the entity editor and you can use some commands to further edit the model. &lt;br /&gt;
*Key / Value of modelscale / # &lt;br /&gt;
*The # is the decimal value of a percent like .5 and 1.25. &lt;br /&gt;
&lt;br /&gt;
[[Image:models_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
Add script model.&lt;br /&gt;
The only difference is that when you right click on the grid you go to &amp;quot;script&amp;quot; -&amp;gt; &amp;quot;model&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
== Add Prefab. ==&lt;br /&gt;
&lt;br /&gt;
A prefab is like a small map and used mostly for buildings and scripts. When you create a prefab and use it in another map, the changes will pass over. For example if you create a house prefab and use it 5 times in another map. If you make any changes to that house, all 5 uses have that change. &lt;br /&gt;
Right click on the grid to bring up your entity menu.&lt;br /&gt;
*Scroll to &amp;quot;misc&amp;quot; then click on &amp;quot;prefab&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Browse to &amp;quot;map_source/_prefabs&amp;quot; if your not already there.&lt;br /&gt;
Select any prefab from inside this folder. Once opened it will be placed in your map.&lt;br /&gt;
&lt;br /&gt;
== Creating a Prefab. ==&lt;br /&gt;
&lt;br /&gt;
Select the components you want to include in the prefab.&lt;br /&gt;
Go to &amp;quot;file -&amp;gt; Save selected&amp;quot; and save it in the _prefabs folder.&lt;br /&gt;
Or you can right click on the grid and go to &amp;quot;Prefab -&amp;gt; Save selected as new prefab&amp;quot;.&lt;br /&gt;
Note: The origin of the prefab will be XYZ of 0 0 0 in the prefab .map.&lt;br /&gt;
*You can select all by pressing &amp;quot;i&amp;quot; and moving the group to the center of the grid.&lt;br /&gt;
&lt;br /&gt;
Add script model.&lt;br /&gt;
The only difference is that when you right click on the grid you go to &amp;quot;script&amp;quot; -&amp;gt; &amp;quot;model&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sources: [http://wiki.treyarch.com/wiki/Applying_textures Treyarch&#039;s Wiki]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Placing_Models&amp;diff=3074</id>
		<title>Call of Duty 5: Placing Models</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Placing_Models&amp;diff=3074"/>
		<updated>2008-11-16T19:17:07Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Add model. ==&lt;br /&gt;
&lt;br /&gt;
Right click on the grid to bring up your entity menu. &lt;br /&gt;
&lt;br /&gt;
*Scroll to &amp;quot;misc&amp;quot; then click on &amp;quot;model&amp;quot;. &lt;br /&gt;
Browse to &amp;quot;raw/xmodels/&amp;quot; if your not already there. Select any model from inside this folder. Once opened it will be placed in your map. &lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;n&amp;quot; to bring up the entity editor and you can use some commands to further edit the model. &lt;br /&gt;
*Key / Value of modelscale / # &lt;br /&gt;
*The # is the decimal value of a percent like .5 and 1.25. &lt;br /&gt;
&lt;br /&gt;
[[Image:models_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
Add script model.&lt;br /&gt;
The only difference is that when you right click on the grid you go to &amp;quot;script&amp;quot; -&amp;gt; &amp;quot;model&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
== Add Prefab. ==&lt;br /&gt;
&lt;br /&gt;
A prefab is like a small map and used mostly for buildings and scripts. When you create a prefab and use it in another map, the changes will pass over. For example if you create a house prefab and use it 5 times in another map. If you make any changes to that house, all 5 uses have that change. &lt;br /&gt;
Right click on the grid to bring up your entity menu.&lt;br /&gt;
*Scroll to &amp;quot;misc&amp;quot; then click on &amp;quot;prefab&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Browse to &amp;quot;map_source/_prefabs&amp;quot; if your not already there.&lt;br /&gt;
Select any prefab from inside this folder. Once opened it will be placed in your map.&lt;br /&gt;
&lt;br /&gt;
== Creating a Prefab. ==&lt;br /&gt;
&lt;br /&gt;
Select the components you want to include in the prefab.&lt;br /&gt;
Go to &amp;quot;file -&amp;gt; Save selected&amp;quot; and save it in the _prefabs folder.&lt;br /&gt;
Or you can right click on the grid and go to &amp;quot;Prefab -&amp;gt; Save selected as new prefab&amp;quot;.&lt;br /&gt;
Note: The origin of the prefab will be XYZ of 0 0 0 in the prefab .map.&lt;br /&gt;
*You can select all by pressing &amp;quot;i&amp;quot; and moving the group to the center of the grid.&lt;br /&gt;
&lt;br /&gt;
Add script model.&lt;br /&gt;
The only difference is that when you right click on the grid you go to &amp;quot;script&amp;quot; -&amp;gt; &amp;quot;model&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Sources: [http://wiki.treyarch.com/wiki/Applying_textures Treyarch&#039;s Wiki]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Placing_Models&amp;diff=3073</id>
		<title>Call of Duty 5: Placing Models</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Placing_Models&amp;diff=3073"/>
		<updated>2008-11-16T19:15:27Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Add model. ==&lt;br /&gt;
&lt;br /&gt;
Right click on the grid to bring up your entity menu. &lt;br /&gt;
&lt;br /&gt;
*Scroll to &amp;quot;misc&amp;quot; then click on &amp;quot;model&amp;quot;. &lt;br /&gt;
Browse to &amp;quot;raw/xmodels/&amp;quot; if your not already there. Select any model from inside this folder. Once opened it will be placed in your map. &lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;n&amp;quot; to bring up the entity editor and you can use some commands to further edit the model. &lt;br /&gt;
*Key / Value of modelscale / # &lt;br /&gt;
*The # is the decimal value of a percent like .5 and 1.25. &lt;br /&gt;
&lt;br /&gt;
[[Image:models_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
Add script model.&lt;br /&gt;
The only difference is that when you right click on the grid you go to &amp;quot;script&amp;quot; -&amp;gt; &amp;quot;model&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
== Add Prefab. ==&lt;br /&gt;
&lt;br /&gt;
A prefab is like a small map and used mostly for buildings and scripts. When you create a prefab and use it in another map, the changes will pass over. For example if you create a house prefab and use it 5 times in another map. If you make any changes to that house, all 5 uses have that change. &lt;br /&gt;
Right click on the grid to bring up your entity menu.&lt;br /&gt;
*Scroll to &amp;quot;misc&amp;quot; then click on &amp;quot;prefab&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Browse to &amp;quot;map_source/_prefabs&amp;quot; if your not already there.&lt;br /&gt;
Select any prefab from inside this folder. Once opened it will be placed in your map.&lt;br /&gt;
&lt;br /&gt;
== Creating a Prefab. ==&lt;br /&gt;
&lt;br /&gt;
Select the components you want to include in the prefab.&lt;br /&gt;
Go to &amp;quot;file -&amp;gt; Save selected&amp;quot; and save it in the _prefabs folder.&lt;br /&gt;
Or you can right click on the grid and go to &amp;quot;Prefab -&amp;gt; Save selected as new prefab&amp;quot;.&lt;br /&gt;
Note: The origin of the prefab will be XYZ of 0 0 0 in the prefab .map.&lt;br /&gt;
*You can select all by pressing &amp;quot;i&amp;quot; and moving the group to the center of the grid.&lt;br /&gt;
&lt;br /&gt;
Add script model.&lt;br /&gt;
The only difference is that when you right click on the grid you go to &amp;quot;script&amp;quot; -&amp;gt; &amp;quot;model&amp;quot;.&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Placing_Models&amp;diff=3072</id>
		<title>Call of Duty 5: Placing Models</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Placing_Models&amp;diff=3072"/>
		<updated>2008-11-16T19:14:33Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Add model. ==&lt;br /&gt;
&lt;br /&gt;
Right click on the grid to bring up your entity menu. &lt;br /&gt;
&lt;br /&gt;
*Scroll to &amp;quot;misc&amp;quot; then click on &amp;quot;model&amp;quot;. &lt;br /&gt;
Browse to &amp;quot;raw/xmodels/&amp;quot; if your not already there. Select any model from inside this folder. Once opened it will be placed in your map. &lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;n&amp;quot; to bring up the entity editor and you can use some commands to further edit the model. &lt;br /&gt;
*Key / Value of modelscale / # &lt;br /&gt;
*The # is the decimal value of a percent like .5 and 1.25. &lt;br /&gt;
&lt;br /&gt;
[[Image:models_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
Add script model.&lt;br /&gt;
The only difference is that when you right click on the grid you go to &amp;quot;script&amp;quot; -&amp;gt; &amp;quot;model&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Add Prefab. ==&lt;br /&gt;
&lt;br /&gt;
A prefab is like a small map and used mostly for buildings and scripts. When you create a prefab and use it in another map, the changes will pass over. For example if you create a house prefab and use it 5 times in another map. If you make any changes to that house, all 5 uses have that change. &lt;br /&gt;
Right click on the grid to bring up your entity menu.&lt;br /&gt;
*Scroll to &amp;quot;misc&amp;quot; then click on &amp;quot;prefab&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Browse to &amp;quot;map_source/_prefabs&amp;quot; if your not already there.&lt;br /&gt;
Select any prefab from inside this folder. Once opened it will be placed in your map.&lt;br /&gt;
&lt;br /&gt;
== Creating a Prefab. ==&lt;br /&gt;
&lt;br /&gt;
Select the components you want to include in the prefab.&lt;br /&gt;
Go to &amp;quot;file -&amp;gt; Save selected&amp;quot; and save it in the _prefabs folder.&lt;br /&gt;
Or you can right click on the grid and go to &amp;quot;Prefab -&amp;gt; Save selected as new prefab&amp;quot;.&lt;br /&gt;
Note: The origin of the prefab will be XYZ of 0 0 0 in the prefab .map.&lt;br /&gt;
*You can select all by pressing &amp;quot;i&amp;quot; and moving the group to the center of the grid.&lt;br /&gt;
&lt;br /&gt;
Add script model.&lt;br /&gt;
The only difference is that when you right click on the grid you go to &amp;quot;script&amp;quot; -&amp;gt; &amp;quot;model&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Add Prefab.&lt;br /&gt;
A prefab is like a small map and used mostly for buildings and scripts. When you create a prefab and use it in another map, the changes will pass over. For example if you create a house prefab and use it 5 times in another map. If you make any changes to that house, all 5 uses have that change. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Right click on the grid to bring up your entity menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scroll to &amp;quot;misc&amp;quot; then click on &amp;quot;prefab&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Browse to &amp;quot;map_source/_prefabs&amp;quot; if your not already there.&lt;br /&gt;
Select any prefab from inside this folder. Once opened it will be placed in your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creating a Prefab.&lt;br /&gt;
Select the components you want to include in the prefab.&lt;br /&gt;
Go to &amp;quot;file -&amp;gt; Save selected&amp;quot; and save it in the _prefabs folder.&lt;br /&gt;
Or you can right click on the grid and go to &amp;quot;Prefab -&amp;gt; Save selected as new prefab&amp;quot;.&lt;br /&gt;
Note: The origin of the prefab will be XYZ of 0 0 0 in the prefab .map.&lt;br /&gt;
You can select all by pressing &amp;quot;i&amp;quot; and moving the group to the center of the grid.&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=File:Models_1.jpg&amp;diff=3071</id>
		<title>File:Models 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=File:Models_1.jpg&amp;diff=3071"/>
		<updated>2008-11-16T19:13:21Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Placing_Models&amp;diff=3070</id>
		<title>Call of Duty 5: Placing Models</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Placing_Models&amp;diff=3070"/>
		<updated>2008-11-16T19:12:42Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Add model. ==&lt;br /&gt;
&lt;br /&gt;
Right click on the grid to bring up your entity menu. &lt;br /&gt;
&lt;br /&gt;
*Scroll to &amp;quot;misc&amp;quot; then click on &amp;quot;model&amp;quot;. &lt;br /&gt;
Browse to &amp;quot;raw/xmodels/&amp;quot; if your not already there. Select any model from inside this folder. Once opened it will be placed in your map. &lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;n&amp;quot; to bring up the entity editor and you can use some commands to further edit the model. &lt;br /&gt;
*Key / Value of modelscale / # &lt;br /&gt;
*The # is the decimal value of a percent like .5 and 1.25. &lt;br /&gt;
&lt;br /&gt;
[[Image:models_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
Add script model.&lt;br /&gt;
The only difference is that when you right click on the grid you go to &amp;quot;script&amp;quot; -&amp;gt; &amp;quot;model&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Add Prefab. ==&lt;br /&gt;
&lt;br /&gt;
A prefab is like a small map and used mostly for buildings and scripts. When you create a prefab and use it in another map, the changes will pass over. For example if you create a house prefab and use it 5 times in another map. If you make any changes to that house, all 5 uses have that change. &lt;br /&gt;
Right click on the grid to bring up your entity menu.&lt;br /&gt;
*Scroll to &amp;quot;misc&amp;quot; then click on &amp;quot;prefab&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Browse to &amp;quot;map_source/_prefabs&amp;quot; if your not already there.&lt;br /&gt;
Select any prefab from inside this folder. Once opened it will be placed in your map.&lt;br /&gt;
&lt;br /&gt;
== Creating a Prefab. ==&lt;br /&gt;
&lt;br /&gt;
Select the components you want to include in the prefab.&lt;br /&gt;
Go to &amp;quot;file -&amp;gt; Save selected&amp;quot; and save it in the _prefabs folder.&lt;br /&gt;
Or you can right click on the grid and go to &amp;quot;Prefab -&amp;gt; Save selected as new prefab&amp;quot;.&lt;br /&gt;
Note: The origin of the prefab will be XYZ of 0 0 0 in the prefab .map.&lt;br /&gt;
*You can select all by pressing &amp;quot;i&amp;quot; and moving the group to the center of the grid.&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Placing_Models&amp;diff=3069</id>
		<title>Call of Duty 5: Placing Models</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Placing_Models&amp;diff=3069"/>
		<updated>2008-11-16T19:11:44Z</updated>

		<summary type="html">&lt;p&gt;One richard: New page:  == Add model. ==  Right click on the grid to bring up your entity menu.   *Scroll to &amp;quot;misc&amp;quot; then click on &amp;quot;model&amp;quot;.  Browse to &amp;quot;raw/xmodels/&amp;quot; if your not already there. Select any model fr...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Add model. ==&lt;br /&gt;
&lt;br /&gt;
Right click on the grid to bring up your entity menu. &lt;br /&gt;
&lt;br /&gt;
*Scroll to &amp;quot;misc&amp;quot; then click on &amp;quot;model&amp;quot;. &lt;br /&gt;
Browse to &amp;quot;raw/xmodels/&amp;quot; if your not already there. Select any model from inside this folder. Once opened it will be placed in your map. &lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;n&amp;quot; to bring up the entity editor and you can use some commands to further edit the model. &lt;br /&gt;
*Key / Value of modelscale / # &lt;br /&gt;
*The # is the decimal value of a percent like .5 and 1.25. &lt;br /&gt;
&lt;br /&gt;
[[Image:models_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
Add script model.&lt;br /&gt;
The only difference is that when you right click on the grid you go to &amp;quot;script&amp;quot; -&amp;gt; &amp;quot;model&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Add Prefab. ==&lt;br /&gt;
&lt;br /&gt;
A prefab is like a small map and used mostly for buildings and scripts. When you create a prefab and use it in another map, the changes will pass over. For example if you create a house prefab and use it 5 times in another map. If you make any changes to that house, all 5 uses have that change. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Right click on the grid to bring up your entity menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scroll to &amp;quot;misc&amp;quot; then click on &amp;quot;prefab&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Browse to &amp;quot;map_source/_prefabs&amp;quot; if your not already there.&lt;br /&gt;
Select any prefab from inside this folder. Once opened it will be placed in your map.&lt;br /&gt;
&lt;br /&gt;
== Creating a Prefab. ==&lt;br /&gt;
&lt;br /&gt;
Select the components you want to include in the prefab.&lt;br /&gt;
Go to &amp;quot;file -&amp;gt; Save selected&amp;quot; and save it in the _prefabs folder.&lt;br /&gt;
Or you can right click on the grid and go to &amp;quot;Prefab -&amp;gt; Save selected as new prefab&amp;quot;.&lt;br /&gt;
Note: The origin of the prefab will be XYZ of 0 0 0 in the prefab .map.&lt;br /&gt;
&lt;br /&gt;
You can select all by pressing &amp;quot;i&amp;quot; and moving the group to the center of the grid.&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Lighting&amp;diff=3068</id>
		<title>Call of Duty 5: Lighting</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Lighting&amp;diff=3068"/>
		<updated>2008-11-16T19:05:45Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Light ==&lt;br /&gt;
&lt;br /&gt;
*To create a light right click on the grid and go to &amp;quot;light&amp;quot;. &lt;br /&gt;
*If your light is too small or too big you can open the entity editor with &amp;quot;n&amp;quot; and type in the Key / Value of radius / ###. &lt;br /&gt;
&lt;br /&gt;
[[Image:basic_lighting1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Primary Lights ==&lt;br /&gt;
&lt;br /&gt;
First create a normal light as explained above. Then in the entity editor &amp;quot;n&amp;quot; click on the check box for PRIMARY_OMNI. &lt;br /&gt;
&lt;br /&gt;
*For any primary light we need a null entity connected to the light to tell the game what direction to cast shadows in. &lt;br /&gt;
Right click on the grid and go to &amp;quot;info -&amp;gt; null&amp;quot;. Place this under your light. Connect the light to the null entity. &lt;br /&gt;
&lt;br /&gt;
*Select the light THEN select null, press &amp;quot;w&amp;quot; to connect. &lt;br /&gt;
&lt;br /&gt;
[[Image:basic_lighting2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Light Settings ==&lt;br /&gt;
&lt;br /&gt;
Key / Value &lt;br /&gt;
* _color / # # # &amp;lt;----- # = value / 255. R G B &lt;br /&gt;
* radius / #     &amp;lt;----- # = units &lt;br /&gt;
* intensity / # &lt;br /&gt;
* fov_outer / #  &amp;lt;----- # = degrees &lt;br /&gt;
* fov_inner / #&lt;br /&gt;
&lt;br /&gt;
== Light Preview ==&lt;br /&gt;
&lt;br /&gt;
To get to the Light Preview options go to &amp;quot;View -&amp;gt; Light Preview&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
*Enable Light Preview - Enables or Disables the preview as a whole. &lt;br /&gt;
*Preview sun as well - When previewing lights, it shows worldspawn lighting too. &lt;br /&gt;
*Start previewing selected - Adds selected lights to continuous preview. &lt;br /&gt;
*Stop previewing selected - Removed selected light from continuous preview. &lt;br /&gt;
*Clear preview list - Resets continuous preview. &lt;br /&gt;
&lt;br /&gt;
[[Image:basic_lighting3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sources: [http://wiki.treyarch.com/wiki/Applying_textures Treyarch&#039;s Wiki]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Lighting&amp;diff=3067</id>
		<title>Call of Duty 5: Lighting</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Lighting&amp;diff=3067"/>
		<updated>2008-11-16T19:04:35Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Light ==&lt;br /&gt;
&lt;br /&gt;
*To create a light right click on the grid and go to &amp;quot;light&amp;quot;. &lt;br /&gt;
*If your light is too small or too big you can open the entity editor with &amp;quot;n&amp;quot; and type in the Key / Value of radius / ###. &lt;br /&gt;
&lt;br /&gt;
[[Image:basic_lighting1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Primary Lights ==&lt;br /&gt;
&lt;br /&gt;
First create a normal light as explained above. Then in the entity editor &amp;quot;n&amp;quot; click on the check box for PRIMARY_OMNI. &lt;br /&gt;
&lt;br /&gt;
*For any primary light we need a null entity connected to the light to tell the game what direction to cast shadows in. &lt;br /&gt;
Right click on the grid and go to &amp;quot;info -&amp;gt; null&amp;quot;. Place this under your light. Connect the light to the null entity. &lt;br /&gt;
&lt;br /&gt;
*Select the light THEN select null, press &amp;quot;w&amp;quot; to connect. &lt;br /&gt;
&lt;br /&gt;
[[Image:basic_lighting2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Light Settings ==&lt;br /&gt;
&lt;br /&gt;
Key / Value &lt;br /&gt;
* _color / # # # &amp;lt;----- # = value / 255. R G B &lt;br /&gt;
* radius / #     &amp;lt;----- # = units &lt;br /&gt;
* intensity / # &lt;br /&gt;
* fov_outer / #  &amp;lt;----- # = degrees &lt;br /&gt;
* fov_inner / #&lt;br /&gt;
&lt;br /&gt;
== Light Preview ==&lt;br /&gt;
&lt;br /&gt;
To get to the Light Preview options go to &amp;quot;View -&amp;gt; Light Preview&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Enable Light Preview - Enables or Disables the preview as a whole. &lt;br /&gt;
Preview sun as well - When previewing lights, it shows worldspawn lighting too. &lt;br /&gt;
Start previewing selected - Adds selected lights to continuous preview. &lt;br /&gt;
Stop previewing selected - Removed selected light from continuous preview. &lt;br /&gt;
Clear preview list - Resets continuous preview. &lt;br /&gt;
&lt;br /&gt;
[[Image:basic_lighting3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sources: [http://wiki.treyarch.com/wiki/Applying_textures Treyarch&#039;s Wiki]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Lighting&amp;diff=3066</id>
		<title>Call of Duty 5: Lighting</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Lighting&amp;diff=3066"/>
		<updated>2008-11-16T19:04:15Z</updated>

		<summary type="html">&lt;p&gt;One richard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Light ==&lt;br /&gt;
&lt;br /&gt;
*To create a light right click on the grid and go to &amp;quot;light&amp;quot;. &lt;br /&gt;
*If your light is too small or too big you can open the entity editor with &amp;quot;n&amp;quot; and type in the Key / Value of radius / ###. &lt;br /&gt;
&lt;br /&gt;
[[Image:basic_lighting1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Primary Lights ==&lt;br /&gt;
&lt;br /&gt;
First create a normal light as explained above. Then in the entity editor &amp;quot;n&amp;quot; click on the check box for PRIMARY_OMNI. &lt;br /&gt;
&lt;br /&gt;
*For any primary light we need a null entity connected to the light to tell the game what direction to cast shadows in. &lt;br /&gt;
Right click on the grid and go to &amp;quot;info -&amp;gt; null&amp;quot;. Place this under your light. Connect the light to the null entity. &lt;br /&gt;
&lt;br /&gt;
*Select the light THEN select null, press &amp;quot;w&amp;quot; to connect. &lt;br /&gt;
&lt;br /&gt;
[[Image:basic_lighting2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Light Settings ==&lt;br /&gt;
&lt;br /&gt;
Key / Value &lt;br /&gt;
* _color / # # # &amp;lt;----- # = value / 255. R G B &lt;br /&gt;
* radius / #     &amp;lt;----- # = units &lt;br /&gt;
* intensity / # &lt;br /&gt;
* fov_outer / #  &amp;lt;----- # = degrees &lt;br /&gt;
* fov_inner / #&lt;br /&gt;
&lt;br /&gt;
== Light Preview ==&lt;br /&gt;
&lt;br /&gt;
To get to the Light Preview options go to &amp;quot;View -&amp;gt; Light Preview&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Enable Light Preview - Enables or Disables the preview as a whole. &lt;br /&gt;
Preview sun as well - When previewing lights, it shows worldspawn lighting too. &lt;br /&gt;
Start previewing selected - Adds selected lights to continuous preview. &lt;br /&gt;
Stop previewing selected - Removed selected light from continuous preview. &lt;br /&gt;
Clear preview list - Resets continuous preview. &lt;br /&gt;
&lt;br /&gt;
[[Image:basic_lighting3.jpg]]&lt;br /&gt;
&lt;br /&gt;
Sources: [http://wiki.treyarch.com/wiki/Applying_textures Treyarch&#039;s Wiki]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Lighting&amp;diff=3065</id>
		<title>Call of Duty 5: Lighting</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Lighting&amp;diff=3065"/>
		<updated>2008-11-16T19:01:42Z</updated>

		<summary type="html">&lt;p&gt;One richard: /* Light Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Light ==&lt;br /&gt;
&lt;br /&gt;
*To create a light right click on the grid and go to &amp;quot;light&amp;quot;. &lt;br /&gt;
*If your light is too small or too big you can open the entity editor with &amp;quot;n&amp;quot; and type in the Key / Value of radius / ###. &lt;br /&gt;
&lt;br /&gt;
[[Image:basic_lighting1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Primary Lights ==&lt;br /&gt;
&lt;br /&gt;
First create a normal light as explained above. Then in the entity editor &amp;quot;n&amp;quot; click on the check box for PRIMARY_OMNI. &lt;br /&gt;
&lt;br /&gt;
*For any primary light we need a null entity connected to the light to tell the game what direction to cast shadows in. &lt;br /&gt;
Right click on the grid and go to &amp;quot;info -&amp;gt; null&amp;quot;. Place this under your light. Connect the light to the null entity. &lt;br /&gt;
&lt;br /&gt;
*Select the light THEN select null, press &amp;quot;w&amp;quot; to connect. &lt;br /&gt;
&lt;br /&gt;
[[Image:basic_lighting2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Light Settings ==&lt;br /&gt;
&lt;br /&gt;
Key / Value &lt;br /&gt;
* _color / # # # &amp;lt;----- # = value / 255. R G B &lt;br /&gt;
* radius / #     &amp;lt;----- # = units &lt;br /&gt;
* intensity / # &lt;br /&gt;
* fov_outer / #  &amp;lt;----- # = degrees &lt;br /&gt;
* fov_inner / #&lt;br /&gt;
&lt;br /&gt;
== Light Preview ==&lt;br /&gt;
&lt;br /&gt;
To get to the Light Preview options go to &amp;quot;View -&amp;gt; Light Preview&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Enable Light Preview - Enables or Disables the preview as a whole. &lt;br /&gt;
Preview sun as well - When previewing lights, it shows worldspawn lighting too. &lt;br /&gt;
Start previewing selected - Adds selected lights to continuous preview. &lt;br /&gt;
Stop previewing selected - Removed selected light from continuous preview. &lt;br /&gt;
Clear preview list - Resets continuous preview. &lt;br /&gt;
&lt;br /&gt;
[[Image:basic_lighting3.jpg]]&lt;/div&gt;</summary>
		<author><name>One richard</name></author>
	</entry>
</feed>