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	<id>https://wiki.zeroy.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sanya</id>
	<title>COD Modding &amp; Mapping Wiki - User contributions [en]</title>
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	<updated>2026-04-30T06:11:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Custom_Model_On_Unmodded_Server&amp;diff=16727</id>
		<title>Call of Duty 4: Custom Model On Unmodded Server</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Custom_Model_On_Unmodded_Server&amp;diff=16727"/>
		<updated>2012-10-22T03:28:23Z</updated>

		<summary type="html">&lt;p&gt;Sanya: /* Story */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
Hello everybody.&lt;br /&gt;
&lt;br /&gt;
I want to explain you a bit strange thing - modification of our game-client, which allows you to use custom models on usual server. It needs medium knowledge about modding itself, so you should understand what is fast files, .iwi, .iwd, etc.&lt;br /&gt;
&lt;br /&gt;
Main idea came to me from my friends, who asking me alot of times &amp;quot;Why I cant use it on usual server?&amp;quot;. As I know before, some .FF can be modified, and I tried it, but get nothing. After that I watch out logfiles.&lt;br /&gt;
&lt;br /&gt;
I noticed, that we have only 1 chance get custom model working - recompile common_mp, what is not posible at all, because size of common_mp is always checked by game itself when you connect to the server. Then I watched again, and saw, that last .ff which loading into map is map _load.ff. After several tests I found that it can has any size, and probably, I can do everything with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, what I mean from this story... &#039;&#039;&#039;You can recompile &amp;lt;mapname&amp;gt;_load.ff and include everything you want there&#039;&#039;&#039;, so, you can get custom models working.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I do not know what write there else, so, I just finish it for now. Maybe later I can write smth, but not now.&lt;br /&gt;
&lt;br /&gt;
Have fun&lt;br /&gt;
&lt;br /&gt;
[http://i32.fastpic.ru/big/2011/1111/4b/ec45aafa316d1ef61f0d51e41189244b.jpg Example]&lt;br /&gt;
&lt;br /&gt;
== Author ==&lt;br /&gt;
&lt;br /&gt;
[Saints]Sanya or Sanya_rnd or Sanya.&lt;br /&gt;
&lt;br /&gt;
e-mail: sanya.rnd@gmail.com&lt;br /&gt;
&lt;br /&gt;
Thanks to:&lt;br /&gt;
&lt;br /&gt;
Samuel, hacker22, iFirex, T-max for help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 13:42, 11 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Weapon_Rigging_Tutorial&amp;diff=16645</id>
		<title>Call of Duty 4: Weapon Rigging Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Weapon_Rigging_Tutorial&amp;diff=16645"/>
		<updated>2012-04-08T04:46:23Z</updated>

		<summary type="html">&lt;p&gt;Sanya: /* Video */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Video==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;OmnfM9fJiXk&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VIDEO ON RUSSIAN LANG ONLY.&#039;&#039;&#039; &#039;&#039;(sorry, but I dont know english so well to record video with it).&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s some kinda long, but should show almost of parts (rip (model, texture, sounds)/rig (how to avoid future errors a d etc)/export/setup (soundaliases, weaponfiles, how it&#039;s connecting themselves)) and include explanation (which you probably cant understand :&amp;lt; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hope you&#039;ll enjoy it or it can help you somehow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
Thanks to Darkraptor for introducing to Maya, to hacker22 for help, to Hallullalu for fixes, to Susel for his help and support and all people who support me in my maya projects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 05:46, 8 April 2012 (IST)&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Weapon_Rigging_Tutorial&amp;diff=16644</id>
		<title>Call of Duty 4: Weapon Rigging Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Weapon_Rigging_Tutorial&amp;diff=16644"/>
		<updated>2012-04-08T04:43:45Z</updated>

		<summary type="html">&lt;p&gt;Sanya: /* Video */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Video==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;OmnfM9fJiXk&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VIDEO ON RUSSIAN LANG ONLY.&#039;&#039;&#039; &#039;&#039;(sorry, but I dont english so well to record video with it).&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s some kinda long, but should show almost of parts (rip (model, texture, sounds)/rig (how to avoid future errors a d etc)/export/setup (soundaliases, weaponfiles, how it&#039;s connecting themselves)) and include explanation (which you probably cant understand :&amp;lt; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hope you&#039;ll enjoy it or it can help you somehow.&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Weapon_Rigging_Tutorial&amp;diff=16643</id>
		<title>Call of Duty 4: Weapon Rigging Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Weapon_Rigging_Tutorial&amp;diff=16643"/>
		<updated>2012-04-08T04:43:09Z</updated>

		<summary type="html">&lt;p&gt;Sanya: Created page with &amp;quot;==Video==  &amp;lt;videoflash&amp;gt;OmnfM9fJiXk&amp;lt;/videoflash&amp;gt;  [color=green] VIDEO ON RUSSIAN LANG ONLY.[/color] (sorry, but I dont english so well to record video with it).   It&amp;#039;s some kinda ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Video==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;OmnfM9fJiXk&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[color=green]&lt;br /&gt;
VIDEO ON RUSSIAN LANG ONLY.[/color] (sorry, but I dont english so well to record video with it).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s some kinda long, but should show almost of parts (rip (model, texture, sounds)/rig (how to avoid future errors a d etc)/export/setup (soundaliases, weaponfiles, how it&#039;s connecting themselves)) and include explanation (which you probably cant understand :&amp;lt; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hope you&#039;ll enjoy it or it can help you somehow.&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Custom_Model_On_Unmodded_Server&amp;diff=16365</id>
		<title>Call of Duty 4: Custom Model On Unmodded Server</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Custom_Model_On_Unmodded_Server&amp;diff=16365"/>
		<updated>2011-11-11T13:43:30Z</updated>

		<summary type="html">&lt;p&gt;Sanya: /* Story */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
Hello everybody.&lt;br /&gt;
&lt;br /&gt;
I want explain you a bit strange thing - modification of our game-client to make custom models work. It need med knowledge about how to.&lt;br /&gt;
&lt;br /&gt;
Main idea came to me from my friends, who always ask why I can not use it on pub. As I knew, some .FF can be modify, and I tried it, but get nothing. After that I watch out logfiles..&lt;br /&gt;
&lt;br /&gt;
I noticed, that we have only 1 chance get custom model working - recompile common_mp, what is not posible at all, because size of common_mp is always checked by game itself when you connect to the server. Then I watched again, and saw, that last .ff which loading into map is map _load.ff. After several tests I found that it can has any size, and probably, I can do everything with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, now just say what I mean from this story... &#039;&#039;&#039;You can recompile &amp;lt;mapname&amp;gt;_load.ff and include everything you want there&#039;&#039;&#039;, so, you can get custom models working.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I do not know what write there else, so, I just finish it for now. Maybe later I can write smth else, but not now.&lt;br /&gt;
&lt;br /&gt;
Have a fun guys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://i32.fastpic.ru/big/2011/1111/4b/ec45aafa316d1ef61f0d51e41189244b.jpg Example]&lt;br /&gt;
&lt;br /&gt;
== Author ==&lt;br /&gt;
&lt;br /&gt;
[Saints]Sanya or Sanya_rnd or Sanya.&lt;br /&gt;
&lt;br /&gt;
e-mail: sanya.rnd@gmail.com&lt;br /&gt;
&lt;br /&gt;
Thanks to:&lt;br /&gt;
&lt;br /&gt;
Samuel, hacker22, iFirex, T-max for help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 13:42, 11 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Custom_Model_On_Unmodded_Server&amp;diff=16364</id>
		<title>Call of Duty 4: Custom Model On Unmodded Server</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Custom_Model_On_Unmodded_Server&amp;diff=16364"/>
		<updated>2011-11-11T13:42:45Z</updated>

		<summary type="html">&lt;p&gt;Sanya: Created page with &amp;quot; ==Story==  Hello everybody.  I want explain you a bit strange thing - modification of our game-client to make custom models work. It need med knowledge about how to.  Main idea ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
Hello everybody.&lt;br /&gt;
&lt;br /&gt;
I want explain you a bit strange thing - modification of our game-client to make custom models work. It need med knowledge about how to.&lt;br /&gt;
&lt;br /&gt;
Main idea came to me from my friends, who always ask why I can not use it on pub. As I knew, some .FF can be modify, and I tried it, but get nothing. After that I watch out logfiles..&lt;br /&gt;
&lt;br /&gt;
I noticed, that we have only 1 chance get custom model working - recompile common_mp, what is not posible at all, because size of common_mp is always checked by game itself when you connect to the server. Then I watched again, and saw, that last .ff which loading into map is map _load.ff. After several tests I found that it can has any size, and probably, I can do everything with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, now just say what I mean from this story... &#039;&#039;&#039;You can recompile &amp;lt;mapname&amp;gt;_load.ff and include everything you want there&#039;&#039;&#039;, so, you can get custom models working.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I do not know what write there else, so, I just finish it for now. Maybe later I can write smth else, but not now.&lt;br /&gt;
&lt;br /&gt;
Have a fun guys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[URL=http://fastpic.ru/][IMG]http://i32.fastpic.ru/big/2011/1111/4b/ec45aafa316d1ef61f0d51e41189244b.jpg[/IMG][/URL]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Author ==&lt;br /&gt;
&lt;br /&gt;
[Saints]Sanya or Sanya_rnd or Sanya.&lt;br /&gt;
&lt;br /&gt;
e-mail: sanya.rnd@gmail.com&lt;br /&gt;
&lt;br /&gt;
Thanks to:&lt;br /&gt;
&lt;br /&gt;
Samuel, hacker22, iFirex, T-max for help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 13:42, 11 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images&amp;diff=16214</id>
		<title>Call of Duty 4: Porting Images</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images&amp;diff=16214"/>
		<updated>2011-09-12T16:12:43Z</updated>

		<summary type="html">&lt;p&gt;Sanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|In this tutorial I wound try explain how to get correct colour maps from MW2 and Black Ops + specular/normal maps porting}}&lt;br /&gt;
&lt;br /&gt;
==Foreword==&lt;br /&gt;
&lt;br /&gt;
Before reading this tutorial read [http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Porting_Images_Old] old one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A long time I&#039;m interest how to get right colour maps in Modern Warfare 2 and Black Ops later.&lt;br /&gt;
Fully understanding take 2 month (finish my ideas in may, but for some reason release it only now) and, I hope, it&#039;s ok :)&lt;br /&gt;
&lt;br /&gt;
Let&#039;s tutorial begin?&lt;br /&gt;
&lt;br /&gt;
==Getting right colour map==&lt;br /&gt;
&lt;br /&gt;
As I wrote sometime ago, there is ways with combining colour+spec, colour+detail. But I had re-mind all, and now it should be right, no more shit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BO:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Almost of images have combining by spc+col. Only some of them - col+detail (AUG, for example).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UPD:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hm, lol. When I think that it&#039;s over, I open funny things again. Not sure, but it looks like in BO there is second way for get right colour is combine colour map with itself. Just open colour map: Image-&amp;gt; Alpply Image and enable mask and WOOP!, we get smth like it should be. &lt;br /&gt;
Which way is right? I dont know and have no clue, so, I just notice about it and hope that later it will be found as well basic of that tutorial.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MW2:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As I wrote there is 2 spec file. I don&#039;t mind why it&#039;s here about month (thinking that there is just one added by mistake, as well). After idea just comes in my head and I check it. Different SPC for different materials. Example: &lt;br /&gt;
&lt;br /&gt;
MP5k has 2 specular maps. 1 of them used for iron sight, second for another parts. This way used not only for weapons, but for a players as well too (and almostly for players).&lt;br /&gt;
&lt;br /&gt;
Ok, now by algorithm:&lt;br /&gt;
&lt;br /&gt;
* Check Aplha 1 layer. If there is nothing (layer is white), then image dont use combining method, result given by specular map and some extra options in asset manager. &lt;br /&gt;
* If there is Alpha 1 layer and it&#039;s ok - notice which colour you have in game. Depends by that you choose detail map, which you&#039;ll combine with colour (probably, you can use different ones for different effects, for example Vector used brown detail, but on one SP mission - black, so you can get a real colour, but also some advanced). In MW2 you needn&#039;t combine col+spec, it doesnt use there. &lt;br /&gt;
* Next step. Combine by Image -&amp;gt; Apply image. Use different sett-s and watch preview result. Do not forget enable &amp;quot;Mask&amp;quot; option. &lt;br /&gt;
* Follow by that you&#039;ll get right colour for colour map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;How to search detail:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Probably, I have explained in old tutorial about seaching name in extracted .ff&#039;s. You can use it, of course. &lt;br /&gt;
But most easy way is to get it by reading names of detail and watching on SS of gun which you need. Detail names are readable, so it&#039;s no hard to find right image too.&lt;br /&gt;
&lt;br /&gt;
Btw, you can choose any from these ways :)&lt;br /&gt;
&lt;br /&gt;
==Specular / Cosine maps==&lt;br /&gt;
&lt;br /&gt;
Step by step.&lt;br /&gt;
&lt;br /&gt;
For 1st get specular map. Now you going to open it. Choose RGB and save as blablabla_spc.&amp;lt;anyformat&amp;gt; . Use 24 bit. Choose Aplha 1 and change Mod to Grayscale (for saving your HDD place :D). You&#039;re free past it on RGB, combine layers as well too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you have to do 2 different ways - for black ops and for MW/MW2. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MW 1/2:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Save result as blablabla_cos.&amp;lt;anyformat&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black Ops:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before saving reduce brightness, about -70 - -100. By that you&#039;ll get useful cosine, because in BO it&#039;s too white. After that save it as blablabla_cos.&amp;lt;anyformat&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Normal Maps==&lt;br /&gt;
&lt;br /&gt;
Nothing need to change. &lt;br /&gt;
&lt;br /&gt;
You can use fake .tga and dds2iwi.exe, or use action file for PS which&#039;ll convert NML to standart view. &lt;br /&gt;
&lt;br /&gt;
Action file can be found [http://wiki.modsrepository.com/codbo_files/COD_NML_ACT.rar HERE]. (Probably, I found it myself, but sometiles ago 1 man send me a link on already done tutorial about it. Only 1 problem was that action file was a bit wrong, so I still prefer my. Remember that you cant get 100% simply NML from this action file, blue channel have some differents).&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
[[File:mw2_colormaps_5.jpg|200px]] [[File:mw2_colormaps_6.jpg|200px]] [[File:mw2_colormaps_7.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
[[Call of Duty 4: Textures|Specular / Cosine maps ideas]] based around work of Mark Douma alias NSGod&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 06:53, 23 July 2011 (IST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
e-mail: sanya.rnd@gmail.com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Texturing]]&lt;br /&gt;
[[Category:Call of Duty 7]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Ripping_sounds&amp;diff=16196</id>
		<title>Call of Duty 4: Ripping sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Ripping_sounds&amp;diff=16196"/>
		<updated>2011-09-07T13:35:08Z</updated>

		<summary type="html">&lt;p&gt;Sanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|In this tutorial explains how to rip sounds from fast file from call of duty 4 and call of duty Modern Warfare 2}}&lt;br /&gt;
&lt;br /&gt;
==Start==&lt;br /&gt;
&lt;br /&gt;
For 1st we should get fast file. Now we unpack it (you can use different ways, include different programs or manual convert. More easy way download FFviewer).&lt;br /&gt;
&lt;br /&gt;
If you use FF viewer - open fast file in program and after that go to the folder with common.ff and find file: %fast file name%-extract.dat. It&#039;s already unpacked file which we need. Also, you can use FF viewer for easy browse which sounds .FF include (in program: Extra Data -&amp;gt; sound).&lt;br /&gt;
&lt;br /&gt;
[[File:In_ff_viewer.JPG]]&lt;br /&gt;
&lt;br /&gt;
I would show on MW2 example (in cod4 we worked simply too).&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
Also, this way doesnt work in Black Ops, looks like sounds after unpack comes damaged and cant be used anyway.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Seaching sounds==&lt;br /&gt;
&lt;br /&gt;
Now when we have unpacked .FF, open it in any HEX editor([http://mh-nexus.de/en/ for example]). Press ctrl+f and type any name of sound, which we get in FF viewer. Be careful - sound header looks like &lt;br /&gt;
&lt;br /&gt;
яяяuser_interface/ui_arcade_multiply1&#039;&#039;&#039;.wav&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
but not like &lt;br /&gt;
&lt;br /&gt;
weap_magpul_fire_aki - it&#039;s just part of soundaliases or smth else I think.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:In_hex_editor.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Saving==&lt;br /&gt;
&lt;br /&gt;
Now we found sound, for example weap_magpul_slst_4b.wav .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Copy part of code after &#039;&#039;&#039;.wav.&#039;&#039;&#039;%CODE_HERE%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Copy not a litle number of code, but not so much (like half of fast file, lol). Sometimes if you copy too much sounds comes damaged in soundeditor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now go to File -&amp;gt; New. Create new blank, past code and save without format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In audio editor==&lt;br /&gt;
&lt;br /&gt;
Now we need import our non-format file in audio editor as RAW data. I prefer [http://audacity.sourceforge.net/download/ Audacity] for that.&lt;br /&gt;
&lt;br /&gt;
When we import it in program, it says about settenings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Encoding type is always Signed 16 bit PCM;&lt;br /&gt;
&lt;br /&gt;
Byte order is different: there is a litle endian and big endian sounds. If you get sounds smth like &amp;quot;shhhhh&amp;quot; just change byte orther on another one. Almostly, it&#039;s Litle endian.&lt;br /&gt;
&lt;br /&gt;
Channels is different too. If cod4 used in most of .wavs mono, in MW2 most of fire sounds is stereo. All (as I know) foley sounds (clip in/out, ect) are mono. And again, if you get fast/slow sounds, change this option. &lt;br /&gt;
&lt;br /&gt;
Also, be careful, sometimes programm change &#039;Start Offset option&#039; to 1, it should be always 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:In_audacity.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now when all is ok, import sound, cut it and save :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Video==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;aigw2QfRRT0&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example what we&#039;re doing.&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
Pepper (original idea, talking about import full unpacked fast file, not separated parts).&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 17:47, 18 April 2011 (IST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Sounds]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Introduction_to_animation&amp;diff=16176</id>
		<title>Call of Duty 4: Introduction to animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Introduction_to_animation&amp;diff=16176"/>
		<updated>2011-08-29T13:37:35Z</updated>

		<summary type="html">&lt;p&gt;Sanya: /* Videos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Foreword==&lt;br /&gt;
&lt;br /&gt;
A lot of guys asking for teach/help them in this part of modding. After 10th request I thought about tutotrial, which I&#039;ve done and now release there.&lt;br /&gt;
&lt;br /&gt;
I&#039;m really sorry, but there is only russian language. But if you&#039;ll carefuly you can take basic, which you need :) Another thing is only your maya skill, so I hope that it&#039;ll help. &lt;br /&gt;
&lt;br /&gt;
I explain BASIC knowledge here, if you understand all of these things right you can easy make your own anims as well!&lt;br /&gt;
&lt;br /&gt;
Have a fun ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&lt;br /&gt;
Basic:&lt;br /&gt;
&lt;br /&gt;
1) Creating VMGun file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;CSXU3FFvlpw&amp;lt;/videoflash&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) Basic ideas, making idle; copy function.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;ZVgPJt3vp6w&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) Fit M16 anims to our gun.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;BzK0pLue720&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) Export.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;GgxNjmmP9Ns&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advance:&lt;br /&gt;
&lt;br /&gt;
1) Notetracks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;JMGxTEVDv8E&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) Controllers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;F01z-UFPCVg&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RAW gunfile:&#039;&#039;&#039; [http://wiki.modsrepository.com/cod4_files/MW2_UMP45_RAW.rar HERE] or [http://www.mod-cod4.ucoz.ru/cod4/MW2_UMP45_RAW.rar HERE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1st off I wish say BIG THANK to these guy, who helped me a lot with start! Thanks a lot, guys!&lt;br /&gt;
&lt;br /&gt;
|EHD| Seven; Susel; Hallulallu; |MACOM| Hacker22. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 19:26, 6 August 2011 (IST)&lt;br /&gt;
&lt;br /&gt;
e-mail: sanya.rnd@gmail.com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Modtools]]&lt;br /&gt;
[[Category:Advanced Editing]]&lt;br /&gt;
[[Category:Modelling]]&lt;br /&gt;
[[Category:Maya]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Introduction_to_animation&amp;diff=16175</id>
		<title>Call of Duty 4: Introduction to animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Introduction_to_animation&amp;diff=16175"/>
		<updated>2011-08-29T12:54:34Z</updated>

		<summary type="html">&lt;p&gt;Sanya: /* Videos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Foreword==&lt;br /&gt;
&lt;br /&gt;
A lot of guys asking for teach/help them in this part of modding. After 10th request I thought about tutotrial, which I&#039;ve done and now release there.&lt;br /&gt;
&lt;br /&gt;
I&#039;m really sorry, but there is only russian language. But if you&#039;ll carefuly you can take basic, which you need :) Another thing is only your maya skill, so I hope that it&#039;ll help. &lt;br /&gt;
&lt;br /&gt;
I explain BASIC knowledge here, if you understand all of these things right you can easy make your own anims as well!&lt;br /&gt;
&lt;br /&gt;
Have a fun ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&lt;br /&gt;
Basic:&lt;br /&gt;
&lt;br /&gt;
1) Creating VMGun file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;CSXU3FFvlpw&amp;lt;/videoflash&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) Basic ideas, making idle; copy function.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;ZVgPJt3vp6w&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) Fit M16 anims to our gun.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;BzK0pLue720&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) Export.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;http://www.youtube.com/watch?v=GgxNjmmP9Ns&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advance:&lt;br /&gt;
&lt;br /&gt;
1) Notetracks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;JMGxTEVDv8E&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) Controllers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;videoflash&amp;gt;F01z-UFPCVg&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RAW gunfile:&#039;&#039;&#039; [http://wiki.modsrepository.com/cod4_files/MW2_UMP45_RAW.rar HERE] or [http://www.mod-cod4.ucoz.ru/cod4/MW2_UMP45_RAW.rar HERE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1st off I wish say BIG THANK to these guy, who helped me a lot with start! Thanks a lot, guys!&lt;br /&gt;
&lt;br /&gt;
|EHD| Seven; Susel; Hallulallu; |MACOM| Hacker22. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 19:26, 6 August 2011 (IST)&lt;br /&gt;
&lt;br /&gt;
e-mail: sanya.rnd@gmail.com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Modtools]]&lt;br /&gt;
[[Category:Advanced Editing]]&lt;br /&gt;
[[Category:Modelling]]&lt;br /&gt;
[[Category:Maya]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_2:_Viewsleeves_Tutorial&amp;diff=16128</id>
		<title>Call of Duty 2: Viewsleeves Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_2:_Viewsleeves_Tutorial&amp;diff=16128"/>
		<updated>2011-08-07T13:13:24Z</updated>

		<summary type="html">&lt;p&gt;Sanya: Undo revision 15760 by Quentin Scott (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This tutorial will show you how to get your weapon model in the game and how to animate it.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Before we start we assume you have the xmodel and xamin exporters installed and know how to use it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Downloading the Assets ==&lt;br /&gt;
&lt;br /&gt;
*First you want to download the View sleeves supplied by IW which can be located View Sleves [&#039;&#039;&#039;LINK DEAD AT PRESENT&#039;&#039;&#039;].&lt;br /&gt;
*Now you want to extract the contents of the zip file so you have a folder structure like so:&lt;br /&gt;
&lt;br /&gt;
 C:\trees\cod2_animation_source\viewmodels&lt;br /&gt;
&lt;br /&gt;
== FileNames ==&lt;br /&gt;
&lt;br /&gt;
*In this folder you will see 2 files and a folder called &amp;quot;american&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 ViewModel_DefMesh.mb&lt;br /&gt;
 ViewModel_Rig.mb&lt;br /&gt;
&lt;br /&gt;
if we go into the american folder we will see the folder called thompson.&lt;br /&gt;
&lt;br /&gt;
Lets copy that folder to the C:\trees\cod2_animation_source\viewmodels folder and &lt;br /&gt;
rename it to 30cal (name it what ever you like i have choose this as this is based on &lt;br /&gt;
hand animations for the 30cal.&lt;br /&gt;
&lt;br /&gt;
So now our directory looks like&lt;br /&gt;
&lt;br /&gt;
C :\trees\cod2_animation_source\viewmodels\30cal&lt;br /&gt;
&lt;br /&gt;
in this folder you will see 4 files&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Definitions courtesy of JackTheRiper)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 trees\cod2_animation_source\viewmodels\[teamname]\[weaponname]\viewmodel_[weaponname].mb &lt;br /&gt;
&lt;br /&gt;
- The third person weapon file (exported as weapon_[weaponname])&lt;br /&gt;
&lt;br /&gt;
 trees\cod2_animation_source\viewmodels\[teamname]\[weaponname]\viewmodel_[weaponname]_gunsleeves.mb &lt;br /&gt;
&lt;br /&gt;
- No idea what it&#039;s for&lt;br /&gt;
&lt;br /&gt;
 trees\cod2_animation_source\viewmodels\[teamname]\[weaponname]\[weaponname].VMGun &lt;br /&gt;
&lt;br /&gt;
- The first person weapon file (exported as viewmodel_[weaponname])&lt;br /&gt;
&lt;br /&gt;
 trees\cod2_animation_source\viewmodels\[teamname]\[weaponname]\viewmodelanimation_[weaponname].mb &lt;br /&gt;
&lt;br /&gt;
- References the rig and the .VMGun file (used for making the custom anims)&lt;br /&gt;
&lt;br /&gt;
*Ok so going with what Jack said about each file we need to edit the the VMGun file. This dosent seem like a file used in Maya since its not on the export list but don&#039;t worrie it its. From what i can see it is just an .mb file with a different extension. Ok so we just want to rename our files now as we don&#039;t need them named as thompson that will get confusing for you when you go to try and find them. So just change thompson with your weapon name so i renamed them to 30cal.&lt;br /&gt;
&lt;br /&gt;
== In Maya ==&lt;br /&gt;
&lt;br /&gt;
*Ok so we open the 30cal.VMGun file with Maya and you should see the thompson with a bone structure.&lt;br /&gt;
*All we need to do is select the mesh and delete it.&lt;br /&gt;
*If you are having trouble moving about click &#039;&#039;View &amp;gt; Default Home&#039;&#039; this will reset the cam to be looking at 0 0 0&lt;br /&gt;
*So now once we have deleted everything we should just have the bones and cameras left.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:viewsleeves_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Now hopefully you have made your weapon model somewhere else. (if not go back and do it now before you can continue)&lt;br /&gt;
*Once you know where your file is click &#039;&#039;File &amp;gt; Import... &amp;gt; and find your file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:viewsleeves_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Now you might notice you gun seems to small that&#039;s alright u can edit it to the right size you can edit models in the file just like any other file.&lt;br /&gt;
&lt;br /&gt;
*Once your happy with size of you model u need to &amp;quot;Skin&amp;quot; it. Which simply means attach the model to the bones.&lt;br /&gt;
&lt;br /&gt;
*What we do is select the root joint &amp;quot;J_Gun&amp;quot; and then select the main part of our weapon model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:viewsleeves_3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Now look for the drop down box at the top of may that should say for you &amp;quot;Modelling&amp;quot;. Which is normally the default. &lt;br /&gt;
&lt;br /&gt;
 You need to change this to &#039;&#039;Animation&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Once that&#039;s done you will notice the top bar will have new options and lost some options. That&#039;s the whole point &lt;br /&gt;
&lt;br /&gt;
*Click &#039;&#039;Skin &amp;gt; Bind Skin &amp;gt; and click the box of smooth bind&#039;&#039;&lt;br /&gt;
*Change your settings to look like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:viewsleeves_9.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Then click Smooth Bind. You wont have to change these settings again. so can just click smooth bind from now on without having to click the box.&lt;br /&gt;
&lt;br /&gt;
*Now you should see something like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:viewsleeves_5.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Now that&#039;s your model connected!&lt;br /&gt;
&lt;br /&gt;
*Since the 30cal doesn&#039;t have a clip (Yet - I&#039;m going to make a belt for it - Not in this tutorial I wont be showing you how to bind the clip but it is very simple. Just select the J_Clip bone and move it to around were the top-middle of your clip part is on your model click your clip part of you model then bind it that&#039;s it done &lt;br /&gt;
&lt;br /&gt;
*We need to move the Tag_Flash and Tag_Brass.&lt;br /&gt;
&lt;br /&gt;
 Tag_Flash is the fire-like FX at the end of your guns barrel.&lt;br /&gt;
 Tag_Brass is were the bullet casings will come out of your gun.&lt;br /&gt;
&lt;br /&gt;
This is really simple to do all you have to do is click on the bone and move it to the position of were you want them to appear. Job Done.&lt;br /&gt;
&lt;br /&gt;
*Save this file and that&#039;s us done with it for now.&lt;br /&gt;
*Open the &#039;&#039;viewmodel_animation_30cal.mb&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
you will notice it looking something like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:viewsleeves_6.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Click one of the windows except for the first person view one.&lt;br /&gt;
*Click Panels &amp;gt; Perspective &amp;gt; Persp then Press &#039;&#039;Space&#039;&#039; to go full view of that window.&lt;br /&gt;
*Ok so now we will notice is that it has the thompson and we don&#039;t want this. so click &#039;&#039;file &amp;gt; Preference Editor...&#039;&#039;&lt;br /&gt;
*You will get a window like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:viewsleeves_7.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Click the &amp;quot;VM_GunRN thompson.VMGun&amp;quot; Now you will notices the N/A&#039;s have changed to actual information. Click the text box and change the location to &lt;br /&gt;
 &lt;br /&gt;
 C:/trees/cod2_animation_source/viewmodels/30cal/30cal.VMGun&lt;br /&gt;
&lt;br /&gt;
{{Warning|Don&#039;t forget to change the names of the folders and the VMGun file to the name of yours.}}&lt;br /&gt;
&lt;br /&gt;
*Once you&#039;ve typed in your new location just hit &#039;&#039;Enter&#039;&#039;. and close the window now you will notice he is now holding the 30cal.&lt;br /&gt;
*Now with mine you will notice there is only the bones and mesh. we want to be able to see the bone controllers all we need to do is click &#039;&#039;Show &amp;gt; All&#039;&#039;&lt;br /&gt;
*Now it looks like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:viewsleeves_8.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
&lt;br /&gt;
*Now the animating begins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m only going to be showing how to make a key frame with your animations if u want to learn better look up some Maya tutorials.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*So now click one of the circles around one of the hands.&lt;br /&gt;
&lt;br /&gt;
*Now if u don&#039;t notice any red lines appearing on the timeline that&#039;s either because:&lt;br /&gt;
&lt;br /&gt;
1. you don&#039;t have the timeline up&lt;br /&gt;
2. don&#039;t know what the hell a timeline is &lt;br /&gt;
3. or you have it set to a too small amount of frames.&lt;br /&gt;
&lt;br /&gt;
*If your answer was 1 you click &#039;&#039;Display &amp;gt; UI Elements &amp;gt; Time Slider&#039;&#039;&lt;br /&gt;
*If your answer was 2 Its this thing-a-ma-bob&lt;br /&gt;
*If our answer was 3 u will notice 2 boxes, a grey area with a brighter greyer slider thing and then 2 more boxes. In box number 2 type in 0.00 and in box number 3 type 350.00 and now u should notice the red lines. If not you probably have deselected the Circles.&lt;br /&gt;
&lt;br /&gt;
*Ok so now that we have the timeline sorted lets get to work on getting that hand in the right place. All we have to do is use the move tool and move the circles to the place were we want the hand.&lt;br /&gt;
&lt;br /&gt;
*Before you start moving stuff I recommend moving to frame 0 so can set it as the default position of were u want the hands to be. So now move your hand to were u want it on the gun once your happy with the place press &amp;quot;S&amp;quot; on your keyboard. &lt;br /&gt;
&lt;br /&gt;
*Now you have saved that frame. If your not happy with the way his fingers are just click the joints to them and rotate them to the way you want.&lt;br /&gt;
&lt;br /&gt;
{{Info|After changing something always press &amp;quot;S&amp;quot; on the frame u want the movement to be &lt;br /&gt;
saved on. {{Key|S}} is the key that will set a &amp;quot;Key Frame&amp;quot; which makes the animation recognise you want this bone to be in that place at this point of the animation.}}&lt;br /&gt;
&lt;br /&gt;
*Move stuff about till your happy with all your types of animations.&lt;br /&gt;
&lt;br /&gt;
 i.e. Bash, Shoot, put away, take out, etc.&lt;br /&gt;
&lt;br /&gt;
*Now the big moment allot of people want to know:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HOW TO EXPORT IT!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
*Now this bit was tricky to get right but i have managed it.&lt;br /&gt;
*I will be exporting the bash animation i made for the 30cal so stick with me on this.&lt;br /&gt;
*Open the Hyper Graph windows which can be opened via &amp;quot;Window &amp;gt; hyper graph&amp;quot;&lt;br /&gt;
*Select EVERYTHING in this window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:viewsleeves_10.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Then click COD Tools &amp;gt; Animation Exporter&lt;br /&gt;
*Click &amp;quot;Add New Entry&amp;quot;.&lt;br /&gt;
*You will get more options now.&lt;br /&gt;
*Tick the tickable box. in the text area type&lt;br /&gt;
&lt;br /&gt;
 C:/trees/cod2_animation_source/viewmodels/[yourweaponname]/viewmodel_[yourweaponname]_melee&lt;br /&gt;
&lt;br /&gt;
And then in the start and end times type in when the animation starts and when it ends.&lt;br /&gt;
&lt;br /&gt;
*Now with everything still selected in the Hyper Graph click &#039;&#039;Set Export Nodes&#039;&#039; and now u can click &#039;&#039;Export Selected Entries&#039;&#039; and it may hopefully export you don&#039;t get a message on success in a pop up but if you look in the log in the bottom corner you will get a message like this.&lt;br /&gt;
&lt;br /&gt;
 Exporting from frame [270] to [290] to file &lt;br /&gt;
 [C:/trees/cod2_animation_source/viewmodels/30cal/viewmodel_30cal_melee.XANIM_EXPORT] &lt;br /&gt;
 took: 0.712000 secs&lt;br /&gt;
&lt;br /&gt;
==&amp;gt; That means it was successful.&lt;br /&gt;
&lt;br /&gt;
*Now this part does cause bother.&lt;br /&gt;
*You also need to export an xmodel as a guideline of what bones aren&#039;t actually needed for the animation to work.&lt;br /&gt;
&lt;br /&gt;
*Open the Model Exporter &#039;&#039;COD Tools &amp;gt; Model Exporter&#039;&#039;&lt;br /&gt;
*Now you will notice everything gets deselected this is something to do with the exporter. I don&#039;t know what but it annoys the hell out of me. So you need to select everything again. Before you go and jump the gun there is a problem with a certain object in the actual file that needs to be deselected from the objects being used it looks like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:viewsleeves_11.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*It can be located here:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:viewsleeves_12.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*This little bugger causes this error during the exporting of the xmodel file:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:viewsleeves_13.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Do fix this just hold {{Key|Ctrl}} and drag over the two boxs to deselect them, so now that we have that error fix now we can move on.&lt;br /&gt;
*Click &amp;quot;Add New Entry&amp;quot; and tick the tickable box and type this in to the text area.&lt;br /&gt;
&lt;br /&gt;
 C:/trees/cod2_animation_source/viewmodels/[yourweaponname]/viewmodelanimation_[yourweaponname]&lt;br /&gt;
&lt;br /&gt;
and click &amp;quot;Set Exports&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Warning|THIS BIT MUST BE DONE!|red}}&lt;br /&gt;
&lt;br /&gt;
*You must tick &amp;quot;Force Export Selected Joints&amp;quot;. If you don&#039;t you will not get a lot of the major joints like Tag_Camera and Tag_Cambone&lt;br /&gt;
&lt;br /&gt;
*That&#039;s it ready now we click &amp;quot;Export Selected Entries&amp;quot; You will be asked do you wish to continue? just click &amp;quot;Yes&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*It will reach 100% and down the bottom right corner you will see a box that says &lt;br /&gt;
&lt;br /&gt;
 Successfully exported &lt;br /&gt;
 C:/trees/cod2_animation_source/viewmodels/30cal/viewmodelanimation_30call.XMODEL_EXPORT&lt;br /&gt;
&lt;br /&gt;
*That is us done with Maya now to hunt for our files and move them to the correct places.&lt;br /&gt;
&lt;br /&gt;
*Find your &amp;quot;viewmodel_[weaponnamehere]_melee.XANIM_EXPORT&amp;quot;&lt;br /&gt;
*Place it in this directory: (Based on default cod2 installation)&lt;br /&gt;
&lt;br /&gt;
 C:\Program Files\Activision\Call of Duty 2\xanim_export&lt;br /&gt;
&lt;br /&gt;
*Open the &amp;quot;viewmodelanimation_[weaponnamehere].XMODEL_EXPORT&amp;quot; with notepad and you will find this section here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NUMBONES 122&lt;br /&gt;
BONE 0 -1 &amp;quot;rig:controlWrist&amp;quot;&lt;br /&gt;
BONE 1 -1 &amp;quot;rig:controlWrist1&amp;quot;&lt;br /&gt;
BONE 2 -1 &amp;quot;rig:DefMesh:tag_view&amp;quot;&lt;br /&gt;
BONE 3 -1 &amp;quot;VM_Gun:J_Gun&amp;quot;&lt;br /&gt;
BONE 4 2 &amp;quot;rig:DefMesh:tag_cambone&amp;quot;&lt;br /&gt;
BONE 5 2 &amp;quot;rig:DefMesh:tag_torso&amp;quot;&lt;br /&gt;
BONE 6 0 &amp;quot;rig:Index_FK_LE_0&amp;quot;&lt;br /&gt;
BONE 7 1 &amp;quot;rig:Index_FK_RI_0&amp;quot;&lt;br /&gt;
BONE 8 0 &amp;quot;rig:Mid_FK_LE_0&amp;quot;&lt;br /&gt;
BONE 9 1 &amp;quot;rig:Mid_FK_RI_0&amp;quot;&lt;br /&gt;
BONE 10 0 &amp;quot;rig:Pinky_FK_LE_0&amp;quot;&lt;br /&gt;
BONE 11 1 &amp;quot;rig:Pinky_FK_RI_0&amp;quot;&lt;br /&gt;
BONE 12 0 &amp;quot;rig:Ring_FK_LE_0&amp;quot;&lt;br /&gt;
BONE 13 1 &amp;quot;rig:Ring_FK_RI_0&amp;quot;&lt;br /&gt;
BONE 14 0 &amp;quot;rig:Thumb_FK_LE_0&amp;quot;&lt;br /&gt;
BONE 15 1 &amp;quot;rig:Thumb_FK_RI_0&amp;quot;&lt;br /&gt;
BONE 16 3 &amp;quot;VM_Gun:J_Bolt&amp;quot;&lt;br /&gt;
BONE 17 3 &amp;quot;VM_Gun:J_Clip&amp;quot;&lt;br /&gt;
BONE 18 3 &amp;quot;VM_Gun:tag_brass&amp;quot;&lt;br /&gt;
BONE 19 3 &amp;quot;VM_Gun:tag_flash&amp;quot;&lt;br /&gt;
BONE 20 5 &amp;quot;rig:DefMesh:J_Shoulder_LE&amp;quot;&lt;br /&gt;
BONE 21 5 &amp;quot;rig:DefMesh:J_Shoulder_RI&amp;quot;&lt;br /&gt;
BONE 22 4 &amp;quot;rig:DefMesh:tag_camera&amp;quot;&lt;br /&gt;
BONE 23 5 &amp;quot;rig:DefMesh:tag_weapon&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You need to remove all the bits that say &amp;quot;rig:&amp;quot;, &amp;quot;rig:DefMesh:&amp;quot;, &amp;quot;VM_Gun:&amp;quot; no i know &lt;br /&gt;
this is a horrible thing making you have to through 122 bones removing crap from the &lt;br /&gt;
name. but that&#039;s were the tools in notepad come handy! . This is a little tool not &lt;br /&gt;
many pp know off that notepad has. if you press {{Key|Ctrl+H}} a window will open that allows &lt;br /&gt;
you to take a certain piece of text that is in the notepad document copied several &lt;br /&gt;
times. what you do is take the first box and type each code that we want to remove in &lt;br /&gt;
&amp;quot;rig:&amp;quot; (without quotations) and in the second box we leave that blank now we just click &lt;br /&gt;
replace all and there gone!  do this for each bit of code we don&#039;t want.&lt;br /&gt;
&lt;br /&gt;
{{Warning|I recommend copying that section of the code out of the notepad and putting it in a blank one as doing this method in a 12mb+ file will lag the hell out of your computer.}}&lt;br /&gt;
&lt;br /&gt;
*Save and close the file.&lt;br /&gt;
*Copy the file to this location:&lt;br /&gt;
&lt;br /&gt;
 C:\Program Files\Activision\Call of Duty 2\model_export&lt;br /&gt;
&lt;br /&gt;
*And that&#039;s us ready for compiling the animation&lt;br /&gt;
*I have supplied this file to give you a good guideline on how to compile them you can download the GDT file GDT File download link. Open this file with the CoD2 Assets Manager.&lt;br /&gt;
&lt;br /&gt;
*Now you will see that there are 3 items in this GDT file you don&#039;t need them all they are just a guideline on how to make your own.&lt;br /&gt;
&lt;br /&gt;
*What you can do is take my original ones and copy them or rename them to the way you want.&lt;br /&gt;
&lt;br /&gt;
== Compiling ==&lt;br /&gt;
&lt;br /&gt;
ok so lets compile this animation.&lt;br /&gt;
&lt;br /&gt;
*Select the &amp;quot;viewmodel_thompson_melee&amp;quot; and &amp;quot;click Copy Entry&amp;quot; no rename it to:&lt;br /&gt;
&lt;br /&gt;
 viewmodel_[yourweaponname]_melee &lt;br /&gt;
&lt;br /&gt;
This part is what the animation file is going to be called so make sure you make it something you can understand what the animation does.&lt;br /&gt;
&lt;br /&gt;
*In the file name box and the model box simply just change thompson to your weapon name. Then press F10 and it will compile it. Now just open up your weapon file that controls everything the gun does like the model it uses how much ammo is in each clip. You know the file I&#039;m on about  its located in &amp;quot;weapons\mp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Look for the melee animation code and just type in the name of the animation you just compiled and load of the up the game get your weapon on and bash! your weapon should now play the animation you need &lt;br /&gt;
&lt;br /&gt;
*Now you just need to export all of the other animations for the gun and you have a fully animated weapon now &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hope this tutorial helps you guys with your modding needs&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Copyright © 2007 - SevenSniff&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 2]]&lt;br /&gt;
[[Category:Modtools]]&lt;br /&gt;
[[Category:Advanced Editing]]&lt;br /&gt;
[[Category:Modelling]]&lt;br /&gt;
[[Category:Maya]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_2:_Lightning_Documentation&amp;diff=16127</id>
		<title>Call of Duty 2: Lightning Documentation</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_2:_Lightning_Documentation&amp;diff=16127"/>
		<updated>2011-08-07T13:12:07Z</updated>

		<summary type="html">&lt;p&gt;Sanya: Undo revision 15757 by Quentin Scott (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Nutshell.png]] Lighting with COD Tools is a fun and wonderful experience to be had by all! That is why I thought I would write up this handy document describing how to use our lighting system, as well as add few tips on giving your maps some drama.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=World Spawn=&lt;br /&gt;
&lt;br /&gt;
This is where you set the overall look for your map lighting.&lt;br /&gt;
&lt;br /&gt;
There are two ways to edit worldspawn settings. After opening a map in radiant, press the “n” key. You can access the worldspawn settings and input values into the &#039;&#039;&#039;key&#039;&#039;&#039; and &#039;&#039;&#039;value&#039;&#039;&#039; boxes.&lt;br /&gt;
&lt;br /&gt;
The other (preferred by me) way is to open the map in a text editor and change the values that you find at the top of the page.&lt;br /&gt;
&lt;br /&gt;
By default, the lighting settings are empty. You can input them manually or just copy and paste from another map to get started.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Direct Light==&lt;br /&gt;
&lt;br /&gt;
Direct light is basically anything that is in a direct sunlight. This is where most of the normal and specualar values can be seen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;sunlight&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Sundirection # # #&#039;&#039;&#039;: The axis are based on world space not local to the light. The first number is the north south axis. The second number is the up down axis. The third is the axis through the light and therefore usless.&lt;br /&gt;
&lt;br /&gt;
** 0 0 0 --- light comes from the right&lt;br /&gt;
** 90 0 0 --- light comes from the bottom&lt;br /&gt;
** -90 0 0 --- light comes from the top&lt;br /&gt;
** 0 90 0 --- light comes from the top&lt;br /&gt;
** 0 180 0 --- light comes from the right&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;sunlight #&#039;&#039;&#039;: The brightness of the sun light. Values over 1 will be overbright.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;suncolor # # #&#039;&#039;&#039;: there are 3 values to set for suncolor. Radiant uses a range from 0-1 instead of 0-255.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can pick the rgb values you want and then divide that number by 255 to get the value that fits in the 0-1 range.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Indirect Light==&lt;br /&gt;
&lt;br /&gt;
Indirect light is anything that is not in direct sunlight. Bump and spec values are about 30% intensity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadows and Shade&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;ambient #&#039;&#039;&#039;: This is the amount of ambient light added to the scene. I usually use ambient to set what I want the darkest dark to be. If you go too high the map tends to look flat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;_color # # #&#039;&#039;&#039;: This is the ambient color value.(Isnt it obvious?) Use the same method for _color as for the suncolor to get the ambient color. This value also mixes with the sun color.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;diffusefraction #&#039;&#039;&#039;: This is the brightness of the indirect light source. If you use a value of 1, sunlight is not visible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;sundiffusecolor # # #&#039;&#039;&#039;: This is the color of the indirect light source.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;bouncefracion #&#039;&#039;&#039;: This is the intensity of the GI calculation. Higher numbers result in flatter shading where light is present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Compiling And Iteration=&lt;br /&gt;
&lt;br /&gt;
== Compiling ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using Compile Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Inside &amp;lt;code&amp;gt;call of duty/bin/&amp;lt;/code&amp;gt;,&#039;&#039; (thanks to Chad G.)&#039;&#039; there is an exe that is an interface with the compiler. Use this application instead of the command line to iterate.&lt;br /&gt;
&lt;br /&gt;
*The first section on the left is a list of your maps.&lt;br /&gt;
&lt;br /&gt;
*The next section in the middle at the top is where you set your options for compiling the geometry and light map resolution.&lt;br /&gt;
&lt;br /&gt;
*The section in the bottom middle is where you set your lighting options. &lt;br /&gt;
&lt;br /&gt;
[[Image:Codtools.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Iteration ==&lt;br /&gt;
&lt;br /&gt;
Iterating on your maps can be a very slow process when it comes to lighting.&lt;br /&gt;
&lt;br /&gt;
You can speed this up somewhat by using lower quality settings.&lt;br /&gt;
&lt;br /&gt;
The first thing you can do is set the &#039;&#039;&#039;samplescale&#039;&#039;&#039; to higher numbers for a lower light map resolution. The default is 1.&lt;br /&gt;
&lt;br /&gt;
The other thing you can do is use &#039;&#039;&#039;fast&#039;&#039;&#039; in the lighting section.&lt;br /&gt;
&lt;br /&gt;
After you have tweaked your map enough, you can then use default &#039;&#039;&#039;samplescale&#039;&#039;&#039; and set the lighting section to &#039;&#039;&#039;extra&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;modelshadows&#039;&#039;&#039; may slow things down, but I have not noticed any big difference in render times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Local Lights=&lt;br /&gt;
Local lights are mostly used for light sources such as lamps, candles, and &lt;br /&gt;
artificial lights. They can also be used for adding to an area that needs more &lt;br /&gt;
diffuse or bounced light, or for a dramatic shadow effect. &lt;br /&gt;
==Point lights==&lt;br /&gt;
&lt;br /&gt;
To create a point light, right click in the 2d view and choose &#039;&#039;&#039;light&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Point lights use the following variables:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Color # # #&#039;&#039;&#039;: The color of the light.&lt;br /&gt;
*&#039;&#039;&#039;Radius #&#039;&#039;&#039;: The range the light can illuminate within.&lt;br /&gt;
*&#039;&#039;&#039;Def (def preset)&#039;&#039;&#039;: The falloff definition of the light.&amp;lt;br&amp;gt;This variable uses a one pixel high texture to set the type of falloff you want.&amp;lt;br&amp;gt;You can find existing def setting on the light.gdt file in texture assets or you can make a custom falloff type by making a new texture and adding it to the lights.gdt file yourself&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Def examples:&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;light_point_linear&#039;&#039;&#039;: basic linear falloff curve &lt;br /&gt;
&lt;br /&gt;
[[Image:linear.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;light_point_quadratic&#039;&#039;&#039;: hotspot is closer to center &lt;br /&gt;
&lt;br /&gt;
[[Image:quadratic.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;light_point_linear_nocenter&#039;&#039;&#039;: basic linear falloff without lumination &lt;br /&gt;
at the center. Use this for situations that require an object to cast a shadow &lt;br /&gt;
but not be illuminated by placing the light near the said object. &lt;br /&gt;
&lt;br /&gt;
[[Image:nocenter.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tunsten_lamp&#039;&#039;&#039;: Used to simulate standard bulb type lights. &lt;br /&gt;
&lt;br /&gt;
[[Image:tunsten_lamp.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spot lights==&lt;br /&gt;
&lt;br /&gt;
To create a spot light, make a &#039;&#039;&#039;point light&#039;&#039;&#039; and a &#039;&#039;&#039;null&#039;&#039;&#039; object(by &lt;br /&gt;
right clicking in the 2d view and selecting &#039;&#039;&#039;info/null&#039;&#039;&#039;) and then press W &lt;br /&gt;
to connect the light to the null. &lt;br /&gt;
&lt;br /&gt;
Spot lights use all of the point light variable as well as the following. &lt;br /&gt;
*&#039;&#039;&#039;Exponent #&#039;&#039;&#039;: The transition between the fov variables.&amp;lt;br&amp;gt;This variable is an integer. Higher numbers will result in a smoother look. &amp;lt;br&amp;gt;Without setting an exponent, the Fov_inner will have no effect on the light.&lt;br /&gt;
*&#039;&#039;&#039;Fov_inner #&#039;&#039;&#039;: The tightness of the hot spot.&lt;br /&gt;
*&#039;&#039;&#039;Fov_outer #&#039;&#039;&#039;: The angle of the spot light cone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spotlight Examples:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;exponent 0 fov outer 100&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:exponent0.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;exponent 1 fov outer 100&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:exponent1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;exponent 2 fov outer 100&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:exponent2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;exponent 1 fov outer 100 fov inner 60&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[Image:exponent1_fov60.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Fine Tuning Your Lighting=&lt;br /&gt;
&lt;br /&gt;
==Lightmap Editing==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting resolution&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can set the resolution of the light map on a per face basis to get &lt;br /&gt;
sharper shadows in isolated areas. As a rule, you should not use values smaller &lt;br /&gt;
than 4.&lt;br /&gt;
&lt;br /&gt;
To edit resolution an a per face level, go into lightmap mode by pressing &lt;br /&gt;
shift L. You will now see a checker pattern on the world. This is a &lt;br /&gt;
representation of the size of the light map pixel density. You can now select &lt;br /&gt;
the faces you want to edit. You are now able to change the mapping the exact &lt;br /&gt;
same way that you would edit texture placement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optimizing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To make your map as efficient as possible, you should set the light map &lt;br /&gt;
resolution to lower values for areas that the player cannot go to or see up &lt;br /&gt;
close. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lighting Bugs==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bleeding&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Light bleeding usually happens at the base of a wall or in a corner. You can &lt;br /&gt;
avoid this by making sure your wall edges are cut to fit. &lt;br /&gt;
&lt;br /&gt;
[[Image:lm_bleed3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Terrain light bleeding is harder to fix. In COD2 this happened mostly with &lt;br /&gt;
walls that are placed in open areas. &lt;br /&gt;
&lt;br /&gt;
[[Image:lm_bleed.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To fix this, the terrain must be made to fit the brush wall. &lt;br /&gt;
&#039;&#039;&#039;black or glowing patches&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Black or glowing patches can occur on any patch surface, but it mostly &lt;br /&gt;
happens on decals that are placed on walls. &lt;br /&gt;
&lt;br /&gt;
[[Image:lm_dark.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To fix black or glowing faces, go into light map mode (shift L) and use &lt;br /&gt;
natural mapping on these patches.&lt;br /&gt;
&lt;br /&gt;
In some cases, there is a decal floating over the surface. To fix this, move &lt;br /&gt;
the decal so that it is not floating. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seams and Stretching&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light seams and stretching are breaks in the continuity of the UV’s on a &lt;br /&gt;
light mapped surface. This is common on patch surfaces, but can also appear on &lt;br /&gt;
brush surfaces as well. &lt;br /&gt;
&lt;br /&gt;
[[Image:lm_cont2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To fix light seams, go into light map mode (shift L) and edit the mapping &lt;br /&gt;
until it is continuous. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Model Tweaking==&lt;br /&gt;
&lt;br /&gt;
If you see a static model that looks too bright or too dark, you may be able &lt;br /&gt;
to fix it by moving it slightly into or out of the direct light. &lt;br /&gt;
&lt;br /&gt;
[[Image:lm_model.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also tweak model lighting using the indirectslightcale and &lt;br /&gt;
directlightscale settings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Source: Infinity Ward Docs&lt;br /&gt;
[[Category:Call of Duty 2]]&lt;br /&gt;
[[Category:Technical Reference]]&lt;br /&gt;
[[Category:Radiant]]&lt;br /&gt;
[[Category:Mapping]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_2:_Maya_Plugins_Documentation&amp;diff=16126</id>
		<title>Call of Duty 2: Maya Plugins Documentation</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_2:_Maya_Plugins_Documentation&amp;diff=16126"/>
		<updated>2011-08-07T13:12:00Z</updated>

		<summary type="html">&lt;p&gt;Sanya: Undo revision 15758 by Quentin Scott (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Nutshell.png]]Models and Animations in the CoD2 Engine&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=Setting up the maya.env and usersetup.mel files on your computer=&lt;br /&gt;
&lt;br /&gt;
*To start off, you need to set up the usersetup.mel and maya.env files so Maya can find our tools.&amp;lt;br&amp;gt;The files included have already been set up to work with our pipeline.&amp;lt;br&amp;gt;The maya.env file creates the environment variables to point to the locations of plugins and scripts located in the tree, and should be put in &#039; &amp;lt;code&amp;gt;My Documents\maya\6.0&amp;lt;/code&amp;gt; &#039;.&amp;lt;br&amp;gt;Example paths are&amp;lt;br&amp;gt;&#039; &amp;lt;code&amp;gt;MAYA_SCRIPT_PATH = C:/Program Files/Activision/Call of Duty 2/bin/maya&amp;lt;/code&amp;gt; &#039; and&amp;lt;br&amp;gt;&#039; &amp;lt;code&amp;gt;MAYA_PLUG_IN_PATH = C:/Program Files/Activision/Call of Duty 2/bin/maya&amp;lt;/code&amp;gt; &#039;.&amp;lt;br&amp;gt;These will tell Maya to look here for our plugins and scripts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The usersetup.mel file will tell Maya what to add on startup of Maya.&amp;lt;br&amp;gt;This invokes the startup of our &#039;COD Tools&#039; menu.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=Setting up, skinning and exporting a character model=&lt;br /&gt;
&lt;br /&gt;
*The first stage of getting a character into the game is to bind the character’s body to the DefMesh skeleton.&amp;lt;br&amp;gt;The DefMesh skeleton is the basic rig that will be ultimately exported into the game, and is included within the Josh_DefMesh character.&amp;lt;br&amp;gt;The Josh character is a good example of how one should bind the model to the skeleton.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Our conventions==&lt;br /&gt;
&lt;br /&gt;
*Our character models are usually rigged on the DefMesh skeleton in 3 different parts: the body, head, and helmet.&amp;lt;br&amp;gt;This is done so that characters parts may be interchangeable.&amp;lt;br&amp;gt;This usually means that you want to rig the character or characters bodies LOD&#039;s into one Maya file, and the heads into a separate Maya file.&amp;lt;br&amp;gt;You can also export the model as one full mesh if you’d like, but you will not be able to make unique characters out of any part of your model that was exported as one full mesh.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*We generally make 4 levels of detail for each character, at 8,000, 4,000, 1,000 and 300 triangles.&amp;lt;br&amp;gt;We name the parts for each LoD, _8k, _4k, _1k and _300.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*In all our Maya scenes, Z is up. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==Rigging==&lt;br /&gt;
&lt;br /&gt;
*You may decide to position the joints to fit the character’s mouth, eyes, and other areas.&amp;lt;br&amp;gt;If you decide to move the joints in the face, or any other part of the body, you must animate with the provided Josh_DefMesh characters skeleton positions.&amp;lt;br&amp;gt;The reason being is that the provided base_character.XMODEL uses the Josh character.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*After positioning the joints into the correct places, bind all of the facial joints, J_Head, J_Neck, and J_Spine4 joints to the facial geometry.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*Skinning the body uses pretty much the same procedures as the head, except there are no adjustments to joint positions per character on the body.&amp;lt;br&amp;gt;Therefore, you are able to put multiple unique bodies and their LOD&#039;s into the same Maya file, which can work well for editing and copying weights.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*To export the model, go to &#039;COD Tools-&amp;gt;Model Exporter&#039; in the menu.&amp;lt;br&amp;gt;Click &#039;Add New Entry&#039; to create a new list to add to for each LOD.&amp;lt;br&amp;gt;Here is where you can designate where the .xmodel_export files will be exported to.&amp;lt;br&amp;gt;You should export all of your models to subdirectories in &#039;C:/Program Files/Activision/Call of Duty 2/xmodel_export/*.&amp;lt;br&amp;gt;Force Export Selected Joints must be checked if you are exporting animatable models (like a character’s head).&amp;lt;br&amp;gt;You also must set the meshes and joints that will be exported.&amp;lt;br&amp;gt;To do this, you can either manually select the joints that are used in the skinClusters of the head or full charater, or you can use a script called &#039;selectBound&#039; that is included.&amp;lt;br&amp;gt;To use the script, first select all of the pieces of the highest LOD, and type selectBound in the command line.&amp;lt;br&amp;gt;This will remove any unused influences from the skinClusters, and will then return and select all of the joints that are used within the selected objects.&amp;lt;br&amp;gt;The script will also add extra joints like TAG_ joints where needed.&amp;lt;br&amp;gt;After you have the highest LOD&#039;s bones selected, Shift select the highest LOD&#039;s top group and then set exports.&amp;lt;br&amp;gt;After that, you can deselect the 8k group, and shift select the 4k group and set exports.&amp;lt;br&amp;gt;Do this for the rest of the LOD&#039;s.&amp;lt;br&amp;gt;In our engine, even if the lowest LOD is only using 4 joints (which we do when skinning to save in calculation), you must still include all of the joints of the highest LOD in the Exports.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Materials==&lt;br /&gt;
&lt;br /&gt;
*By default, the game engine uses the material name you use in Maya.&amp;lt;br&amp;gt;It does not use the actual image file you use in Maya, just the name of the material.&amp;lt;br&amp;gt;Give your material a good name - we use the prefix ‘mtl_’, followed by the model name for almost all materials on our models, which makes our lives much easier.&amp;lt;br&amp;gt;Once you’ve exported your model, you’ll need to create a material with that name in Asset Manager (covered later).&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=Creating a Rig=&lt;br /&gt;
&lt;br /&gt;
*To start off, our main character that we do all animation exports from is the Josh_DefMesh_Rig.&amp;lt;br&amp;gt;The reason we must use Josh_DefMesh_Rig to export all animations is because the &#039;base_character&#039; that we assign for almost all animations is using his character as a reference.&amp;lt;br&amp;gt;Often though, we create other animatable _Rig characters that can be used to animate with until export time.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*To create a new Rig character for animating with, start by creating a new Maya file.&amp;lt;br&amp;gt;Next, create a reference using namespaces and set the type to ‘this string:’.&amp;lt;br&amp;gt;Make a new prefix name (i.e. “rig”) and reference in the Josh_DefMesh character.&amp;lt;br&amp;gt;From here you can build animation controls onto the character to animated with.&amp;lt;br&amp;gt;You may also decide to just build the animation controls onto the Josh_DefMesh.mb file, but you still MUST create a new reference file before you are to export any animations.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=Working with and exporting animations=&lt;br /&gt;
&lt;br /&gt;
*Depending on the animation, you may need to add a &#039;Notetrack&#039; to specify when certain actions occur that have to be noted for scripting purposes.&amp;lt;br&amp;gt;Notetracks associate a word or phrase with a frame of the animation, and can be detected by the game script at run time.&amp;lt;br&amp;gt;An example of this would be to specify when the sound file for dialog should be played.&amp;lt;br&amp;gt;To do this, you can create a notetrack using the tool located under &#039;COD Tools-&amp;gt;Notetrack Window&#039;.&amp;lt;br&amp;gt;You would then &#039;Create Note Track node&#039; on the frame at the beginning of the dialog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Once all of your animation is complete and you are ready to export your animation, go to &#039;COD Tools-&amp;gt;Animation Exporter&#039; in the menu.&amp;lt;br&amp;gt;Here is where you can designate where the .xanim_export file will be exported to.&amp;lt;br&amp;gt;You should export all of your animations to subdirectories of &#039;C:/Program Files/Activision/Call of Duty 2/xanim_export/*&#039;, or where the game has been installed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You need to set the start and end frames of the animation, and the joints that are used in the animation.&amp;lt;br&amp;gt;If you click on the &#039;Export Nodes&#039; button, you will notice it will bring up a window that will ask you which character (designated by its prefix) you would like to set for exports.&amp;lt;br&amp;gt;This button will then set the full set of joints for exporting for the particular character.&amp;lt;br&amp;gt;Sometimes you may want to only select the head joints or the upper torso joints for export.&amp;lt;br&amp;gt;In this case, you must select them manually and set those for export.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*If your animation uses a note track, you’ll need to tell the exporter.&amp;lt;br&amp;gt;Click on the ‘notetrack’ button in the animation exporter window, and a dialog will pop up asking you which notetrack the animation uses.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=Asset Manager=&lt;br /&gt;
&lt;br /&gt;
*Asset Manager (AssMan for short) is a little program that helps us edit all our game data files (.gdt’s).&amp;lt;br&amp;gt;GDT’s control how Maya models become game models, how materials and animations associate with models and how normal maps are associated with color maps.&amp;lt;br&amp;gt;They also control a whole host of other, less-art-specific things, like how weapons behave and what guns each AI uses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Models==&lt;br /&gt;
&lt;br /&gt;
*Click on “xmodel” and&amp;lt;br&amp;gt;click on the “New Entry” button and specify a unique name for your model that is less than 40 characters.&amp;lt;br&amp;gt;You’ll now see a list that appears on the right hand side.&amp;lt;br&amp;gt;For static models, you set the type to ‘rigid’.&amp;lt;br&amp;gt;For animated models, you use ‘animated’.&amp;lt;br&amp;gt;In the filename box below is where you specify the xmodel_export filename for the highest LOD of your model.&amp;lt;br&amp;gt;In the highLodDist selection box, specify the distance that the game should use for the highest LOD.&amp;lt;br&amp;gt;From here, specify the mediumLod, lowLod, and lowestLod xmodel_exports and their corresponding LOD distances. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*On character models, you’ll want to specify the hitBoxModel, which is included in the bin/maya directory.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*In AssMan, you have the ability to make a group of models to be randomly selected within the game by giving that group a name of it’s own.&amp;lt;br&amp;gt;Groups of model types to be interchanged between characters.&amp;lt;br&amp;gt;For instance, you could create an xmodelalias for a handful of head models.&amp;lt;br&amp;gt;To do this, you would create a unique name for the xmodelalias, and then assign head models you made as xmodels and put their names in these fields.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
&lt;br /&gt;
*Click on “material” and click on the “New Entry” button and specify a unique name for your model that is less than 40 characters.&amp;lt;br&amp;gt;You can see they are all the materials associated with the models in the GDT.&amp;lt;br&amp;gt;The main ones to edit here are first the materialType and surfaceType, where you set these to the corresponding types.&amp;lt;br&amp;gt;The other ones to be concerned with is the Color Map, Normal&lt;br /&gt;
&lt;br /&gt;
Map, Specular color map, and Cosine power map fields.&amp;lt;br&amp;gt;Here you put the path of where these files are located, which should be &#039;C:\Program Files\Activision\Call of Duty 2\xmodel_export\*’ for materials associated with a model, and in ‘C:\Program Files\Activision\Call of Duty 2\texture_source\*’ for world textures.&amp;lt;br&amp;gt;The rest of the entries can usually be left as default, but can aid in the look of how the materials are displayed.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Animations==&lt;br /&gt;
&lt;br /&gt;
*Click on “xanim” and click on the “New Entry” button and specify a unique name for your model that is less than 40 characters.&amp;lt;br&amp;gt;Animation GDT’s should be saved&amp;lt;br&amp;gt;in &#039;C:\Program Files\Activision\Call of Duty 2\xanim_export\*’.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*The first option in the right is “filename”, which is the xanim_export file for the animation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The second option is “model”, which can be confusing at first.&amp;lt;br&amp;gt;We associate every animation with a model, which establishes the base pose and proportions that the animation is diverging from.&amp;lt;br&amp;gt;We also get all hierarchy information from the model.&amp;lt;br&amp;gt;Also, any joints that are in the animation but not in the model will be stripped from the animation.&amp;lt;br&amp;gt;We made a special model file called “Base_character” for our full-body character animations.&amp;lt;br&amp;gt;It’s basically just a copy of our Josh model, but we called it base_character to make it easy to find.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*The third option is “looping” – whether or not the animation is looping.&amp;lt;br&amp;gt;When you set this, the last frame of the animation is assumed to be the same as the first, and is deleted by converter.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*“Type” is generally set to “delta” for full-body character animations.&amp;lt;br&amp;gt;Delta uses the root joint of the model to determine how far the model moves each frame.&amp;lt;br&amp;gt;In “delta” animations, it’s essential that the root bone always remain upright (the Z axis of the bone faces along Maya’s Z axis, or the Z axis of the “node” if a node is specified in the next point).&amp;lt;br&amp;gt;Type “relative” treats the root joint of the model (or the joint in the animation that is highest in the model’s hierarchy) as the origin, and animates the other joints relative to that.&amp;lt;br&amp;gt;Type “absolute” treats the origin of your Maya scene as the origin and moves all the joints relative to that.&amp;lt;br&amp;gt;The “mp_” types are used only for MP animations.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*“Node” is only used with “type”=”delta” animations.&amp;lt;br&amp;gt;The node is a very powerful feature that enables us to line up scripted animations perfectly.&amp;lt;br&amp;gt;Export a joint or object with your animation from Maya, and enter its name here.&amp;lt;br&amp;gt;When the designer plays your animation in script, he or she can specify a node for the animation to be based off, and the engine will move the animation so that the node in your Maya file lines up with the node in the game.&amp;lt;br&amp;gt;Thus you could create a complex animation of several people interacting, based around some point on the floor, and you don’t have to worry about compounding errors making your characters drift apart or through each other.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*“angleError” and “translationError” are the maximum errors allowed when compressing the animation.&amp;lt;br&amp;gt;Larger numbers make smaller files, smaller numbers make perfect animation.&amp;lt;br&amp;gt;The defaults (0.05 and 0.025) result in no noticeable compression artifacts that we’ve noticed.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
*“boneStabilizers” is old, and something to do with multiplayer.&amp;lt;br&amp;gt;I doubt you’ll need it. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=Converting models and animations=&lt;br /&gt;
&lt;br /&gt;
*After exporting your models or animations and adding them to AssMan, you need to convert the text files into files the game engine reads.&amp;lt;br&amp;gt;To do this, execute converter, located at ‘C:\Program Files\Activision\Call of Duty 2\bin\converter.exe’.&amp;lt;br&amp;gt;This will convert all files that have been changed.&amp;lt;br&amp;gt;Converter endeavors to find every possible error in your models, materials and animations so that we don’t have any surprises in the game, so you may have to go back and fix problems in Maya or AssMan in order to get converter to finish with no errors.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
=In-game – the console and DevGUI=&lt;br /&gt;
&lt;br /&gt;
*To enable cheat codes, the console and the DevGUI, you need to run the game in developer mode.&amp;lt;br&amp;gt;The most common way to do this is to run the game from a shortcut, and add switches to the shortcut as follows: C:\Program Files\Activision\Call of Duty 2\CoD2SP.exe +set developer 2 +set logfile 2 +seta thereisacow 1337.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*+set developer 2 enables the DevGUI and several other development options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*+set logfile 2 makes the game print the contents of the console to console.log, which can be useful for tracking down missing assets or other errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*+seta thereisacow 1337 enables cheat codes.&amp;lt;br&amp;gt;Seta archives the variable, so that if you run the game from a different shortcut later, cheat codes should still be enabled.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==The Console==&lt;br /&gt;
&lt;br /&gt;
*By default, you can bring up the console by holding down Backspace and hitting Home.&amp;lt;br&amp;gt;By setting the variable “monkeytoy 0”, the console defaults to the more familiar tilde (~) key. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The CoD2 console shows only one line by default.&amp;lt;br&amp;gt;By hitting shift-~, you can see a larger console.&amp;lt;br&amp;gt;In many cases you don’t need it because of the auto-complete features of the CoD2 console.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==The DevGUI==&lt;br /&gt;
&lt;br /&gt;
*The DevGUI is an in-game tool that we are developing to replace the console for systems without keyboards, and for people who don’t want to learn all the console commands. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*Generally, we show the DevGUI in the PC game by hitting the F1 key.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*Try hitting F1.&amp;lt;br&amp;gt;If the console doesn’t appear, it’s probably because F1 isn’t bound to the devgui command.&amp;lt;br&amp;gt;Bring up the full console (hold down shift and hit ~, assuming that you’ve set the monkeytoy variable to 0) and type “bind f1”.&amp;lt;br&amp;gt;The console will probably tell you ‘”f1” is not bound’.&amp;lt;br&amp;gt;(If it tells you ‘”f1” = “devgui”’ then you have different problems, probably in your shortcut.&amp;lt;br&amp;gt;You need to activate cheats and developer commands.)&amp;lt;br&amp;gt;Next, type “bind f1 devgui”.&amp;lt;br&amp;gt;Now type “bind f1” again, and the console should tell you ‘”f1” = “devgui”’.&amp;lt;br&amp;gt;Get rid of the console (hit ~) and hit F1 again.&amp;lt;br&amp;gt;This time the DevGUI should appear at the top of the screen.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
*The DevGUI options vary depending on whether you’re in a map or not.&amp;lt;br&amp;gt;In theory, you can use the DevGUI for anything you might want to do, although in practice binding keys to common commands is much faster.&amp;lt;br&amp;gt;Navigate through the DevGUI using the arrow keys, Enter and Esc.&amp;lt;br&amp;gt;Some options bring up sliders, which you alter using the arrow keys or by holding down the mouse and dragging left and right.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Testing models and animation in the game environment==&lt;br /&gt;
&lt;br /&gt;
*Load a map and hit the F1 key to open the DevGUI, and navigate to Model Previewer using the arrow keys and the Enter key.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*The first option you’ll need to use is “Load Model”.&amp;lt;br&amp;gt;Select this menu option and hit enter.&amp;lt;br&amp;gt;A scroll bar appears at the bottom of the screen.&amp;lt;br&amp;gt;Scroll through entries using the arrow keys, or by holding down the mouse button and dragging left and right.&amp;lt;br&amp;gt;Once you have selected the model you want to load, hit enter.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*The controls to maneuver around are similar to Maya’s navigational tools.&amp;lt;br&amp;gt;Use W and E to switch to move or rotate mode.&amp;lt;br&amp;gt;Hold down Alt and use different mouse buttons to move the camera.&amp;lt;br&amp;gt;Note that in rotate mode, holding down the right mouse button will rotate the model on its vertical axis.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
*A very useful feature of the DevGUI (for artists) is the ability to turn various textures on and off.&amp;lt;br&amp;gt;If you go to Renderer -&amp;gt; Texture Override, you can mess with the light map, normal map, color map and spec map.&amp;lt;br&amp;gt;If you’re technical, you can also glean some information from the debug shaders, which might help debug lighting anomalies due to messed up normals.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*You can also apply animations to the model, using the animation previewer.&amp;lt;br&amp;gt;To be frank though, the animation previewer isn’t done, and it’s not easy to use.&amp;lt;br&amp;gt;It can be useful if an animation doesn’t work, and you want to debug it, but for general testing you’re much better off scripting the animation to play in a level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sources: Infinity Ward Docs&lt;br /&gt;
[[Category:Call of Duty 2]]&lt;br /&gt;
[[Category:Technical Reference]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_2:_Tools_Setup_Notes&amp;diff=16125</id>
		<title>Call of Duty 2: Tools Setup Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_2:_Tools_Setup_Notes&amp;diff=16125"/>
		<updated>2011-08-07T13:11:39Z</updated>

		<summary type="html">&lt;p&gt;Sanya: Undo revision 15759 by Quentin Scott (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Setup Notes=&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red&amp;quot;&amp;gt;Please note that CoD2 Mod Tools requires your video drivers and DirectX to be up to date.&amp;lt;br&amp;gt;&lt;br /&gt;
Please contact your hardware manufacturer to find the latest drivers for your system.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Extracting Models from the iwd files==&lt;br /&gt;
 &lt;br /&gt;
Radiant users must extract the xmodel folder from iw_13.iwd for radiant to show the list of models. You can place models in Radiant without doing this but you would have to manually type in the model name. Extracting this folder allows you to browse for models instead of having to type in a name.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
IWD files are the same as a zip file, so you should be able to open them using any unzipping utility. Depending on what unzipping utility you use, you may need to rename the extension to .zip to extract. Be sure to change it back to .iwd after you extracted the xmodel folder if you changed it or else the game will not load all of it&#039;s files.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
The xmodel directory you extract should be placed inside the &#039;main&#039; folder of the game&#039;s install path.&amp;lt;br&amp;gt;&lt;br /&gt;
For example &#039;&amp;lt;code&amp;gt;C:\Program Files\Activision\Call of Duty 2\main\xmodel\&amp;lt;/code&amp;gt;&#039; should contain all the extracted model files.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==What&#039;s included==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;bin\&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CoD2Radiant.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Level editor. Create custom .map files for single player or multiplayer.&lt;br /&gt;
&lt;br /&gt;
On running CoD2Radiant for the first time, you will need to load the included cod2.prj project file which is located in &amp;quot;\bin&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CoD2_EffectsEd.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The CoD2 effect editor. Create and modify your own effects.&lt;br /&gt;
&lt;br /&gt;
On running CoD2_EffectsEd for the first time, you will be asked to browse to the location the game is installed. The default location is &amp;quot;Program Files\Activision\Call of Duty 2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CoD2CompileTools.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Graphical UI tool that is handy for compiling and running maps.&lt;br /&gt;
&lt;br /&gt;
On running CoD2CompileTools for the first time you must click the &amp;quot;browse&amp;quot; button in the upper left corner and browse to the location the game is installed. The default location is &amp;quot;Program Files\Activision\Call of Duty 2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;asset_manager.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tool used for adding/modifying assets to the game. See the included Maya documentation for sample usage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;cod2map.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
compiles the .map file and creates a .d3dbsp. Referenced by CoD2CompileTools.exe, but can be called manually as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;cod2rad.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
calculates lighting for a map and writes to the .d3dbsp. Referenced by CoD2CompileTools.exe, but can be called &lt;br /&gt;
manually as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;converter.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Converts data from asset manager to game data. If you add something to asset_manager, you must then run converter &lt;br /&gt;
before seeing your assets in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;bin\maya\&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
In here you will find the Maya 6 model and animation export Plugins. See the Maya documentation for information on how to setup these Plugins with your Maya software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;collmaps\&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
This is where collision map files are stored. Their filenames correspond to the xmodel name in the xmodel folder.&lt;br /&gt;
&lt;br /&gt;
By default, static models do not have collision, they get their collision data from &lt;br /&gt;
these collmaps that we have made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;devraw\maps\&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
CoD2_EffectsEd looks in this folder for effectsEd_box.d3dbsp which is the bsp the editor loads. You can replace this bsp with another if you&#039;d like CoD2_EffectsEd to use a different bsp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;map_source\&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
We have included the source for two official maps, and this is where they are located, along with all the prefabs &lt;br /&gt;
they reference. There is also a multiplayer test map included which contains the basics for any multiplayer map that can be helpful for testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;xmodel_export\&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
The base character and hotbox model is located here. See included Maya documentation for explanation of this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sources: Infinity Ward Docs&lt;br /&gt;
[[Category:Call of Duty 2]]&lt;br /&gt;
[[Category:Technical Reference]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Introduction_to_animation&amp;diff=16124</id>
		<title>Call of Duty 4: Introduction to animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Introduction_to_animation&amp;diff=16124"/>
		<updated>2011-08-07T13:09:56Z</updated>

		<summary type="html">&lt;p&gt;Sanya: /* Author */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==Foreword==&lt;br /&gt;
&lt;br /&gt;
A lot of guys asking for teach/help them in this part of modding. After 10th request I thought about tutotrial, which I&#039;ve done and now release there.&lt;br /&gt;
&lt;br /&gt;
I&#039;m really sorry, but there is only russian language. But if you&#039;ll carefuly you can take basic, which you need :) Another thing is only your maya skill, so I hope that it&#039;ll help. &lt;br /&gt;
&lt;br /&gt;
I explain BASIC knowledge here, if you understand all of these things right you can easy make your own anims as well!&lt;br /&gt;
&lt;br /&gt;
Have a fun ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&lt;br /&gt;
Basic:&lt;br /&gt;
&lt;br /&gt;
1) Creating VMGun file.&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=CSXU3FFvlpw   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) Basic ideas, making idle; copy function.&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=ZVgPJt3vp6w&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) Fit M16 anims to our gun.&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=BzK0pLue720&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) Export.&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=GgxNjmmP9Ns&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advance:&lt;br /&gt;
&lt;br /&gt;
1) Notetracks.&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=JMGxTEVDv8E&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) Controllers.&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=F01z-UFPCVg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RAW gunfile:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.mod-cod4.ucoz.ru/cod4/MW2_UMP45_RAW.rar]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1st off I wish say BIG THANK to these guy, who helped me a lot with start! Thanks a lot, guys!&lt;br /&gt;
&lt;br /&gt;
|EHD| Seven; Susel; Hallulallu; |MACOM| Hacker22. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 19:26, 6 August 2011 (IST)&lt;br /&gt;
&lt;br /&gt;
e-mail: sanya.rnd@gmail.com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Modtools]]&lt;br /&gt;
[[Category:Advanced Editing]]&lt;br /&gt;
[[Category:Modelling]]&lt;br /&gt;
[[Category:Maya]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Introduction_to_animation&amp;diff=16123</id>
		<title>Call of Duty 4: Introduction to animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Introduction_to_animation&amp;diff=16123"/>
		<updated>2011-08-06T18:32:29Z</updated>

		<summary type="html">&lt;p&gt;Sanya: /* Author */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==Foreword==&lt;br /&gt;
&lt;br /&gt;
A lot of guys asking for teach/help them in this part of modding. After 10th request I thought about tutotrial, which I&#039;ve done and now release there.&lt;br /&gt;
&lt;br /&gt;
I&#039;m really sorry, but there is only russian language. But if you&#039;ll carefuly you can take basic, which you need :) Another thing is only your maya skill, so I hope that it&#039;ll help. &lt;br /&gt;
&lt;br /&gt;
I explain BASIC knowledge here, if you understand all of these things right you can easy make your own anims as well!&lt;br /&gt;
&lt;br /&gt;
Have a fun ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&lt;br /&gt;
Basic:&lt;br /&gt;
&lt;br /&gt;
1) Creating VMGun file.&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=CSXU3FFvlpw   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) Basic ideas, making idle; copy function.&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=ZVgPJt3vp6w&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) Fit M16 anims to our gun.&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=BzK0pLue720&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) Export.&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=GgxNjmmP9Ns&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advance:&lt;br /&gt;
&lt;br /&gt;
1) Notetracks.&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=JMGxTEVDv8E&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) Controllers.&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=F01z-UFPCVg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RAW gunfile:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.mod-cod4.ucoz.ru/cod4/MW2_UMP45_RAW.rar]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1st off I wish say BIG THANK to these guy, who helped me a lot with start! Thanks a lot, guys!&lt;br /&gt;
&lt;br /&gt;
|EHD| Seven; Susel; Hallulallu; |MACOM| Hacker22. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 19:26, 6 August 2011 (IST)&lt;br /&gt;
&lt;br /&gt;
e-mail: sanya.rnd@gmail.com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Introduction_to_animation&amp;diff=16122</id>
		<title>Call of Duty 4: Introduction to animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Introduction_to_animation&amp;diff=16122"/>
		<updated>2011-08-06T18:26:16Z</updated>

		<summary type="html">&lt;p&gt;Sanya: Created page with &amp;quot;  ==Foreword==  A lot of guys asking for teach/help them in this part of modding. After 10th request I thought about tutotrial, which I&amp;#039;ve done and now release there.  I&amp;#039;m really...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==Foreword==&lt;br /&gt;
&lt;br /&gt;
A lot of guys asking for teach/help them in this part of modding. After 10th request I thought about tutotrial, which I&#039;ve done and now release there.&lt;br /&gt;
&lt;br /&gt;
I&#039;m really sorry, but there is only russian language. But if you&#039;ll carefuly you can take basic, which you need :) Another thing is only your maya skill, so I hope that it&#039;ll help. &lt;br /&gt;
&lt;br /&gt;
I explain BASIC knowledge here, if you understand all of these things right you can easy make your own anims as well!&lt;br /&gt;
&lt;br /&gt;
Have a fun ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&lt;br /&gt;
Basic:&lt;br /&gt;
&lt;br /&gt;
1) Creating VMGun file.&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=CSXU3FFvlpw   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) Basic ideas, making idle; copy function.&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=ZVgPJt3vp6w&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) Fit M16 anims to our gun.&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=BzK0pLue720&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) Export.&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=GgxNjmmP9Ns&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advance:&lt;br /&gt;
&lt;br /&gt;
1) Notetracks.&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=JMGxTEVDv8E&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) Controllers.&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=F01z-UFPCVg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RAW gunfile:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.mod-cod4.ucoz.ru/cod4/MW2_UMP45_RAW.rar]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1st off I wish say BIG THANK to these guy, who helped me a lot with start!&lt;br /&gt;
&lt;br /&gt;
|EHD| Seven; Susel; Hallulallu; |MACOM| Hacker22. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 19:26, 6 August 2011 (IST)&lt;br /&gt;
&lt;br /&gt;
e-mail: sanya.rnd@gmail.com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images&amp;diff=16103</id>
		<title>Call of Duty 4: Porting Images</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images&amp;diff=16103"/>
		<updated>2011-07-27T10:16:28Z</updated>

		<summary type="html">&lt;p&gt;Sanya: /* Getting right colour map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{note|In this tutorial I wound try explain how to get correct colour maps from MW2 and Black Ops + specular/normal maps porting}}&lt;br /&gt;
&lt;br /&gt;
==Foreword==&lt;br /&gt;
&lt;br /&gt;
Before reading this tutorial read old one - [http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Porting_Images_Old]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A long time I&#039;m interest how to get right colour maps in Modern Warfare 2 and Black Ops later.&lt;br /&gt;
Fully understanding take 2 month (finish my ideas in may, but for some reason release it only now) and, I hope, it&#039;s ok :)&lt;br /&gt;
&lt;br /&gt;
Let&#039;s tutorial begin?&lt;br /&gt;
&lt;br /&gt;
==Getting right colour map==&lt;br /&gt;
&lt;br /&gt;
As I wrote sometime ago, there is ways with combining colour+spec, colour+detail. But I had re-mind all, and now it should be right, no more shit.&lt;br /&gt;
&lt;br /&gt;
BO:&lt;br /&gt;
&lt;br /&gt;
Almost of images have combining by spc+col. Only some of them - col+detail (AUG, for example).&lt;br /&gt;
&lt;br /&gt;
UPD:&lt;br /&gt;
&lt;br /&gt;
Hm, lol. When I think that it&#039;s over, I open funny things again. Not sure, but it looks like in BO there is second way for get right colour is combine colour map with itself. Just open colour map: Image-&amp;gt; Alpply Image and enable mask and WOOP!, we get smth like it should be. &lt;br /&gt;
Which way is right? I dont know and have no clue, so, I just notice about it and hope that later it will be found as well basic of that tutorial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MW2:&lt;br /&gt;
&lt;br /&gt;
As I wrote there is 2 spec file. I don&#039;t mind why it&#039;s here about month (thinking that there is just one added by mistake, as well). After idea just comes in my head and I check it. Different SPC for different materials. Example: &lt;br /&gt;
&lt;br /&gt;
MP5k has 2 specular maps. 1 of them used for iron sight, second for another parts. This way used not only for weapons, but for a players as well too (and almostly for players).&lt;br /&gt;
&lt;br /&gt;
Ok, now by algorithm:&lt;br /&gt;
&lt;br /&gt;
1) Check Aplha 1 layer. If there is nothing (layer is white), then image dont use combining method, result given by specular map and some extra options in asset manager. &lt;br /&gt;
&lt;br /&gt;
2) If there is Alpha 1 layer and it&#039;s ok - notice which colour you have in game. Depends by that you choose detail map, which you&#039;ll combine with colour (probably, you can use different ones for different effects, for example Vector used brown detail, but on one SP mission - black, so you can get a real colour, but also some advanced). In MW2 you needn&#039;t combine col+spec, it doesnt use there. &lt;br /&gt;
&lt;br /&gt;
3) Next step. Combine by Image -&amp;gt; Apply image. Use different sett-s and watch preview result. Do not forget enable &amp;quot;Mask&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
Follow by that you&#039;ll get right colour for colour map.&lt;br /&gt;
&lt;br /&gt;
How to seach detail:&lt;br /&gt;
&lt;br /&gt;
probably, I have explained in old tutorial about seaching name in extracted .ff&#039;s. You can use it, of course. &lt;br /&gt;
But most easy way is to get it by reading names of detail and watching on SS of gun which you need. Detail names are readable, so it&#039;s no hard to find right image too.&lt;br /&gt;
&lt;br /&gt;
Btw, you can choose any from these ways :)&lt;br /&gt;
&lt;br /&gt;
==Specular / Cosine maps==&lt;br /&gt;
&lt;br /&gt;
Step by step.&lt;br /&gt;
&lt;br /&gt;
For 1st get specular map. Now you going to open it. Choose RGB and save as blablabla_spc.&amp;lt;anyformat&amp;gt; . Use 24 bit. Choose Aplha 1 and change Mod to Grayscale (for saving your HDD place :D). You&#039;re free past it on RGB, combine layers as well too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you have to do 2 different ways - for black ops and for MW/MW2. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MW 1/2:&lt;br /&gt;
&lt;br /&gt;
Save result as blablabla_cos.&amp;lt;anyformat&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Black Ops:&lt;br /&gt;
&lt;br /&gt;
Before saving reduce brightness, about -70 - -100. By that you&#039;ll get useful cosine, because in BO it&#039;s too white. After that save it as blablabla_cos.&amp;lt;anyformat&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal Maps==&lt;br /&gt;
&lt;br /&gt;
Nothing need to change. &lt;br /&gt;
&lt;br /&gt;
You can use fake .tga and dds2iwi.exe, or use action file for PS which&#039;ll convert NML to standart view. &lt;br /&gt;
&lt;br /&gt;
Action file can be found there. (Probably, I found it myself, but sometiles ago 1 man send me a link on already done tutorial about it. Only 1 problem was that action file was a bit wrong, so I still prefer my. Remember that you cant get 100% simply NML from this action file, blue channel have some differents).&lt;br /&gt;
&lt;br /&gt;
[http://rghost.ru/15456031]&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
[[File:mw2_colormaps_5.jpg|200px]] [[File:mw2_colormaps_6.jpg|200px]] [[File:mw2_colormaps_7.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
Specular / Cosine maps ideas based around work of Mark Douma alias NSGod - [http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Textures]&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 06:53, 23 July 2011 (IST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
e-mail: sanya.rnd@gmail.com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Texturing]]&lt;br /&gt;
[[Category:Call of Duty 7]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images&amp;diff=16102</id>
		<title>Call of Duty 4: Porting Images</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images&amp;diff=16102"/>
		<updated>2011-07-27T10:14:42Z</updated>

		<summary type="html">&lt;p&gt;Sanya: /* Getting right colour map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{note|In this tutorial I wound try explain how to get correct colour maps from MW2 and Black Ops + specular/normal maps porting}}&lt;br /&gt;
&lt;br /&gt;
==Foreword==&lt;br /&gt;
&lt;br /&gt;
Before reading this tutorial read old one - [http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Porting_Images_Old]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A long time I&#039;m interest how to get right colour maps in Modern Warfare 2 and Black Ops later.&lt;br /&gt;
Fully understanding take 2 month (finish my ideas in may, but for some reason release it only now) and, I hope, it&#039;s ok :)&lt;br /&gt;
&lt;br /&gt;
Let&#039;s tutorial begin?&lt;br /&gt;
&lt;br /&gt;
==Getting right colour map==&lt;br /&gt;
&lt;br /&gt;
As I wrote sometime ago, there is ways with combining colour+spec, colour+detail. But I had re-mind all, and now it should be right, no more shit.&lt;br /&gt;
&lt;br /&gt;
BO:&lt;br /&gt;
&lt;br /&gt;
Almost of images have combining by spc+col. Only some of them - col+detail (AUG, for example).&lt;br /&gt;
&lt;br /&gt;
UPD:&lt;br /&gt;
&lt;br /&gt;
Hm, lol. When I think that it&#039;s over, I open funny things again. Not sure, but it looks like in BO there is second way for get right colour is combine colour map with itself. Just open image, Alpply Image and enable mask and WOOP, we get smth like it should. &lt;br /&gt;
Which way is right? I dont know and have no clue, so, I just notice about it and hope that later it will be found as well basic of that tutorial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MW2:&lt;br /&gt;
&lt;br /&gt;
As I wrote there is 2 spec file. I don&#039;t mind why it&#039;s here about month (thinking that there is just one added by mistake, as well). After idea just comes in my head and I check it. Different SPC for different materials. Example: &lt;br /&gt;
&lt;br /&gt;
MP5k has 2 specular maps. 1 of them used for iron sight, second for another parts. This way used not only for weapons, but for a players as well too (and almostly for players).&lt;br /&gt;
&lt;br /&gt;
Ok, now by algorithm:&lt;br /&gt;
&lt;br /&gt;
1) Check Aplha 1 layer. If there is nothing (layer is white), then image dont use combining method, result given by specular map and some extra options in asset manager. &lt;br /&gt;
&lt;br /&gt;
2) If there is Alpha 1 layer and it&#039;s ok - notice which colour you have in game. Depends by that you choose detail map, which you&#039;ll combine with colour (probably, you can use different ones for different effects, for example Vector used brown detail, but on one SP mission - black, so you can get a real colour, but also some advanced). In MW2 you needn&#039;t combine col+spec, it doesnt use there. &lt;br /&gt;
&lt;br /&gt;
3) Next step. Combine by Image -&amp;gt; Apply image. Use different sett-s and watch preview result. Do not forget enable &amp;quot;Mask&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
Follow by that you&#039;ll get right colour for colour map.&lt;br /&gt;
&lt;br /&gt;
How to seach detail:&lt;br /&gt;
&lt;br /&gt;
probably, I have explained in old tutorial about seaching name in extracted .ff&#039;s. You can use it, of course. &lt;br /&gt;
But most easy way is to get it by reading names of detail and watching on SS of gun which you need. Detail names are readable, so it&#039;s no hard to find right image too.&lt;br /&gt;
&lt;br /&gt;
Btw, you can choose any from these ways :)&lt;br /&gt;
&lt;br /&gt;
==Specular / Cosine maps==&lt;br /&gt;
&lt;br /&gt;
Step by step.&lt;br /&gt;
&lt;br /&gt;
For 1st get specular map. Now you going to open it. Choose RGB and save as blablabla_spc.&amp;lt;anyformat&amp;gt; . Use 24 bit. Choose Aplha 1 and change Mod to Grayscale (for saving your HDD place :D). You&#039;re free past it on RGB, combine layers as well too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you have to do 2 different ways - for black ops and for MW/MW2. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MW 1/2:&lt;br /&gt;
&lt;br /&gt;
Save result as blablabla_cos.&amp;lt;anyformat&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Black Ops:&lt;br /&gt;
&lt;br /&gt;
Before saving reduce brightness, about -70 - -100. By that you&#039;ll get useful cosine, because in BO it&#039;s too white. After that save it as blablabla_cos.&amp;lt;anyformat&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal Maps==&lt;br /&gt;
&lt;br /&gt;
Nothing need to change. &lt;br /&gt;
&lt;br /&gt;
You can use fake .tga and dds2iwi.exe, or use action file for PS which&#039;ll convert NML to standart view. &lt;br /&gt;
&lt;br /&gt;
Action file can be found there. (Probably, I found it myself, but sometiles ago 1 man send me a link on already done tutorial about it. Only 1 problem was that action file was a bit wrong, so I still prefer my. Remember that you cant get 100% simply NML from this action file, blue channel have some differents).&lt;br /&gt;
&lt;br /&gt;
[http://rghost.ru/15456031]&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
[[File:mw2_colormaps_5.jpg|200px]] [[File:mw2_colormaps_6.jpg|200px]] [[File:mw2_colormaps_7.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
Specular / Cosine maps ideas based around work of Mark Douma alias NSGod - [http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Textures]&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 06:53, 23 July 2011 (IST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
e-mail: sanya.rnd@gmail.com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Texturing]]&lt;br /&gt;
[[Category:Call of Duty 7]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images_Old&amp;diff=16099</id>
		<title>Call of Duty 4: Porting Images Old</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images_Old&amp;diff=16099"/>
		<updated>2011-07-26T16:18:21Z</updated>

		<summary type="html">&lt;p&gt;Sanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|In this tutorial I wound try explain how to get correct colour maps from MW2 and Black Ops + specular maps porting}}&lt;br /&gt;
&lt;br /&gt;
==Foreword==&lt;br /&gt;
&lt;br /&gt;
{{info|&#039;&#039;I&#039;m a beginner in photoshop, I&#039;m glad if someone update my tutorial if I made smth wrong and notice me via e-mail about it.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
A long time I&#039;m interest how to get right colour maps in Modern Warfare 2 and Black Ops later.&amp;lt;br&amp;gt;&lt;br /&gt;
On this week I got a strange idea, when I saw specular maps again. It is pretty strange, because I had never seen smth in any part of Call of Duty.&amp;lt;br&amp;gt;&lt;br /&gt;
It has a parts of colour map, and then I think about combined images. I go to MW2 and found again 2 spc files for some weapons and again it include colour map parts, another specular - black&amp;amp;white (standart spc).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
I google some info about combining and test some things and success in it, and now I post this tutorial there.&lt;br /&gt;
&lt;br /&gt;
New tutorial there - [http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Porting_Images]&lt;br /&gt;
&lt;br /&gt;
==Black Ops==&lt;br /&gt;
&lt;br /&gt;
Ok, now step by step.&lt;br /&gt;
&lt;br /&gt;
*For 1st get specular map and colour. Convert it to DDS and go to photoshop. Now open both images. Do not delete alpha channel, it&#039;s important.&lt;br /&gt;
&lt;br /&gt;
[[File:mw2_colormaps_1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
*Here we go. I&#039;d show you example on SPAS images. &lt;br /&gt;
&lt;br /&gt;
*When you open 2 files, go to Image -&amp;gt; Apply image. This tool afford you combine pictures. Let&#039;s see what is that. &lt;br /&gt;
&lt;br /&gt;
[[File:mw2_colormaps_2.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
*Setup settings as on screenshot and you can see, how image transformed. Then press ok and save it :)&lt;br /&gt;
&lt;br /&gt;
==Modern Warfare 2==&lt;br /&gt;
&lt;br /&gt;
*Simply work like in BO. We should take colour map and combine it with specular (on some models there is 2 specular maps, which are pretty simple, but one more darken (for what is that?)). It works with originally black weapons in game (SPAS-12, MP5k, FN2000).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Exacly some of them using black detail_ .iwi, but if you combine it with spec. map you get simply result. Looks strange.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*For converting smth like AK, Vector, Cheytac read Advance section.&lt;br /&gt;
&lt;br /&gt;
==Specular and Normal maps==&lt;br /&gt;
&lt;br /&gt;
{{info|&#039;&#039;This part for Call of Duty 4 modellers.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
*I wish notice that normal maps no need to change, just for getting it right convert it manually (there are some old converters). It works not right just because colour map and specular were used not right.&lt;br /&gt;
And now about specular. Modern Warfare 2 specular maps can be used without changing, it&#039;s pretty good. I would talk about Black Ops ones.&lt;br /&gt;
&lt;br /&gt;
*Open it in Photoshop and past alpha chanell on RGB (use rectangular marquee tool and ctrl+c, ctrl+v, lol), because RGB is not right, used for getting right colours by game. Alpha chanell is what we need. It&#039;s specular map, but it is so lighting (then in BO weapons looks like laminated, I think).&lt;br /&gt;
&lt;br /&gt;
[[File:mw2_colormaps_3.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Now go to Image -&amp;gt; Adjustments -&amp;gt; Hue/Saturation and make it less lighting. &lt;br /&gt;
&lt;br /&gt;
[[File:mw2_colormaps_4.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Copy RGB and past on alpha chanell (because we cant change lightness of alpha chanell manually (or I&#039;m just idiot)).&lt;br /&gt;
Now to go Layers palette and combine background and new layer (which we pasted). For that choose both and press ctrl+E. Save it as DDS and again manual convert to iwi. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advance==&lt;br /&gt;
&lt;br /&gt;
{{note|&#039;&#039;For made it you should know &amp;quot;a bit&amp;quot; more, like what fast file is and how to dump it.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
*I tested a lot and all works fine, before I tried MW2 AK-47 and Kriss Vector.&lt;br /&gt;
*I seaching second spc, but there isn&#039;t! thought that there is engine transform and ect, but I also thought about materials, and go to check it.&lt;br /&gt;
*I dump common.ff and common_mp.ff and start seach it and got it! AK used detailed map - detail_kaki_paint.iwi, which I take and try combine images again. Let&#039;s see what to do now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I wont explain how to dump ff, there is a lot of tutorial about it. All what you need - open unpacked .ff and seach smth like weapon_ak_tactical (name of colour maps) in hex and find material offsets. Usually there is few materials, read carefuly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Code example:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;...яяяяweapon_ak_tactical_col.........DXT5....юяяя........ё*..ё*..Ђ.Ђ.....яяяя&#039;&#039;&#039;detail_kaki_paint&#039;&#039;&#039;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We need colour + our new detail_kaki_paint. Convert it to .DDS and go to Photoshop. Now remember: Apply image work only with images with simple size, then we open kaki paint and go to Image - Image size. Setup it as colour map size (usually 1024x1024). Now choose colour map and go to Image -&amp;gt; Apply image again. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You&#039;ll see how grey colour changed on new, choclate (?). But it&#039;s not right, MW2 has less strong colour. Now we should change &#039;&#039;&#039;Blending type&#039;&#039;&#039; . &lt;br /&gt;
&lt;br /&gt;
Simple work with BO (there is some weapons with detailed map too, like AUG).&lt;br /&gt;
&lt;br /&gt;
*UPD: After several tests I notice, that sometimes there is nothing about detail map in fast file, but it used on weapon. I dont see another way like only get all detail_ .iwi and step by step try combine it with image. &lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
[[File:mw2_colormaps_5.jpg|200px]] [[File:mw2_colormaps_6.jpg|200px]] [[File:mw2_colormaps_7.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 12:05, 31 March 2011 (IST)&lt;br /&gt;
&lt;br /&gt;
e-mail: sanya.rnd@gmail.com&lt;br /&gt;
&lt;br /&gt;
Thanks and I hope it was useful for you.&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Texturing]]&lt;br /&gt;
[[Category:Call of Duty 7]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images&amp;diff=16088</id>
		<title>Call of Duty 4: Porting Images</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images&amp;diff=16088"/>
		<updated>2011-07-23T06:54:35Z</updated>

		<summary type="html">&lt;p&gt;Sanya: /* Author */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{note|In this tutorial I wound try explain how to get correct colour maps from MW2 and Black Ops + specular/normal maps porting}}&lt;br /&gt;
&lt;br /&gt;
==Foreword==&lt;br /&gt;
&lt;br /&gt;
Before reading this tutorial read old one - [http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Porting_Images_Old]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A long time I&#039;m interest how to get right colour maps in Modern Warfare 2 and Black Ops later.&lt;br /&gt;
Fully understanding take 2 month (finish my ideas in may, but for some reason release it only now) and, I hope, it&#039;s ok :)&lt;br /&gt;
&lt;br /&gt;
Let&#039;s tutorial begin?&lt;br /&gt;
&lt;br /&gt;
==Getting right colour map==&lt;br /&gt;
&lt;br /&gt;
As I wrote sometime ago, there is ways with combining colour+spec, colour+detail. But I had re-mind all, and now it should be right, no more shit.&lt;br /&gt;
&lt;br /&gt;
BO:&lt;br /&gt;
&lt;br /&gt;
Almost of images have combining by spc+col. Only some of them - col+detail (AUG, for example).&lt;br /&gt;
&lt;br /&gt;
MW2:&lt;br /&gt;
&lt;br /&gt;
As I wrote there is 2 spec file. I don&#039;t mind why it&#039;s here about month (thinking that there is just one added by mistake, as well). After idea just comes in my head and I check it. Different SPC for different materials. Example: &lt;br /&gt;
&lt;br /&gt;
MP5k has 2 specular maps. 1 of them used for iron sight, second for another parts. This way used not only for weapons, but for a players as well too (and almostly for players).&lt;br /&gt;
&lt;br /&gt;
Ok, now by algorithm:&lt;br /&gt;
&lt;br /&gt;
1) Check Aplha 1 layer. If there is nothing (layer is white), then image dont use combining method, result given by specular map and some extra options in asset manager. &lt;br /&gt;
&lt;br /&gt;
2) If there is Alpha 1 layer and it&#039;s ok - notice which colour you have in game. Depends by that you choose detail map, which you&#039;ll combine with colour (probably, you can use different ones for different effects, for example Vector used brown detail, but on one SP mission - black, so you can get a real colour, but also some advanced). In MW2 you needn&#039;t combine col+spec, it doesnt use there. &lt;br /&gt;
&lt;br /&gt;
3) Next step. Combine by Image -&amp;gt; Apply image. Use different sett-s and watch preview result. Do not forget enable &amp;quot;Mask&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
Follow by that you&#039;ll get right colour for colour map.&lt;br /&gt;
&lt;br /&gt;
How to seach detail:&lt;br /&gt;
&lt;br /&gt;
probably, I have explained in old tutorial about seaching name in extracted .ff&#039;s. You can use it, of course. &lt;br /&gt;
But most easy way is to get it by reading names of detail and watching on SS of gun which you need. Detail names are readable, so it&#039;s no hard to find right image too.&lt;br /&gt;
&lt;br /&gt;
Btw, you can choose any from these ways :)&lt;br /&gt;
&lt;br /&gt;
==Specular / Cosine maps==&lt;br /&gt;
&lt;br /&gt;
Step by step.&lt;br /&gt;
&lt;br /&gt;
For 1st get specular map. Now you going to open it. Choose RGB and save as blablabla_spc.&amp;lt;anyformat&amp;gt; . Use 24 bit. Choose Aplha 1 and change Mod to Grayscale (for saving your HDD place :D). You&#039;re free past it on RGB, combine layers as well too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you have to do 2 different ways - for black ops and for MW/MW2. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MW 1/2:&lt;br /&gt;
&lt;br /&gt;
Save result as blablabla_cos.&amp;lt;anyformat&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Black Ops:&lt;br /&gt;
&lt;br /&gt;
Before saving reduce brightness, about -70 - -100. By that you&#039;ll get useful cosine, because in BO it&#039;s too white. After that save it as blablabla_cos.&amp;lt;anyformat&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal Maps==&lt;br /&gt;
&lt;br /&gt;
Nothing need to change. &lt;br /&gt;
&lt;br /&gt;
You can use fake .tga and dds2iwi.exe, or use action file for PS which&#039;ll convert NML to standart view. &lt;br /&gt;
&lt;br /&gt;
Action file can be found there. (Probably, I found it myself, but sometiles ago 1 man send me a link on already done tutorial about it. Only 1 problem was that action file was a bit wrong, so I still prefer my. Remember that you cant get 100% simply NML from this action file, blue channel have some differents).&lt;br /&gt;
&lt;br /&gt;
[http://rghost.ru/15456031]&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
[[File:mw2_colormaps_5.jpg|200px]] [[File:mw2_colormaps_6.jpg|200px]] [[File:mw2_colormaps_7.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
Specular / Cosine maps ideas based around work of Mark Douma alias NSGod - [http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Textures]&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 06:53, 23 July 2011 (IST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
e-mail: sanya.rnd@gmail.com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Texturing]]&lt;br /&gt;
[[Category:Call of Duty 7]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Ripping_sounds&amp;diff=16087</id>
		<title>Call of Duty 4: Ripping sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Ripping_sounds&amp;diff=16087"/>
		<updated>2011-07-23T06:51:40Z</updated>

		<summary type="html">&lt;p&gt;Sanya: /* Author */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|In this tutorial explains how to rip sounds from fast file from call of duty 4 and call of duty Modern Warfare 2}}&lt;br /&gt;
&lt;br /&gt;
==Start==&lt;br /&gt;
&lt;br /&gt;
For 1st we should get fast file. Now we unpack it (you can use different ways, include different programs or manual convert. More easy way download FFviewer).&lt;br /&gt;
&lt;br /&gt;
If you use FF viewer - open fast file in program and after that go to the folder with common.ff and find file: %fast file name%-extract.dat. It&#039;s already unpacked file which we need. Also, you can use FF viewer for easy browse which sounds .FF include (in program: Extra Data -&amp;gt; sound).&lt;br /&gt;
&lt;br /&gt;
[[File:In_ff_viewer.JPG]]&lt;br /&gt;
&lt;br /&gt;
I would show on MW2 example (in cod4 we worked simply too).&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
Also, this way doesnt work in Black Ops, looks like sounds after unpack comes damaged and cant be used anyway.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Seaching sounds==&lt;br /&gt;
&lt;br /&gt;
Now when we have unpacked .FF, open it in any HEX editor([http://mh-nexus.de/en/ for example]). Press ctrl+f and type any name of sound, which we get in FF viewer. Be careful - sound header looks like &lt;br /&gt;
&lt;br /&gt;
яяяuser_interface/ui_arcade_multiply1&#039;&#039;&#039;.wav&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
but not like &lt;br /&gt;
&lt;br /&gt;
weap_magpul_fire_aki - it&#039;s just part of soundaliases or smth else I think.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:In_hex_editor.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Saving==&lt;br /&gt;
&lt;br /&gt;
Now we found sound, for example weap_magpul_slst_4b.wav .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Copy part of code after &#039;&#039;&#039;.wav.&#039;&#039;&#039;%CODE_HERE%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Copy not a litle number of code, but not so much (like half of fast file, lol). Sometimes if you copy too much sounds comes damaged in soundeditor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now go to File -&amp;gt; New. Create new blank, past code and save without format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In audio editor==&lt;br /&gt;
&lt;br /&gt;
Now we need import our non-format file in audio editor as RAW data. I prefer [http://audacity.sourceforge.net/download/ Audacity] for that.&lt;br /&gt;
&lt;br /&gt;
When we import it in program, it says about settenings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Encoding type is always Signed 16 bit PCM;&lt;br /&gt;
&lt;br /&gt;
Byte order is different: there is a litle endian and big endian sounds. If you get sounds smth like &amp;quot;shhhhh&amp;quot; just change byte orther on another one. Almostly, it&#039;s Litle endian.&lt;br /&gt;
&lt;br /&gt;
Channels is different too. If cod4 used in most of .wavs mono, in MW2 most of fire sounds is stereo. All (as I know) foley sounds (clip in/out, ect) are mono. And again, if you get fast/slow sounds, change this option. &lt;br /&gt;
&lt;br /&gt;
Also, be careful, sometimes programm change &#039;Start Offset option&#039; to 1, it should be always 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:In_audacity.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now when all is ok, import sound, cut it and save :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
Pepper (original idea, talking about import full unpacked fast file, not separated parts).&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 17:47, 18 April 2011 (IST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Sounds]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Ripping_sounds&amp;diff=16086</id>
		<title>Call of Duty 4: Ripping sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Ripping_sounds&amp;diff=16086"/>
		<updated>2011-07-23T06:27:08Z</updated>

		<summary type="html">&lt;p&gt;Sanya: /* Author */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|In this tutorial explains how to rip sounds from fast file from call of duty 4 and call of duty Modern Warfare 2}}&lt;br /&gt;
&lt;br /&gt;
==Start==&lt;br /&gt;
&lt;br /&gt;
For 1st we should get fast file. Now we unpack it (you can use different ways, include different programs or manual convert. More easy way download FFviewer).&lt;br /&gt;
&lt;br /&gt;
If you use FF viewer - open fast file in program and after that go to the folder with common.ff and find file: %fast file name%-extract.dat. It&#039;s already unpacked file which we need. Also, you can use FF viewer for easy browse which sounds .FF include (in program: Extra Data -&amp;gt; sound).&lt;br /&gt;
&lt;br /&gt;
[[File:In_ff_viewer.JPG]]&lt;br /&gt;
&lt;br /&gt;
I would show on MW2 example (in cod4 we worked simply too).&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
Also, this way doesnt work in Black Ops, looks like sounds after unpack comes damaged and cant be used anyway.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Seaching sounds==&lt;br /&gt;
&lt;br /&gt;
Now when we have unpacked .FF, open it in any HEX editor([http://mh-nexus.de/en/ for example]). Press ctrl+f and type any name of sound, which we get in FF viewer. Be careful - sound header looks like &lt;br /&gt;
&lt;br /&gt;
яяяuser_interface/ui_arcade_multiply1&#039;&#039;&#039;.wav&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
but not like &lt;br /&gt;
&lt;br /&gt;
weap_magpul_fire_aki - it&#039;s just part of soundaliases or smth else I think.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:In_hex_editor.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Saving==&lt;br /&gt;
&lt;br /&gt;
Now we found sound, for example weap_magpul_slst_4b.wav .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Copy part of code after &#039;&#039;&#039;.wav.&#039;&#039;&#039;%CODE_HERE%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Copy not a litle number of code, but not so much (like half of fast file, lol). Sometimes if you copy too much sounds comes damaged in soundeditor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now go to File -&amp;gt; New. Create new blank, past code and save without format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In audio editor==&lt;br /&gt;
&lt;br /&gt;
Now we need import our non-format file in audio editor as RAW data. I prefer [http://audacity.sourceforge.net/download/ Audacity] for that.&lt;br /&gt;
&lt;br /&gt;
When we import it in program, it says about settenings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Encoding type is always Signed 16 bit PCM;&lt;br /&gt;
&lt;br /&gt;
Byte order is different: there is a litle endian and big endian sounds. If you get sounds smth like &amp;quot;shhhhh&amp;quot; just change byte orther on another one. Almostly, it&#039;s Litle endian.&lt;br /&gt;
&lt;br /&gt;
Channels is different too. If cod4 used in most of .wavs mono, in MW2 most of fire sounds is stereo. All (as I know) foley sounds (clip in/out, ect) are mono. And again, if you get fast/slow sounds, change this option. &lt;br /&gt;
&lt;br /&gt;
Also, be careful, sometimes programm change &#039;Start Offset option&#039; to 1, it should be always 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:In_audacity.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now when all is ok, import sound, cut it and save :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
Original tutorial from Xentax (guys talking about import full unpacked fast file, not separated parts).&lt;br /&gt;
&lt;br /&gt;
Pepper - original idea around import/export FF into Audio editor, which help me a lot.&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 17:47, 18 April 2011 (IST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Sounds]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images&amp;diff=16085</id>
		<title>Call of Duty 4: Porting Images</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images&amp;diff=16085"/>
		<updated>2011-07-23T06:09:35Z</updated>

		<summary type="html">&lt;p&gt;Sanya: /* Normal Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{note|In this tutorial I wound try explain how to get correct colour maps from MW2 and Black Ops + specular/normal maps porting}}&lt;br /&gt;
&lt;br /&gt;
==Foreword==&lt;br /&gt;
&lt;br /&gt;
Before reading this tutorial read old one - [http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Porting_Images_Old]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A long time I&#039;m interest how to get right colour maps in Modern Warfare 2 and Black Ops later.&lt;br /&gt;
Fully understanding take 2 month (finish my ideas in may, but for some reason release it only now) and, I hope, it&#039;s ok :)&lt;br /&gt;
&lt;br /&gt;
Let&#039;s tutorial begin?&lt;br /&gt;
&lt;br /&gt;
==Getting right colour map==&lt;br /&gt;
&lt;br /&gt;
As I wrote sometime ago, there is ways with combining colour+spec, colour+detail. But I had re-mind all, and now it should be right, no more shit.&lt;br /&gt;
&lt;br /&gt;
BO:&lt;br /&gt;
&lt;br /&gt;
Almost of images have combining by spc+col. Only some of them - col+detail (AUG, for example).&lt;br /&gt;
&lt;br /&gt;
MW2:&lt;br /&gt;
&lt;br /&gt;
As I wrote there is 2 spec file. I don&#039;t mind why it&#039;s here about month (thinking that there is just one added by mistake, as well). After idea just comes in my head and I check it. Different SPC for different materials. Example: &lt;br /&gt;
&lt;br /&gt;
MP5k has 2 specular maps. 1 of them used for iron sight, second for another parts. This way used not only for weapons, but for a players as well too (and almostly for players).&lt;br /&gt;
&lt;br /&gt;
Ok, now by algorithm:&lt;br /&gt;
&lt;br /&gt;
1) Check Aplha 1 layer. If there is nothing (layer is white), then image dont use combining method, result given by specular map and some extra options in asset manager. &lt;br /&gt;
&lt;br /&gt;
2) If there is Alpha 1 layer and it&#039;s ok - notice which colour you have in game. Depends by that you choose detail map, which you&#039;ll combine with colour (probably, you can use different ones for different effects, for example Vector used brown detail, but on one SP mission - black, so you can get a real colour, but also some advanced). In MW2 you needn&#039;t combine col+spec, it doesnt use there. &lt;br /&gt;
&lt;br /&gt;
3) Next step. Combine by Image -&amp;gt; Apply image. Use different sett-s and watch preview result. Do not forget enable &amp;quot;Mask&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
Follow by that you&#039;ll get right colour for colour map.&lt;br /&gt;
&lt;br /&gt;
How to seach detail:&lt;br /&gt;
&lt;br /&gt;
probably, I have explained in old tutorial about seaching name in extracted .ff&#039;s. You can use it, of course. &lt;br /&gt;
But most easy way is to get it by reading names of detail and watching on SS of gun which you need. Detail names are readable, so it&#039;s no hard to find right image too.&lt;br /&gt;
&lt;br /&gt;
Btw, you can choose any from these ways :)&lt;br /&gt;
&lt;br /&gt;
==Specular / Cosine maps==&lt;br /&gt;
&lt;br /&gt;
Step by step.&lt;br /&gt;
&lt;br /&gt;
For 1st get specular map. Now you going to open it. Choose RGB and save as blablabla_spc.&amp;lt;anyformat&amp;gt; . Use 24 bit. Choose Aplha 1 and change Mod to Grayscale (for saving your HDD place :D). You&#039;re free past it on RGB, combine layers as well too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you have to do 2 different ways - for black ops and for MW/MW2. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MW 1/2:&lt;br /&gt;
&lt;br /&gt;
Save result as blablabla_cos.&amp;lt;anyformat&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Black Ops:&lt;br /&gt;
&lt;br /&gt;
Before saving reduce brightness, about -70 - -100. By that you&#039;ll get useful cosine, because in BO it&#039;s too white. After that save it as blablabla_cos.&amp;lt;anyformat&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal Maps==&lt;br /&gt;
&lt;br /&gt;
Nothing need to change. &lt;br /&gt;
&lt;br /&gt;
You can use fake .tga and dds2iwi.exe, or use action file for PS which&#039;ll convert NML to standart view. &lt;br /&gt;
&lt;br /&gt;
Action file can be found there. (Probably, I found it myself, but sometiles ago 1 man send me a link on already done tutorial about it. Only 1 problem was that action file was a bit wrong, so I still prefer my. Remember that you cant get 100% simply NML from this action file, blue channel have some differents).&lt;br /&gt;
&lt;br /&gt;
[http://rghost.ru/15456031]&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
[[File:mw2_colormaps_5.jpg|200px]] [[File:mw2_colormaps_6.jpg|200px]] [[File:mw2_colormaps_7.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 06:53, 23 July 2011 (IST)&lt;br /&gt;
&lt;br /&gt;
Some ideas based around work of Mark Douma alias NSGod - [http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Textures]&lt;br /&gt;
&lt;br /&gt;
e-mail: sanya.rnd@gmail.com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Texturing]]&lt;br /&gt;
[[Category:Call of Duty 7]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images&amp;diff=16084</id>
		<title>Call of Duty 4: Porting Images</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images&amp;diff=16084"/>
		<updated>2011-07-23T06:09:00Z</updated>

		<summary type="html">&lt;p&gt;Sanya: /* Author */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{note|In this tutorial I wound try explain how to get correct colour maps from MW2 and Black Ops + specular/normal maps porting}}&lt;br /&gt;
&lt;br /&gt;
==Foreword==&lt;br /&gt;
&lt;br /&gt;
Before reading this tutorial read old one - [http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Porting_Images_Old]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A long time I&#039;m interest how to get right colour maps in Modern Warfare 2 and Black Ops later.&lt;br /&gt;
Fully understanding take 2 month (finish my ideas in may, but for some reason release it only now) and, I hope, it&#039;s ok :)&lt;br /&gt;
&lt;br /&gt;
Let&#039;s tutorial begin?&lt;br /&gt;
&lt;br /&gt;
==Getting right colour map==&lt;br /&gt;
&lt;br /&gt;
As I wrote sometime ago, there is ways with combining colour+spec, colour+detail. But I had re-mind all, and now it should be right, no more shit.&lt;br /&gt;
&lt;br /&gt;
BO:&lt;br /&gt;
&lt;br /&gt;
Almost of images have combining by spc+col. Only some of them - col+detail (AUG, for example).&lt;br /&gt;
&lt;br /&gt;
MW2:&lt;br /&gt;
&lt;br /&gt;
As I wrote there is 2 spec file. I don&#039;t mind why it&#039;s here about month (thinking that there is just one added by mistake, as well). After idea just comes in my head and I check it. Different SPC for different materials. Example: &lt;br /&gt;
&lt;br /&gt;
MP5k has 2 specular maps. 1 of them used for iron sight, second for another parts. This way used not only for weapons, but for a players as well too (and almostly for players).&lt;br /&gt;
&lt;br /&gt;
Ok, now by algorithm:&lt;br /&gt;
&lt;br /&gt;
1) Check Aplha 1 layer. If there is nothing (layer is white), then image dont use combining method, result given by specular map and some extra options in asset manager. &lt;br /&gt;
&lt;br /&gt;
2) If there is Alpha 1 layer and it&#039;s ok - notice which colour you have in game. Depends by that you choose detail map, which you&#039;ll combine with colour (probably, you can use different ones for different effects, for example Vector used brown detail, but on one SP mission - black, so you can get a real colour, but also some advanced). In MW2 you needn&#039;t combine col+spec, it doesnt use there. &lt;br /&gt;
&lt;br /&gt;
3) Next step. Combine by Image -&amp;gt; Apply image. Use different sett-s and watch preview result. Do not forget enable &amp;quot;Mask&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
Follow by that you&#039;ll get right colour for colour map.&lt;br /&gt;
&lt;br /&gt;
How to seach detail:&lt;br /&gt;
&lt;br /&gt;
probably, I have explained in old tutorial about seaching name in extracted .ff&#039;s. You can use it, of course. &lt;br /&gt;
But most easy way is to get it by reading names of detail and watching on SS of gun which you need. Detail names are readable, so it&#039;s no hard to find right image too.&lt;br /&gt;
&lt;br /&gt;
Btw, you can choose any from these ways :)&lt;br /&gt;
&lt;br /&gt;
==Specular / Cosine maps==&lt;br /&gt;
&lt;br /&gt;
Step by step.&lt;br /&gt;
&lt;br /&gt;
For 1st get specular map. Now you going to open it. Choose RGB and save as blablabla_spc.&amp;lt;anyformat&amp;gt; . Use 24 bit. Choose Aplha 1 and change Mod to Grayscale (for saving your HDD place :D). You&#039;re free past it on RGB, combine layers as well too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you have to do 2 different ways - for black ops and for MW/MW2. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MW 1/2:&lt;br /&gt;
&lt;br /&gt;
Save result as blablabla_cos.&amp;lt;anyformat&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Black Ops:&lt;br /&gt;
&lt;br /&gt;
Before saving reduce brightness, about -70 - -100. By that you&#039;ll get useful cosine, because in BO it&#039;s too white. After that save it as blablabla_cos.&amp;lt;anyformat&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal Maps==&lt;br /&gt;
&lt;br /&gt;
Nothing need to change. &lt;br /&gt;
&lt;br /&gt;
You can use fake .tga and dds2iwi.exe, or use action file for PS which&#039;ll convert NML to standart view. &lt;br /&gt;
&lt;br /&gt;
Action file can be found there. (Probably, I found it myself, but sometiles ago 1 man send me a link on already done tutorial about it. Only 1 problem was that action file was a bit wrong, as I think, so I still prefer my. Remember that you cant get 100% simply NML from this action file, blue channel have some differents).&lt;br /&gt;
&lt;br /&gt;
[http://rghost.ru/15456031]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
[[File:mw2_colormaps_5.jpg|200px]] [[File:mw2_colormaps_6.jpg|200px]] [[File:mw2_colormaps_7.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 06:53, 23 July 2011 (IST)&lt;br /&gt;
&lt;br /&gt;
Some ideas based around work of Mark Douma alias NSGod - [http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Textures]&lt;br /&gt;
&lt;br /&gt;
e-mail: sanya.rnd@gmail.com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Texturing]]&lt;br /&gt;
[[Category:Call of Duty 7]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images&amp;diff=16083</id>
		<title>Call of Duty 4: Porting Images</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images&amp;diff=16083"/>
		<updated>2011-07-23T05:55:42Z</updated>

		<summary type="html">&lt;p&gt;Sanya: /* Getting right colour map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{note|In this tutorial I wound try explain how to get correct colour maps from MW2 and Black Ops + specular/normal maps porting}}&lt;br /&gt;
&lt;br /&gt;
==Foreword==&lt;br /&gt;
&lt;br /&gt;
Before reading this tutorial read old one - [http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Porting_Images_Old]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A long time I&#039;m interest how to get right colour maps in Modern Warfare 2 and Black Ops later.&lt;br /&gt;
Fully understanding take 2 month (finish my ideas in may, but for some reason release it only now) and, I hope, it&#039;s ok :)&lt;br /&gt;
&lt;br /&gt;
Let&#039;s tutorial begin?&lt;br /&gt;
&lt;br /&gt;
==Getting right colour map==&lt;br /&gt;
&lt;br /&gt;
As I wrote sometime ago, there is ways with combining colour+spec, colour+detail. But I had re-mind all, and now it should be right, no more shit.&lt;br /&gt;
&lt;br /&gt;
BO:&lt;br /&gt;
&lt;br /&gt;
Almost of images have combining by spc+col. Only some of them - col+detail (AUG, for example).&lt;br /&gt;
&lt;br /&gt;
MW2:&lt;br /&gt;
&lt;br /&gt;
As I wrote there is 2 spec file. I don&#039;t mind why it&#039;s here about month (thinking that there is just one added by mistake, as well). After idea just comes in my head and I check it. Different SPC for different materials. Example: &lt;br /&gt;
&lt;br /&gt;
MP5k has 2 specular maps. 1 of them used for iron sight, second for another parts. This way used not only for weapons, but for a players as well too (and almostly for players).&lt;br /&gt;
&lt;br /&gt;
Ok, now by algorithm:&lt;br /&gt;
&lt;br /&gt;
1) Check Aplha 1 layer. If there is nothing (layer is white), then image dont use combining method, result given by specular map and some extra options in asset manager. &lt;br /&gt;
&lt;br /&gt;
2) If there is Alpha 1 layer and it&#039;s ok - notice which colour you have in game. Depends by that you choose detail map, which you&#039;ll combine with colour (probably, you can use different ones for different effects, for example Vector used brown detail, but on one SP mission - black, so you can get a real colour, but also some advanced). In MW2 you needn&#039;t combine col+spec, it doesnt use there. &lt;br /&gt;
&lt;br /&gt;
3) Next step. Combine by Image -&amp;gt; Apply image. Use different sett-s and watch preview result. Do not forget enable &amp;quot;Mask&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
Follow by that you&#039;ll get right colour for colour map.&lt;br /&gt;
&lt;br /&gt;
How to seach detail:&lt;br /&gt;
&lt;br /&gt;
probably, I have explained in old tutorial about seaching name in extracted .ff&#039;s. You can use it, of course. &lt;br /&gt;
But most easy way is to get it by reading names of detail and watching on SS of gun which you need. Detail names are readable, so it&#039;s no hard to find right image too.&lt;br /&gt;
&lt;br /&gt;
Btw, you can choose any from these ways :)&lt;br /&gt;
&lt;br /&gt;
==Specular / Cosine maps==&lt;br /&gt;
&lt;br /&gt;
Step by step.&lt;br /&gt;
&lt;br /&gt;
For 1st get specular map. Now you going to open it. Choose RGB and save as blablabla_spc.&amp;lt;anyformat&amp;gt; . Use 24 bit. Choose Aplha 1 and change Mod to Grayscale (for saving your HDD place :D). You&#039;re free past it on RGB, combine layers as well too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you have to do 2 different ways - for black ops and for MW/MW2. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MW 1/2:&lt;br /&gt;
&lt;br /&gt;
Save result as blablabla_cos.&amp;lt;anyformat&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Black Ops:&lt;br /&gt;
&lt;br /&gt;
Before saving reduce brightness, about -70 - -100. By that you&#039;ll get useful cosine, because in BO it&#039;s too white. After that save it as blablabla_cos.&amp;lt;anyformat&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal Maps==&lt;br /&gt;
&lt;br /&gt;
Nothing need to change. &lt;br /&gt;
&lt;br /&gt;
You can use fake .tga and dds2iwi.exe, or use action file for PS which&#039;ll convert NML to standart view. &lt;br /&gt;
&lt;br /&gt;
Action file can be found there. (Probably, I found it myself, but sometiles ago 1 man send me a link on already done tutorial about it. Only 1 problem was that action file was a bit wrong, as I think, so I still prefer my. Remember that you cant get 100% simply NML from this action file, blue channel have some differents).&lt;br /&gt;
&lt;br /&gt;
[http://rghost.ru/15456031]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
[[File:mw2_colormaps_5.jpg|200px]] [[File:mw2_colormaps_6.jpg|200px]] [[File:mw2_colormaps_7.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 06:53, 23 July 2011 (IST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
e-mail: sanya.rnd@gmail.com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Texturing]]&lt;br /&gt;
[[Category:Call of Duty 7]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images&amp;diff=16082</id>
		<title>Call of Duty 4: Porting Images</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images&amp;diff=16082"/>
		<updated>2011-07-23T05:54:42Z</updated>

		<summary type="html">&lt;p&gt;Sanya: /* Foreword */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{note|In this tutorial I wound try explain how to get correct colour maps from MW2 and Black Ops + specular/normal maps porting}}&lt;br /&gt;
&lt;br /&gt;
==Foreword==&lt;br /&gt;
&lt;br /&gt;
Before reading this tutorial read old one - [http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Porting_Images_Old]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A long time I&#039;m interest how to get right colour maps in Modern Warfare 2 and Black Ops later.&lt;br /&gt;
Fully understanding take 2 month (finish my ideas in may, but for some reason release it only now) and, I hope, it&#039;s ok :)&lt;br /&gt;
&lt;br /&gt;
Let&#039;s tutorial begin?&lt;br /&gt;
&lt;br /&gt;
==Getting right colour map==&lt;br /&gt;
&lt;br /&gt;
As I wrote sometime ago, there is ways with combining colour+spec, colour+detail. But I had re-mind all, and now it should be right, no more shit.&lt;br /&gt;
&lt;br /&gt;
BO:&lt;br /&gt;
&lt;br /&gt;
Almost of images have combining by spc+col. Only some of them - col+detail (AUG, for example).&lt;br /&gt;
&lt;br /&gt;
MW2:&lt;br /&gt;
&lt;br /&gt;
As I wrote there is 2 spec file. I don&#039;t mind why it&#039;s here about month. After idea just comes in my head and I check it. Different SPC for different materials. Example: &lt;br /&gt;
&lt;br /&gt;
MP5k has 2 specular maps. 1 of them used for iron sight, second for another parts. This way used not only for weapons, but for a players as well too (and almostly for players).&lt;br /&gt;
&lt;br /&gt;
Ok, now by algorithm:&lt;br /&gt;
&lt;br /&gt;
1) Check Aplha 1 layer. If there is nothing (layer is white), then image dont use combining method, result given by specular map and some extra options in asset manager. &lt;br /&gt;
&lt;br /&gt;
2) If there is Alpha 1 layer and it&#039;s ok - notice which colour you have in game. Depends by that you choose detail map, which you&#039;ll combine with colour (probably, you can use different ones for different effects, for example Vector used brown detail, but on one SP mission - black, so you can get a real colour, but also some advanced). In MW2 you needn&#039;t combine col+spec, it doesnt use there. &lt;br /&gt;
&lt;br /&gt;
3) Next step. Combine by Image -&amp;gt; Apply image. Use different sett-s and watch preview result. Do not forget enable &amp;quot;Mask&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
Follow by that you&#039;ll get right colour for colour map.&lt;br /&gt;
&lt;br /&gt;
How to seach detail:&lt;br /&gt;
&lt;br /&gt;
probably, I have explained in old tutorial about seaching name in extracted .ff&#039;s. You can use it, of course. &lt;br /&gt;
But most easy way is to get it by reading names of detail and watching on SS of gun which you need. Detail names are readable, so it&#039;s no hard to find right image too.&lt;br /&gt;
&lt;br /&gt;
Btw, you can choose any from these ways :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Specular / Cosine maps==&lt;br /&gt;
&lt;br /&gt;
Step by step.&lt;br /&gt;
&lt;br /&gt;
For 1st get specular map. Now you going to open it. Choose RGB and save as blablabla_spc.&amp;lt;anyformat&amp;gt; . Use 24 bit. Choose Aplha 1 and change Mod to Grayscale (for saving your HDD place :D). You&#039;re free past it on RGB, combine layers as well too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you have to do 2 different ways - for black ops and for MW/MW2. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MW 1/2:&lt;br /&gt;
&lt;br /&gt;
Save result as blablabla_cos.&amp;lt;anyformat&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Black Ops:&lt;br /&gt;
&lt;br /&gt;
Before saving reduce brightness, about -70 - -100. By that you&#039;ll get useful cosine, because in BO it&#039;s too white. After that save it as blablabla_cos.&amp;lt;anyformat&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal Maps==&lt;br /&gt;
&lt;br /&gt;
Nothing need to change. &lt;br /&gt;
&lt;br /&gt;
You can use fake .tga and dds2iwi.exe, or use action file for PS which&#039;ll convert NML to standart view. &lt;br /&gt;
&lt;br /&gt;
Action file can be found there. (Probably, I found it myself, but sometiles ago 1 man send me a link on already done tutorial about it. Only 1 problem was that action file was a bit wrong, as I think, so I still prefer my. Remember that you cant get 100% simply NML from this action file, blue channel have some differents).&lt;br /&gt;
&lt;br /&gt;
[http://rghost.ru/15456031]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
[[File:mw2_colormaps_5.jpg|200px]] [[File:mw2_colormaps_6.jpg|200px]] [[File:mw2_colormaps_7.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 06:53, 23 July 2011 (IST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
e-mail: sanya.rnd@gmail.com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Texturing]]&lt;br /&gt;
[[Category:Call of Duty 7]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images&amp;diff=16081</id>
		<title>Call of Duty 4: Porting Images</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images&amp;diff=16081"/>
		<updated>2011-07-23T05:53:37Z</updated>

		<summary type="html">&lt;p&gt;Sanya: /* Foreword */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{note|In this tutorial I wound try explain how to get correct colour maps from MW2 and Black Ops + specular/normal maps porting}}&lt;br /&gt;
&lt;br /&gt;
==Foreword==&lt;br /&gt;
&lt;br /&gt;
Before reading this tutorial read old one - [http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Porting_Images_Old]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A long time I&#039;m interest how to get right colour maps in Modern Warfare 2 and Black Ops later.&lt;br /&gt;
Fully understanding take 2 month (finish my ideas in may, but for some reason finish it only now) and now, I hope, it&#039;s ok :)&lt;br /&gt;
&lt;br /&gt;
Let&#039;s tutorial begin?&lt;br /&gt;
&lt;br /&gt;
==Getting right colour map==&lt;br /&gt;
&lt;br /&gt;
As I wrote sometime ago, there is ways with combining colour+spec, colour+detail. But I had re-mind all, and now it should be right, no more shit.&lt;br /&gt;
&lt;br /&gt;
BO:&lt;br /&gt;
&lt;br /&gt;
Almost of images have combining by spc+col. Only some of them - col+detail (AUG, for example).&lt;br /&gt;
&lt;br /&gt;
MW2:&lt;br /&gt;
&lt;br /&gt;
As I wrote there is 2 spec file. I don&#039;t mind why it&#039;s here about month. After idea just comes in my head and I check it. Different SPC for different materials. Example: &lt;br /&gt;
&lt;br /&gt;
MP5k has 2 specular maps. 1 of them used for iron sight, second for another parts. This way used not only for weapons, but for a players as well too (and almostly for players).&lt;br /&gt;
&lt;br /&gt;
Ok, now by algorithm:&lt;br /&gt;
&lt;br /&gt;
1) Check Aplha 1 layer. If there is nothing (layer is white), then image dont use combining method, result given by specular map and some extra options in asset manager. &lt;br /&gt;
&lt;br /&gt;
2) If there is Alpha 1 layer and it&#039;s ok - notice which colour you have in game. Depends by that you choose detail map, which you&#039;ll combine with colour (probably, you can use different ones for different effects, for example Vector used brown detail, but on one SP mission - black, so you can get a real colour, but also some advanced). In MW2 you needn&#039;t combine col+spec, it doesnt use there. &lt;br /&gt;
&lt;br /&gt;
3) Next step. Combine by Image -&amp;gt; Apply image. Use different sett-s and watch preview result. Do not forget enable &amp;quot;Mask&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
Follow by that you&#039;ll get right colour for colour map.&lt;br /&gt;
&lt;br /&gt;
How to seach detail:&lt;br /&gt;
&lt;br /&gt;
probably, I have explained in old tutorial about seaching name in extracted .ff&#039;s. You can use it, of course. &lt;br /&gt;
But most easy way is to get it by reading names of detail and watching on SS of gun which you need. Detail names are readable, so it&#039;s no hard to find right image too.&lt;br /&gt;
&lt;br /&gt;
Btw, you can choose any from these ways :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Specular / Cosine maps==&lt;br /&gt;
&lt;br /&gt;
Step by step.&lt;br /&gt;
&lt;br /&gt;
For 1st get specular map. Now you going to open it. Choose RGB and save as blablabla_spc.&amp;lt;anyformat&amp;gt; . Use 24 bit. Choose Aplha 1 and change Mod to Grayscale (for saving your HDD place :D). You&#039;re free past it on RGB, combine layers as well too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you have to do 2 different ways - for black ops and for MW/MW2. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MW 1/2:&lt;br /&gt;
&lt;br /&gt;
Save result as blablabla_cos.&amp;lt;anyformat&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Black Ops:&lt;br /&gt;
&lt;br /&gt;
Before saving reduce brightness, about -70 - -100. By that you&#039;ll get useful cosine, because in BO it&#039;s too white. After that save it as blablabla_cos.&amp;lt;anyformat&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal Maps==&lt;br /&gt;
&lt;br /&gt;
Nothing need to change. &lt;br /&gt;
&lt;br /&gt;
You can use fake .tga and dds2iwi.exe, or use action file for PS which&#039;ll convert NML to standart view. &lt;br /&gt;
&lt;br /&gt;
Action file can be found there. (Probably, I found it myself, but sometiles ago 1 man send me a link on already done tutorial about it. Only 1 problem was that action file was a bit wrong, as I think, so I still prefer my. Remember that you cant get 100% simply NML from this action file, blue channel have some differents).&lt;br /&gt;
&lt;br /&gt;
[http://rghost.ru/15456031]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
[[File:mw2_colormaps_5.jpg|200px]] [[File:mw2_colormaps_6.jpg|200px]] [[File:mw2_colormaps_7.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 06:53, 23 July 2011 (IST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
e-mail: sanya.rnd@gmail.com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Texturing]]&lt;br /&gt;
[[Category:Call of Duty 7]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images&amp;diff=16080</id>
		<title>Call of Duty 4: Porting Images</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images&amp;diff=16080"/>
		<updated>2011-07-23T05:53:12Z</updated>

		<summary type="html">&lt;p&gt;Sanya: /* Author */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{note|In this tutorial I wound try explain how to get correct colour maps from MW2 and Black Ops + specular/normal maps porting}}&lt;br /&gt;
&lt;br /&gt;
==Foreword==&lt;br /&gt;
&lt;br /&gt;
Before reading this tutorial read old one - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A long time I&#039;m interest how to get right colour maps in Modern Warfare 2 and Black Ops later.&lt;br /&gt;
Fully understanding take 2 month (finish my ideas in may, but for some reason finish it only now) and now, I hope, it&#039;s ok :)&lt;br /&gt;
&lt;br /&gt;
Let&#039;s tutorial begin?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Getting right colour map==&lt;br /&gt;
&lt;br /&gt;
As I wrote sometime ago, there is ways with combining colour+spec, colour+detail. But I had re-mind all, and now it should be right, no more shit.&lt;br /&gt;
&lt;br /&gt;
BO:&lt;br /&gt;
&lt;br /&gt;
Almost of images have combining by spc+col. Only some of them - col+detail (AUG, for example).&lt;br /&gt;
&lt;br /&gt;
MW2:&lt;br /&gt;
&lt;br /&gt;
As I wrote there is 2 spec file. I don&#039;t mind why it&#039;s here about month. After idea just comes in my head and I check it. Different SPC for different materials. Example: &lt;br /&gt;
&lt;br /&gt;
MP5k has 2 specular maps. 1 of them used for iron sight, second for another parts. This way used not only for weapons, but for a players as well too (and almostly for players).&lt;br /&gt;
&lt;br /&gt;
Ok, now by algorithm:&lt;br /&gt;
&lt;br /&gt;
1) Check Aplha 1 layer. If there is nothing (layer is white), then image dont use combining method, result given by specular map and some extra options in asset manager. &lt;br /&gt;
&lt;br /&gt;
2) If there is Alpha 1 layer and it&#039;s ok - notice which colour you have in game. Depends by that you choose detail map, which you&#039;ll combine with colour (probably, you can use different ones for different effects, for example Vector used brown detail, but on one SP mission - black, so you can get a real colour, but also some advanced). In MW2 you needn&#039;t combine col+spec, it doesnt use there. &lt;br /&gt;
&lt;br /&gt;
3) Next step. Combine by Image -&amp;gt; Apply image. Use different sett-s and watch preview result. Do not forget enable &amp;quot;Mask&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
Follow by that you&#039;ll get right colour for colour map.&lt;br /&gt;
&lt;br /&gt;
How to seach detail:&lt;br /&gt;
&lt;br /&gt;
probably, I have explained in old tutorial about seaching name in extracted .ff&#039;s. You can use it, of course. &lt;br /&gt;
But most easy way is to get it by reading names of detail and watching on SS of gun which you need. Detail names are readable, so it&#039;s no hard to find right image too.&lt;br /&gt;
&lt;br /&gt;
Btw, you can choose any from these ways :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Specular / Cosine maps==&lt;br /&gt;
&lt;br /&gt;
Step by step.&lt;br /&gt;
&lt;br /&gt;
For 1st get specular map. Now you going to open it. Choose RGB and save as blablabla_spc.&amp;lt;anyformat&amp;gt; . Use 24 bit. Choose Aplha 1 and change Mod to Grayscale (for saving your HDD place :D). You&#039;re free past it on RGB, combine layers as well too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you have to do 2 different ways - for black ops and for MW/MW2. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MW 1/2:&lt;br /&gt;
&lt;br /&gt;
Save result as blablabla_cos.&amp;lt;anyformat&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Black Ops:&lt;br /&gt;
&lt;br /&gt;
Before saving reduce brightness, about -70 - -100. By that you&#039;ll get useful cosine, because in BO it&#039;s too white. After that save it as blablabla_cos.&amp;lt;anyformat&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal Maps==&lt;br /&gt;
&lt;br /&gt;
Nothing need to change. &lt;br /&gt;
&lt;br /&gt;
You can use fake .tga and dds2iwi.exe, or use action file for PS which&#039;ll convert NML to standart view. &lt;br /&gt;
&lt;br /&gt;
Action file can be found there. (Probably, I found it myself, but sometiles ago 1 man send me a link on already done tutorial about it. Only 1 problem was that action file was a bit wrong, as I think, so I still prefer my. Remember that you cant get 100% simply NML from this action file, blue channel have some differents).&lt;br /&gt;
&lt;br /&gt;
[http://rghost.ru/15456031]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
[[File:mw2_colormaps_5.jpg|200px]] [[File:mw2_colormaps_6.jpg|200px]] [[File:mw2_colormaps_7.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 06:53, 23 July 2011 (IST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
e-mail: sanya.rnd@gmail.com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Texturing]]&lt;br /&gt;
[[Category:Call of Duty 7]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images&amp;diff=16079</id>
		<title>Call of Duty 4: Porting Images</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images&amp;diff=16079"/>
		<updated>2011-07-23T05:52:40Z</updated>

		<summary type="html">&lt;p&gt;Sanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{note|In this tutorial I wound try explain how to get correct colour maps from MW2 and Black Ops + specular/normal maps porting}}&lt;br /&gt;
&lt;br /&gt;
==Foreword==&lt;br /&gt;
&lt;br /&gt;
Before reading this tutorial read old one - &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A long time I&#039;m interest how to get right colour maps in Modern Warfare 2 and Black Ops later.&lt;br /&gt;
Fully understanding take 2 month (finish my ideas in may, but for some reason finish it only now) and now, I hope, it&#039;s ok :)&lt;br /&gt;
&lt;br /&gt;
Let&#039;s tutorial begin?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Getting right colour map==&lt;br /&gt;
&lt;br /&gt;
As I wrote sometime ago, there is ways with combining colour+spec, colour+detail. But I had re-mind all, and now it should be right, no more shit.&lt;br /&gt;
&lt;br /&gt;
BO:&lt;br /&gt;
&lt;br /&gt;
Almost of images have combining by spc+col. Only some of them - col+detail (AUG, for example).&lt;br /&gt;
&lt;br /&gt;
MW2:&lt;br /&gt;
&lt;br /&gt;
As I wrote there is 2 spec file. I don&#039;t mind why it&#039;s here about month. After idea just comes in my head and I check it. Different SPC for different materials. Example: &lt;br /&gt;
&lt;br /&gt;
MP5k has 2 specular maps. 1 of them used for iron sight, second for another parts. This way used not only for weapons, but for a players as well too (and almostly for players).&lt;br /&gt;
&lt;br /&gt;
Ok, now by algorithm:&lt;br /&gt;
&lt;br /&gt;
1) Check Aplha 1 layer. If there is nothing (layer is white), then image dont use combining method, result given by specular map and some extra options in asset manager. &lt;br /&gt;
&lt;br /&gt;
2) If there is Alpha 1 layer and it&#039;s ok - notice which colour you have in game. Depends by that you choose detail map, which you&#039;ll combine with colour (probably, you can use different ones for different effects, for example Vector used brown detail, but on one SP mission - black, so you can get a real colour, but also some advanced). In MW2 you needn&#039;t combine col+spec, it doesnt use there. &lt;br /&gt;
&lt;br /&gt;
3) Next step. Combine by Image -&amp;gt; Apply image. Use different sett-s and watch preview result. Do not forget enable &amp;quot;Mask&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
Follow by that you&#039;ll get right colour for colour map.&lt;br /&gt;
&lt;br /&gt;
How to seach detail:&lt;br /&gt;
&lt;br /&gt;
probably, I have explained in old tutorial about seaching name in extracted .ff&#039;s. You can use it, of course. &lt;br /&gt;
But most easy way is to get it by reading names of detail and watching on SS of gun which you need. Detail names are readable, so it&#039;s no hard to find right image too.&lt;br /&gt;
&lt;br /&gt;
Btw, you can choose any from these ways :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Specular / Cosine maps==&lt;br /&gt;
&lt;br /&gt;
Step by step.&lt;br /&gt;
&lt;br /&gt;
For 1st get specular map. Now you going to open it. Choose RGB and save as blablabla_spc.&amp;lt;anyformat&amp;gt; . Use 24 bit. Choose Aplha 1 and change Mod to Grayscale (for saving your HDD place :D). You&#039;re free past it on RGB, combine layers as well too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you have to do 2 different ways - for black ops and for MW/MW2. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MW 1/2:&lt;br /&gt;
&lt;br /&gt;
Save result as blablabla_cos.&amp;lt;anyformat&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Black Ops:&lt;br /&gt;
&lt;br /&gt;
Before saving reduce brightness, about -70 - -100. By that you&#039;ll get useful cosine, because in BO it&#039;s too white. After that save it as blablabla_cos.&amp;lt;anyformat&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal Maps==&lt;br /&gt;
&lt;br /&gt;
Nothing need to change. &lt;br /&gt;
&lt;br /&gt;
You can use fake .tga and dds2iwi.exe, or use action file for PS which&#039;ll convert NML to standart view. &lt;br /&gt;
&lt;br /&gt;
Action file can be found there. (Probably, I found it myself, but sometiles ago 1 man send me a link on already done tutorial about it. Only 1 problem was that action file was a bit wrong, as I think, so I still prefer my. Remember that you cant get 100% simply NML from this action file, blue channel have some differents).&lt;br /&gt;
&lt;br /&gt;
[http://rghost.ru/15456031]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
[[File:mw2_colormaps_5.jpg|200px]] [[File:mw2_colormaps_6.jpg|200px]] [[File:mw2_colormaps_7.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 12:05, 31 March 2011 (IST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
e-mail: sanya.rnd@gmail.com&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Texturing]]&lt;br /&gt;
[[Category:Call of Duty 7]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images_Old&amp;diff=16078</id>
		<title>Call of Duty 4: Porting Images Old</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images_Old&amp;diff=16078"/>
		<updated>2011-07-23T05:52:33Z</updated>

		<summary type="html">&lt;p&gt;Sanya: Created page with &amp;quot;{{note|In this tutorial I wound try explain how to get correct colour maps from MW2 and Black Ops + specular maps porting}}  ==Foreword==  {{info|&amp;#039;&amp;#039;I&amp;#039;m a beginner in photoshop, I...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|In this tutorial I wound try explain how to get correct colour maps from MW2 and Black Ops + specular maps porting}}&lt;br /&gt;
&lt;br /&gt;
==Foreword==&lt;br /&gt;
&lt;br /&gt;
{{info|&#039;&#039;I&#039;m a beginner in photoshop, I&#039;m glad if someone update my tutorial if I made smth wrong and notice me via e-mail about it.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
A long time I&#039;m interest how to get right colour maps in Modern Warfare 2 and Black Ops later.&amp;lt;br&amp;gt;&lt;br /&gt;
On this week I got a strange idea, when I saw specular maps again. It is pretty strange, because I had never seen smth in any part of Call of Duty.&amp;lt;br&amp;gt;&lt;br /&gt;
It has a parts of colour map, and then I think about combined images. I go to MW2 and found again 2 spc files for some weapons and again it include colour map parts, another specular - black&amp;amp;white (standart spc).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
I google some info about combining and test some things and success in it, and now I post this tutorial there.&lt;br /&gt;
&lt;br /&gt;
==Black Ops==&lt;br /&gt;
&lt;br /&gt;
Ok, now step by step.&lt;br /&gt;
&lt;br /&gt;
*For 1st get specular map and colour. Convert it to DDS and go to photoshop. Now open both images. Do not delete alpha channel, it&#039;s important.&lt;br /&gt;
&lt;br /&gt;
[[File:mw2_colormaps_1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
*Here we go. I&#039;d show you example on SPAS images. &lt;br /&gt;
&lt;br /&gt;
*When you open 2 files, go to Image -&amp;gt; Apply image. This tool afford you combine pictures. Let&#039;s see what is that. &lt;br /&gt;
&lt;br /&gt;
[[File:mw2_colormaps_2.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
*Setup settings as on screenshot and you can see, how image transformed. Then press ok and save it :)&lt;br /&gt;
&lt;br /&gt;
==Modern Warfare 2==&lt;br /&gt;
&lt;br /&gt;
*Simply work like in BO. We should take colour map and combine it with specular (on some models there is 2 specular maps, which are pretty simple, but one more darken (for what is that?)). It works with originally black weapons in game (SPAS-12, MP5k, FN2000).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Exacly some of them using black detail_ .iwi, but if you combine it with spec. map you get simply result. Looks strange.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*For converting smth like AK, Vector, Cheytac read Advance section.&lt;br /&gt;
&lt;br /&gt;
==Specular and Normal maps==&lt;br /&gt;
&lt;br /&gt;
{{info|&#039;&#039;This part for Call of Duty 4 modellers.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
*I wish notice that normal maps no need to change, just for getting it right convert it manually (there are some old converters). It works not right just because colour map and specular were used not right.&lt;br /&gt;
And now about specular. Modern Warfare 2 specular maps can be used without changing, it&#039;s pretty good. I would talk about Black Ops ones.&lt;br /&gt;
&lt;br /&gt;
*Open it in Photoshop and past alpha chanell on RGB (use rectangular marquee tool and ctrl+c, ctrl+v, lol), because RGB is not right, used for getting right colours by game. Alpha chanell is what we need. It&#039;s specular map, but it is so lighting (then in BO weapons looks like laminated, I think).&lt;br /&gt;
&lt;br /&gt;
[[File:mw2_colormaps_3.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Now go to Image -&amp;gt; Adjustments -&amp;gt; Hue/Saturation and make it less lighting. &lt;br /&gt;
&lt;br /&gt;
[[File:mw2_colormaps_4.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Copy RGB and past on alpha chanell (because we cant change lightness of alpha chanell manually (or I&#039;m just idiot)).&lt;br /&gt;
Now to go Layers palette and combine background and new layer (which we pasted). For that choose both and press ctrl+E. Save it as DDS and again manual convert to iwi. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advance==&lt;br /&gt;
&lt;br /&gt;
{{note|&#039;&#039;For made it you should know &amp;quot;a bit&amp;quot; more, like what fast file is and how to dump it.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
*I tested a lot and all works fine, before I tried MW2 AK-47 and Kriss Vector.&lt;br /&gt;
*I seaching second spc, but there isn&#039;t! thought that there is engine transform and ect, but I also thought about materials, and go to check it.&lt;br /&gt;
*I dump common.ff and common_mp.ff and start seach it and got it! AK used detailed map - detail_kaki_paint.iwi, which I take and try combine images again. Let&#039;s see what to do now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I wont explain how to dump ff, there is a lot of tutorial about it. All what you need - open unpacked .ff and seach smth like weapon_ak_tactical (name of colour maps) in hex and find material offsets. Usually there is few materials, read carefuly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Code example:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;...яяяяweapon_ak_tactical_col.........DXT5....юяяя........ё*..ё*..Ђ.Ђ.....яяяя&#039;&#039;&#039;detail_kaki_paint&#039;&#039;&#039;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We need colour + our new detail_kaki_paint. Convert it to .DDS and go to Photoshop. Now remember: Apply image work only with images with simple size, then we open kaki paint and go to Image - Image size. Setup it as colour map size (usually 1024x1024). Now choose colour map and go to Image -&amp;gt; Apply image again. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You&#039;ll see how grey colour changed on new, choclate (?). But it&#039;s not right, MW2 has less strong colour. Now we should change &#039;&#039;&#039;Blending type&#039;&#039;&#039; . &lt;br /&gt;
&lt;br /&gt;
Simple work with BO (there is some weapons with detailed map too, like AUG).&lt;br /&gt;
&lt;br /&gt;
*UPD: After several tests I notice, that sometimes there is nothing about detail map in fast file, but it used on weapon. I dont see another way like only get all detail_ .iwi and step by step try combine it with image. &lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
[[File:mw2_colormaps_5.jpg|200px]] [[File:mw2_colormaps_6.jpg|200px]] [[File:mw2_colormaps_7.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 12:05, 31 March 2011 (IST)&lt;br /&gt;
&lt;br /&gt;
e-mail: sanya.rnd@gmail.com&lt;br /&gt;
&lt;br /&gt;
Thanks and I hope it was useful for you.&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Texturing]]&lt;br /&gt;
[[Category:Call of Duty 7]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Ripping_sounds&amp;diff=15666</id>
		<title>Call of Duty 4: Ripping sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Ripping_sounds&amp;diff=15666"/>
		<updated>2011-04-18T16:51:50Z</updated>

		<summary type="html">&lt;p&gt;Sanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|In this tutorial I wound try explain how to rip sounds from fast file from call of duty 4 and call of duty Modern Warfare 2}}&lt;br /&gt;
&lt;br /&gt;
==Start==&lt;br /&gt;
&lt;br /&gt;
For 1st we should get fast file. Now we unpack it (you can use different ways, include different programs or manual convert. More easy way download FFviewer).&lt;br /&gt;
&lt;br /&gt;
If you use FF viewer - open fast file in program and after that go to the folder with common.ff and find file: %fast file name%-extract.dat. It&#039;s already unpacked file which we need. Also, you can use FF viewer for easy browse which sounds .FF include (in program: Extra Data -&amp;gt; sound).&lt;br /&gt;
&lt;br /&gt;
[[File:In_ff_viewer.JPG]]&lt;br /&gt;
&lt;br /&gt;
I would show on MW2 example (in cod4 we worked simply too).&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
Also, this way doesnt work in Black Ops, looks like sounds after unpack comes damaged and cant be used anyway.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Seaching sounds==&lt;br /&gt;
&lt;br /&gt;
Now when we have unpacked .FF, open it in any HEX editor([http://mh-nexus.de/en/ for example]). Press ctrl+f and type any name of sound, which we get in FF viewer. Be careful - sound header looks like &lt;br /&gt;
&lt;br /&gt;
яяяuser_interface/ui_arcade_multiply1&#039;&#039;&#039;.wav&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
but not like &lt;br /&gt;
&lt;br /&gt;
weap_magpul_fire_aki - it&#039;s just part of soundaliases or smth else I think.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:In_hex_editor.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Saving==&lt;br /&gt;
&lt;br /&gt;
Now we found sound, for example weap_magpul_slst_4b.wav .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Copy part of code after &#039;&#039;&#039;.wav.&#039;&#039;&#039;%CODE_HERE%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Copy not a litle number of code, but not so much (like half of fast file, lol). Sometimes if you copy too much sounds comes damaged in soundeditor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now go to File -&amp;gt; New. Create new blank, past code and save without format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In audio editor==&lt;br /&gt;
&lt;br /&gt;
Now we need import our non-format file in audio editor as RAW data. I prefer [http://audacity.sourceforge.net/download/ Audacity] for that.&lt;br /&gt;
&lt;br /&gt;
When we import it in program, it says about settenings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Encoding type is always Signed 16 bit PCM;&lt;br /&gt;
&lt;br /&gt;
Byte order is different: there is a litle endian and big endian sounds. If you get sounds smth like &amp;quot;shhhhh&amp;quot; just change byte orther on another one. Almostly, it&#039;s Litle endian.&lt;br /&gt;
&lt;br /&gt;
Channels is different too. If cod4 used in most of .wavs mono, in MW2 most of fire sounds is stereo. All (as I know) foley sounds (clip in/out, ect) are mono. And again, if you get fast/slow sounds, change this option. &lt;br /&gt;
&lt;br /&gt;
Also, be careful, sometimes programm change &#039;Start Offset option&#039; to 1, it should be always 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:In_audacity.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now when all is ok, import sound, cut it and save :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
Original tutorial from Xentax (guys talking about import full unpacked fast file, not separated parts).&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 17:47, 18 April 2011 (IST)&lt;br /&gt;
&lt;br /&gt;
Thanks and I hope it was useful for you.&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Call of Duty Modern Warfare 2]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Ripping_sounds&amp;diff=15665</id>
		<title>Call of Duty 4: Ripping sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Ripping_sounds&amp;diff=15665"/>
		<updated>2011-04-18T16:48:02Z</updated>

		<summary type="html">&lt;p&gt;Sanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|In this tutorial I wound try explain how to rip sounds from fast file from call of duty 4 and call of duty Modern Warfare 2}}&lt;br /&gt;
&lt;br /&gt;
==Start==&lt;br /&gt;
&lt;br /&gt;
For 1st we should get fast file. Now we unpack it (you can use different ways, include different programs or manual convert. More easy way download FFviewer).&lt;br /&gt;
&lt;br /&gt;
If you use FF viewer - open fast file in program and after that go to the folder with common.ff and find file: %fast file name%-extract.dat. It&#039;s already unpacked file which we need. Also, you can use FF viewer for easy browse which sounds .FF include (in program: Extra Data -&amp;gt; sound).&lt;br /&gt;
&lt;br /&gt;
[[File:In_ff_viewer.JPG]]&lt;br /&gt;
&lt;br /&gt;
I would show on MW2 example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Seaching sounds==&lt;br /&gt;
&lt;br /&gt;
Now when we have unpacked .FF, open it in any HEX editor([http://mh-nexus.de/en/ for example]). Press ctrl+f and type any name of sound, which we get in FF viewer. Be careful - sound header looks like &lt;br /&gt;
&lt;br /&gt;
яяяuser_interface/ui_arcade_multiply1&#039;&#039;&#039;.wav&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
but not like &lt;br /&gt;
&lt;br /&gt;
weap_magpul_fire_aki - it&#039;s just part of soundaliases or smth else I think.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:In_hex_editor.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Saving==&lt;br /&gt;
&lt;br /&gt;
Now we found sound, for example weap_magpul_slst_4b.wav .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Copy part of code after &#039;&#039;&#039;.wav.&#039;&#039;&#039;%CODE_HERE%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Copy not a litle number of code, but not so much (like half of fast file, lol). Sometimes if you copy too much sounds comes damaged in soundeditor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now go to File -&amp;gt; New. Create new blank, past code and save without format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In audio editor==&lt;br /&gt;
&lt;br /&gt;
Now we need import our non-format file in audio editor as RAW data. I prefer [http://audacity.sourceforge.net/download/ Audacity] for that.&lt;br /&gt;
&lt;br /&gt;
When we import it in program, it says about settenings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Encoding type is always Signed 16 bit PCM;&lt;br /&gt;
&lt;br /&gt;
Byte order is different: there is a litle endian and big endian sounds. If you get sounds smth like &amp;quot;shhhhh&amp;quot; just change byte orther on another one. Almostly, it&#039;s Litle endian.&lt;br /&gt;
&lt;br /&gt;
Channels is different too. If cod4 used in most of .wavs mono, in MW2 most of fire sounds is stereo. All (as I know) foley sounds (clip in/out, ect) are mono. And again, if you get fast/slow sounds, change this option. &lt;br /&gt;
&lt;br /&gt;
Also, be careful, sometimes programm change &#039;Start Offset option&#039; to 1, it should be always 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:In_audacity.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now when all is ok, import sound, cut it and save :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
Original tutorial from Xentax (guys talking about import full unpacked fast file, not separated parts).&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 17:47, 18 April 2011 (IST)&lt;br /&gt;
&lt;br /&gt;
Thanks and I hope it was useful for you.&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Call of Duty Modern Warfare 2]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Ripping_sounds&amp;diff=15664</id>
		<title>Call of Duty 4: Ripping sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Ripping_sounds&amp;diff=15664"/>
		<updated>2011-04-18T16:47:29Z</updated>

		<summary type="html">&lt;p&gt;Sanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|In this tutorial I wound try explain how to rip sounds from fast file from call of duty 4 and call of duty Modern Warfare 2}}&lt;br /&gt;
&lt;br /&gt;
==Start==&lt;br /&gt;
&lt;br /&gt;
For 1st we should get fast file. Now we unpack it (you can use different ways, include different programs or manual convert. More easy way download FFviewer).&lt;br /&gt;
&lt;br /&gt;
If you use FF viewer - open fast file in program and after that go to the folder with common.ff and find file: %fast file name%-extract.dat. It&#039;s already unpacked file which we need. Also, you can use FF viewer for easy browse which sounds .FF include (in program: Extra Data -&amp;gt; sound).&lt;br /&gt;
&lt;br /&gt;
[[File:In_ff_viewer.JPG]]&lt;br /&gt;
&lt;br /&gt;
I would show on MW2 example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Seaching sounds==&lt;br /&gt;
&lt;br /&gt;
Now when we have unpacked .FF, open it in any HEX editor([http://mh-nexus.de/en/ for example]). Press ctrl+f and type any name of sound, which we get in FF viewer. Be careful - sound header looks like &lt;br /&gt;
&lt;br /&gt;
яяяuser_interface/ui_arcade_multiply1&#039;&#039;&#039;.wav&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
but not like &lt;br /&gt;
&lt;br /&gt;
weap_magpul_fire_aki - it&#039;s just part of soundaliases or smth else I think.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:In_hex_editor.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Saving==&lt;br /&gt;
&lt;br /&gt;
Now we found sound, for example weap_magpul_slst_4b.wav .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Copy part of code after &#039;&#039;&#039;.wav.&#039;&#039;&#039;%CODE_HERE%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Copy not a litle number of code, but not so much (like half of fast file, lol). Sometimes if you copy too much sounds comes damaged in soundeditor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now go to File -&amp;gt; New. Create new blank, past code and save without format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In audio editor==&lt;br /&gt;
&lt;br /&gt;
Now we need import our non-format file in audio editor as RAW data. I prefer [http://audacity.sourceforge.net/download/ Audacity] for that.&lt;br /&gt;
&lt;br /&gt;
When we import it in program, it says about settenings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Encoding type is always Signed 16 bit PCM;&lt;br /&gt;
&lt;br /&gt;
Byte order is different: there is a litle endian and big endian sounds. If you get sounds smth like &amp;quot;shhhhh&amp;quot; just change byte orther on another one. Almostly, it&#039;s Litle endian.&lt;br /&gt;
&lt;br /&gt;
Channels is different too. If cod4 used in most of .wavs mono, in MW2 most of fire sounds is stereo. All (as I know) foley sounds (clip in/out, ect) are mono. And again, if you get fast/slow sounds, change this option. &lt;br /&gt;
&lt;br /&gt;
Also, be careful, sometimes programm change &#039;Start Offset option&#039; to 1, it should be always 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:In_audacity.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now when all is ok, import sound, cut it and save :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
Original tutorial from Xentax (guys talking about import unpacked fast file, not separated parts).&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 17:47, 18 April 2011 (IST)&lt;br /&gt;
&lt;br /&gt;
Thanks and I hope it was useful for you.&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Call of Duty Modern Warfare 2]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Ripping_sounds&amp;diff=15663</id>
		<title>Call of Duty 4: Ripping sounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Ripping_sounds&amp;diff=15663"/>
		<updated>2011-04-18T16:44:07Z</updated>

		<summary type="html">&lt;p&gt;Sanya: Created page with &amp;quot;{{note|In this tutorial I wound try explain how to rip sounds from fast file from call of duty 4 and call of duty Modern Warfare 2}}  ==Start==  For 1st we should get fast file. ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|In this tutorial I wound try explain how to rip sounds from fast file from call of duty 4 and call of duty Modern Warfare 2}}&lt;br /&gt;
&lt;br /&gt;
==Start==&lt;br /&gt;
&lt;br /&gt;
For 1st we should get fast file. Now we unpack it (you can use different ways, include different programs or manual convert. More easy way download FFviewer).&lt;br /&gt;
&lt;br /&gt;
If you use FF viewer - open fast file in program and after that go to the folder with common.ff and find file: %fast file name%-extract.dat. It&#039;s already unpacked file which we need. Also, you can use FF viewer for easy browse which sounds .FF include (in program: Extra Data -&amp;gt; sound).&lt;br /&gt;
&lt;br /&gt;
[[File:In_ff_viewer.JPG]]&lt;br /&gt;
&lt;br /&gt;
I would show on MW2 example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Seaching sounds==&lt;br /&gt;
&lt;br /&gt;
Now when we have unpacked .FF, open it in any HEX editor([http://mh-nexus.de/en/ for example]). Press ctrl+f and type any name of sound, which we get in FF viewer. Be careful - sound header looks like &lt;br /&gt;
&lt;br /&gt;
яяяuser_interface/ui_arcade_multiply1&#039;&#039;&#039;.wav&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
but not like &lt;br /&gt;
&lt;br /&gt;
weap_magpul_fire_aki - it&#039;s just part of soundaliases or smth else I think.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:In_hex_editor.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Saving==&lt;br /&gt;
&lt;br /&gt;
Now we found sound, for example weap_magpul_slst_4b.wav .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Copy part of code after &#039;&#039;&#039;.wav.&#039;&#039;&#039;%CODE_HERE%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Copy not a litle number of code, but not so much (like half of fast file, lol). Sometimes if you copy too much sounds comes damaged in soundeditor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Now go to File -&amp;gt; New. Create new blank, past code and save without format.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In audio editor==&lt;br /&gt;
&lt;br /&gt;
Now we need import our non-format file in audio editor as RAW data. I prefer [http://audacity.sourceforge.net/download/ Audacity] for that.&lt;br /&gt;
&lt;br /&gt;
When we import it in program, it says about settenings. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Encoding type is always Signed 16 bit PCM;&lt;br /&gt;
&lt;br /&gt;
Byte order is different: there is a litle endian and big endian sounds. If you get sounds smth like &amp;quot;shhhhh&amp;quot; just change byte orther on another one. Almostly, it&#039;s Litle endian.&lt;br /&gt;
&lt;br /&gt;
Channels is different too. If cod4 used in most of .wavs mono, in MW2 most of fire sounds is stereo. And again, if you get fast/slow sounds, change this option. &lt;br /&gt;
&lt;br /&gt;
Also, be careful, sometimes programm change &#039;Start Offset option&#039; to 1, it should be always 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:In_audacity.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now when all is ok, import sound, cut it and save :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
e-mail: sanya.rnd@gmail.com&lt;br /&gt;
&lt;br /&gt;
Thanks and I hope it was useful for you.&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Call of Duty Modern Warfare 2]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=File:In_audacity.JPG&amp;diff=15662</id>
		<title>File:In audacity.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=File:In_audacity.JPG&amp;diff=15662"/>
		<updated>2011-04-18T16:37:54Z</updated>

		<summary type="html">&lt;p&gt;Sanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=File:In_hex_editor.JPG&amp;diff=15661</id>
		<title>File:In hex editor.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=File:In_hex_editor.JPG&amp;diff=15661"/>
		<updated>2011-04-18T16:36:29Z</updated>

		<summary type="html">&lt;p&gt;Sanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=File:In_ff_viewer.JPG&amp;diff=15660</id>
		<title>File:In ff viewer.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=File:In_ff_viewer.JPG&amp;diff=15660"/>
		<updated>2011-04-18T16:35:07Z</updated>

		<summary type="html">&lt;p&gt;Sanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images&amp;diff=15657</id>
		<title>Call of Duty 4: Porting Images</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Porting_Images&amp;diff=15657"/>
		<updated>2011-04-15T16:09:35Z</updated>

		<summary type="html">&lt;p&gt;Sanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|In this tutorial I wound try explain how to get correct colour maps from MW2 and Black Ops + specular maps porting}}&lt;br /&gt;
&lt;br /&gt;
==Foreword==&lt;br /&gt;
&lt;br /&gt;
{{info|&#039;&#039;I&#039;m a beginner in photoshop, I&#039;m glad if someone update my tutorial if I made smth wrong and notice me via e-mail about it.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
A long time I&#039;m interest how to get right colour maps in Modern Warfare 2 and Black Ops later.&amp;lt;br&amp;gt;&lt;br /&gt;
On this week I got a strange idea, when I saw specular maps again. It is pretty strange, because I had never seen smth in any part of Call of Duty.&amp;lt;br&amp;gt;&lt;br /&gt;
It has a parts of colour map, and then I think about combined images. I go to MW2 and found again 2 spc files for some weapons and again it include colour map parts, another specular - black&amp;amp;white (standart spc).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
I google some info about combining and test some things and success in it, and now I post this tutorial there.&lt;br /&gt;
&lt;br /&gt;
==Black Ops==&lt;br /&gt;
&lt;br /&gt;
Ok, now step by step.&lt;br /&gt;
&lt;br /&gt;
*For 1st get specular map and colour. Convert it to DDS and go to photoshop. Now open both images. Do not delete alpha channel, it&#039;s important.&lt;br /&gt;
&lt;br /&gt;
[[File:mw2_colormaps_1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
*Here we go. I&#039;d show you example on SPAS images. &lt;br /&gt;
&lt;br /&gt;
*When you open 2 files, go to Image -&amp;gt; Apply image. This tool afford you combine pictures. Let&#039;s see what is that. &lt;br /&gt;
&lt;br /&gt;
[[File:mw2_colormaps_2.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
*Setup settings as on screenshot and you can see, how image transformed. Then press ok and save it :)&lt;br /&gt;
&lt;br /&gt;
==Modern Warfare 2==&lt;br /&gt;
&lt;br /&gt;
*Simply work like in BO. We should take colour map and combine it with specular (on some models there is 2 specular maps, which are pretty simple, but one more darken (for what is that?)). It works with originally black weapons in game (SPAS-12, MP5k, FN2000).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Exacly some of them using black detail_ .iwi, but if you combine it with spec. map you get simply result. Looks strange.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*For converting smth like AK, Vector, Cheytac read Advance section.&lt;br /&gt;
&lt;br /&gt;
==Specular and Normal maps==&lt;br /&gt;
&lt;br /&gt;
{{info|&#039;&#039;This part for Call of Duty 4 modellers.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
*I wish notice that normal maps no need to change, just for getting it right convert it manually (there are some old converters). It works not right just because colour map and specular were used not right.&lt;br /&gt;
And now about specular. Modern Warfare 2 specular maps can be used without changing, it&#039;s pretty good. I would talk about Black Ops ones.&lt;br /&gt;
&lt;br /&gt;
*Open it in Photoshop and past alpha chanell on RGB (use rectangular marquee tool and ctrl+c, ctrl+v, lol), because RGB is not right, used for getting right colours by game. Alpha chanell is what we need. It&#039;s specular map, but it is so lighting (then in BO weapons looks like laminated, I think).&lt;br /&gt;
&lt;br /&gt;
[[File:mw2_colormaps_3.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Now go to Image -&amp;gt; Adjustments -&amp;gt; Hue/Saturation and make it less lighting. &lt;br /&gt;
&lt;br /&gt;
[[File:mw2_colormaps_4.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Copy RGB and past on alpha chanell (because we cant change lightness of alpha chanell manually (or I&#039;m just idiot)).&lt;br /&gt;
Now to go Layers palette and combine background and new layer (which we pasted). For that choose both and press ctrl+E. Save it as DDS and again manual convert to iwi. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advance==&lt;br /&gt;
&lt;br /&gt;
{{note|&#039;&#039;For made it you should know &amp;quot;a bit&amp;quot; more, like what fast file is and how to dump it.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
*I tested a lot and all works fine, before I tried MW2 AK-47 and Kriss Vector.&lt;br /&gt;
*I seaching second spc, but there isn&#039;t! thought that there is engine transform and ect, but I also thought about materials, and go to check it.&lt;br /&gt;
*I dump common.ff and common_mp.ff and start seach it and got it! AK used detailed map - detail_kaki_paint.iwi, which I take and try combine images again. Let&#039;s see what to do now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I wont explain how to dump ff, there is a lot of tutorial about it. All what you need - open unpacked .ff and seach smth like weapon_ak_tactical (name of colour maps) in hex and find material offsets. Usually there is few materials, read carefuly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Code example:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;...яяяяweapon_ak_tactical_col.........DXT5....юяяя........ё*..ё*..Ђ.Ђ.....яяяя&#039;&#039;&#039;detail_kaki_paint&#039;&#039;&#039;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We need colour + our new detail_kaki_paint. Convert it to .DDS and go to Photoshop. Now remember: Apply image work only with images with simple size, then we open kaki paint and go to Image - Image size. Setup it as colour map size (usually 1024x1024). Now choose colour map and go to Image -&amp;gt; Apply image again. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You&#039;ll see how grey colour changed on new, choclate (?). But it&#039;s not right, MW2 has less strong colour. Now we should change &#039;&#039;&#039;Blending type&#039;&#039;&#039; . &lt;br /&gt;
&lt;br /&gt;
Simple work with BO (there is some weapons with detailed map too, like AUG).&lt;br /&gt;
&lt;br /&gt;
*UPD: After several tests I notice, that sometimes there is nothing about detail map in fast file, but it used on weapon. I dont see another way like only get all detail_ .iwi and step by step try combine it with image. &lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
[[File:mw2_colormaps_5.jpg|200px]] [[File:mw2_colormaps_6.jpg|200px]] [[File:mw2_colormaps_7.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 12:05, 31 March 2011 (IST)&lt;br /&gt;
&lt;br /&gt;
e-mail: sanya.rnd@gmail.com&lt;br /&gt;
&lt;br /&gt;
Thanks and I hope it was useful for you.&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Texturing]]&lt;br /&gt;
[[Category:Call of Duty 7]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=User:Sanya&amp;diff=15647</id>
		<title>User:Sanya</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=User:Sanya&amp;diff=15647"/>
		<updated>2011-04-03T10:00:01Z</updated>

		<summary type="html">&lt;p&gt;Sanya: Created page with &amp;quot;Contacts:   e-mail: sanya.rnd@gmail.com  ICQ:5541970&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contacts:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
e-mail: sanya.rnd@gmail.com&lt;br /&gt;
&lt;br /&gt;
ICQ:5541970&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Category:Texturing&amp;diff=15620</id>
		<title>Category:Texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Category:Texturing&amp;diff=15620"/>
		<updated>2011-03-31T10:47:13Z</updated>

		<summary type="html">&lt;p&gt;Sanya: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Category:Texturing&amp;diff=15619</id>
		<title>Category:Texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Category:Texturing&amp;diff=15619"/>
		<updated>2011-03-31T10:46:07Z</updated>

		<summary type="html">&lt;p&gt;Sanya: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Getting right colour maps from MW2 and Black Ops&lt;br /&gt;
&lt;br /&gt;
==Foreword==&lt;br /&gt;
&#039;&#039;Note:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m pretty noob in photoshop, I&#039;m glad if someone update my tutorial if I made smth wrong and notice me via e-mail about it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A long time I&#039;m interest how to get right colour maps in Modern Warfare 2 and Black Ops later.&lt;br /&gt;
&lt;br /&gt;
On this week I got a strange idea, when I saw specular maps again. It is pretty strange, because I had never seen smth in any part of Call of Duty. &lt;br /&gt;
&lt;br /&gt;
It has a parts of specular, and then I think about combined images. I go to MW2 and found again 2 spc files for some weapons and again it include colour map parts, another specular - black&amp;amp;white (standart spc).&lt;br /&gt;
 &lt;br /&gt;
I google some info about combining and test some things and success in it, and now I post this tutorial there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Black Ops==&lt;br /&gt;
&lt;br /&gt;
Ok, now step by step.&lt;br /&gt;
&lt;br /&gt;
For 1st get specular map and colour. Convert it to DDS and go to photoshop. Now open both images. Do not delete alpha channel, it&#039;s important.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://img858.imageshack.us/img858/662/76965502.jpg]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here we go. I&#039;d show you example on SPAS images. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you open 2 files, go to Image -&amp;gt; Apply image. This tool afford you combine pictures. Let&#039;s see what is that. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://img853.imageshack.us/img853/7797/37477101.jpg]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setup settenings as on screenshot and you can see, how image transformed. Then press ok and save it :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Modern Warfare 2==&lt;br /&gt;
&lt;br /&gt;
All diferent is that there is 2 specular maps (or 1, but for this way read Advance section).&lt;br /&gt;
&lt;br /&gt;
We should take colour map and combine it with specular. You can easy find which spc you should use - it has a parts of colour, real specular just black&amp;amp;white.&lt;br /&gt;
&lt;br /&gt;
And now we made simple work as in Black Ops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advance==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For made it you should know &amp;quot;a bit&amp;quot; more, like what fast file is and how to dump it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I tested a lot and all works fine, before I tried MW2 AK-47 and Kriss Vector.&lt;br /&gt;
&lt;br /&gt;
I seaching second spc, but there isn&#039;t! thiught that there is engine transform and ect, but I also thought about materials, and go to check it.&lt;br /&gt;
&lt;br /&gt;
I dump common.ff and common_mp.ff and start seach it and got it! AK used detailed map - detail_kaki_paint.iwi, which I take and try combine images again. Let&#039;s see what to do now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I wound not explain how to dump ff, there is a lot of tutorial about it. All what you need - open unpacked .ff and seach smth like weapon_ak_tactical (name of colour maps) in hex and find material offsets. Usually there is few materials, read carefuly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Code example:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;...яяяяweapon_ak_tactical_col.........DXT5....юяяя........ё*..ё*..Ђ.Ђ.....яяяя&#039;&#039;&#039;detail_kaki_paint&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We need colour + our new detail_kaki_paint. Convert it to .DDS and go to Photoshop. Now remember: Apply image work only with images with simple size, then we open kaki paint and go to Image - Image size. Setup it as colour map size (usually 1024x1024). Now choose colour map and go to Image -&amp;gt; Apply image again. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You&#039;ll see how grey colour changed on new, choclate (?). But it&#039;s not right, MW2 has less strong colour. Now we should change &#039;&#039;&#039;Blending type&#039;&#039;&#039; . &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simple work with BO (there is some weapons with detailed map too, like AUG).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I still cant get &amp;quot;copy&amp;quot;, but smth like very very very looks like MW2. maybe I lost something, would be happy if someone finish my work, because I never was good in it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Specular and Normal maps==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This part for Call of Duty 4 modellers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I wish notice that normal maps no neednt to change, just for getting it right convert it manually (there are some old converters). It works not right just because colour map and specular were used not right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now about specular. Modern Warfare 2 specular maps can be used without changing, it&#039;s pretty good. I would talk about Black Ops ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open it in Photoshop and past alpha chanell on RGB (use rectangular marquee tool and ctrl+c, ctrl+v, lol), because RGB is not right, used for getting right colours by game. Alpha chanell is what we need. It&#039;s specular map, but it is so lighting (then in BO weapons looks like laminated, I think).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://img683.imageshack.us/img683/1684/60707516.jpg]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now go to Image -&amp;gt; Adjustments -&amp;gt; Hue/Saturation and make it less lighting. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://img15.imageshack.us/img15/7310/89138089.jpg]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Copy RGB and past on alpha chanell (because we cant change lightness of alpha chanell manually (or I&#039;m just idiot)).&lt;br /&gt;
Now to go Layers palette and combine background and new layer (which we pasted). For that choose both and press ctrl+E. Save it as DDS and again manual convert to iwi. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sanya&lt;br /&gt;
&lt;br /&gt;
e-mail: sanya.rnd@gmail.com&lt;br /&gt;
&lt;br /&gt;
Thanks and I hope it was useful for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call_of_Duty_4]][[Category:Texturing]][[Category:Call_of_Duty:Modern_Warfare_2]][[Category:Call_of_Duty_7]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Category:Texturing&amp;diff=15618</id>
		<title>Category:Texturing</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Category:Texturing&amp;diff=15618"/>
		<updated>2011-03-31T10:41:58Z</updated>

		<summary type="html">&lt;p&gt;Sanya: Created page with &amp;quot;==Foreword== &amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;  &amp;#039;&amp;#039;I&amp;#039;m pretty noob in photoshop, I&amp;#039;m glad if someone update my tutorial if I made smth wrong and notice me via e-mail about it.&amp;#039;&amp;#039;   A long time I&amp;#039;m interes...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Foreword==&lt;br /&gt;
&#039;&#039;Note:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m pretty noob in photoshop, I&#039;m glad if someone update my tutorial if I made smth wrong and notice me via e-mail about it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A long time I&#039;m interest how to get right colour maps in Modern Warfare 2 and Black Ops later.&lt;br /&gt;
&lt;br /&gt;
On this week I got a strange idea, when I saw specular maps again. It is pretty strange, because I had never seen smth in any part of Call of Duty. &lt;br /&gt;
&lt;br /&gt;
It has a parts of specular, and then I think about combined images. I go to MW2 and found again 2 spc files for some weapons and again it include colour map parts, another specular - black&amp;amp;white (standart spc).&lt;br /&gt;
 &lt;br /&gt;
I google some info about combining and test some things and success in it, and now I post this tutorial there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Black Ops==&lt;br /&gt;
&lt;br /&gt;
Ok, now step by step.&lt;br /&gt;
&lt;br /&gt;
For 1st get specular map and colour. Convert it to DDS and go to photoshop. Now open both images. Do not delete alpha channel, it&#039;s important.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://img858.imageshack.us/img858/662/76965502.jpg]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here we go. I&#039;d show you example on SPAS images. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you open 2 files, go to Image -&amp;gt; Apply image. This tool afford you combine pictures. Let&#039;s see what is that. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://img853.imageshack.us/img853/7797/37477101.jpg]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setup settenings as on screenshot and you can see, how image transformed. Then press ok and save it :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Modern Warfare 2==&lt;br /&gt;
&lt;br /&gt;
All diferent is that there is 2 specular maps (or 1, but for this way read Advance section).&lt;br /&gt;
&lt;br /&gt;
We should take colour map and combine it with specular. You can easy find which spc you should use - it has a parts of colour, real specular just black&amp;amp;white.&lt;br /&gt;
&lt;br /&gt;
And now we made simple work as in Black Ops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advance==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For made it you should know &amp;quot;a bit&amp;quot; more, like what fast file is and how to dump it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I tested a lot and all works fine, before I tried MW2 AK-47 and Kriss Vector.&lt;br /&gt;
&lt;br /&gt;
I seaching second spc, but there isn&#039;t! thiught that there is engine transform and ect, but I also thought about materials, and go to check it.&lt;br /&gt;
&lt;br /&gt;
I dump common.ff and common_mp.ff and start seach it and got it! AK used detailed map - detail_kaki_paint.iwi, which I take and try combine images again. Let&#039;s see what to do now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I wound not explain how to dump ff, there is a lot of tutorial about it. All what you need - open unpacked .ff and seach smth like weapon_ak_tactical (name of colour maps) in hex and find material offsets. Usually there is few materials, read carefuly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Code example:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;...яяяяweapon_ak_tactical_col.........DXT5....юяяя........ё*..ё*..Ђ.Ђ.....яяяя&#039;&#039;&#039;detail_kaki_paint&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We need colour + our new detail_kaki_paint. Convert it to .DDS and go to Photoshop. Now remember: Apply image work only with images with simple size, then we open kaki paint and go to Image - Image size. Setup it as colour map size (usually 1024x1024). Now choose colour map and go to Image -&amp;gt; Apply image again. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You&#039;ll see how grey colour changed on new, choclate (?). But it&#039;s not right, MW2 has less strong colour. Now we should change &#039;&#039;&#039;Blending type&#039;&#039;&#039; . &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simple work with BO (there is some weapons with detailed map too, like AUG).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I still cant get &amp;quot;copy&amp;quot;, but smth like very very very looks like MW2. maybe I lost something, would be happy if someone finish my work, because I never was good in it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Specular and Normal maps==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This part for Call of Duty 4 modellers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I wish notice that normal maps no neednt to change, just for getting it right convert it manually (there are some old converters). It works not right just because colour map and specular were used not right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now about specular. Modern Warfare 2 specular maps can be used without changing, it&#039;s pretty good. I would talk about Black Ops ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open it in Photoshop and past alpha chanell on RGB (use rectangular marquee tool and ctrl+c, ctrl+v, lol), because RGB is not right, used for getting right colours by game. Alpha chanell is what we need. It&#039;s specular map, but it is so lighting (then in BO weapons looks like laminated, I think).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://img683.imageshack.us/img683/1684/60707516.jpg]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now go to Image -&amp;gt; Adjustments -&amp;gt; Hue/Saturation and make it less lighting. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://img15.imageshack.us/img15/7310/89138089.jpg]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Copy RGB and past on alpha chanell (because we cant change lightness of alpha chanell manually (or I&#039;m just idiot)).&lt;br /&gt;
Now to go Layers palette and combine background and new layer (which we pasted). For that choose both and press ctrl+E. Save it as DDS and again manual convert to iwi. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sanya&lt;br /&gt;
&lt;br /&gt;
e-mail: sanya.rnd@gmail.com&lt;br /&gt;
&lt;br /&gt;
Thanks and I hope it was useful for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call_of_Duty_4]][[Category:Texturing]][[Category:Call_of_Duty:Modern_Warfare_2]][[Category:Call_of_Duty_7]]&lt;/div&gt;</summary>
		<author><name>Sanya</name></author>
	</entry>
</feed>