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	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Weapons_Modding&amp;diff=15405</id>
		<title>Call of Duty 4: Weapons Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Weapons_Modding&amp;diff=15405"/>
		<updated>2011-01-08T13:05:25Z</updated>

		<summary type="html">&lt;p&gt;Zaphax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Nutshell.png]] This tutorial will show you how to create a weapon mod.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*This example will use the Stock ModWarfare as base.&lt;br /&gt;
*Use WinRar to extract the &amp;quot;Weapons&amp;quot; folder from iw_11.iwd in CoD4/main into &lt;br /&gt;
 &lt;br /&gt;
 [cod4_path]/Mods/ModWarfare/&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Now, to actually mod the weapon you want. In this example we&#039;ll use the AK47.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Go into [cod4_path]/Mods/ModWarfare/weapons/mp&lt;br /&gt;
*Open &#039;ak47_mp&#039; with notepad.&lt;br /&gt;
*Look at the strange complicated mess of code. Everything is fairly self-explanatory once you figure out the pattern.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 For example: fireTypeFull Auto&lt;br /&gt;
&lt;br /&gt;
Fire type can be &amp;quot;Single Shot&amp;quot;, &amp;quot;Full Auto&amp;quot;, &amp;quot;2-Round Burst&amp;quot;, &amp;quot;3-Round Burst&amp;quot;, or &amp;quot;4-Round Burst&amp;quot;. Without the quotes. Be sure to type it in exactly.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s changed it to: &#039;&#039;&#039;fireType2-Round Burst&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If you&#039;re having trouble finding certain lines, use the search function (cntrl+f) then put in &amp;quot;fireType&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So, next we&#039;ll change the clipsize.&lt;br /&gt;
&lt;br /&gt;
 Original: clipSize30&lt;br /&gt;
 Mine: clipSize20&lt;br /&gt;
&lt;br /&gt;
[[Image:Information.png]] Optionally, you can adjust the other ammo stats, such as maxAmmo, dropAmmoMin, dropAmmoMax to fit. IE if I changed the gun instead to have a 300 round clip, but left the &#039;maxAmmo&#039; attribute as the original, you would only be able to hold 1 clip at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here are example codes for weapon damage:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;damage100&amp;lt;/font&amp;gt; - Base weapon damage, I think enemies have 200 health, since all the one-shot kill weapons are 200 damage.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;minDamage85&amp;lt;/font&amp;gt; - I can only guess that this means the weapon ranges between 85 and 100, ie 85-100 damage.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;meleeDamage200&amp;lt;/font&amp;gt; - This is &#039;knife&#039; damage. The reason this code is in EVERY weapon, but ALL the same value, is because in the original call of duty games each weapon had a different melee damage, because the melee attack was &#039;rifle-bash&#039;. So pistol-whipping did less than M1 Garand-whipping.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;maxDamageRange1024&amp;lt;/font&amp;gt; - Not sure on these values, I think it means that at 1024 units, the weapon deals the max damage (100).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;minDamageRange2400&amp;lt;/font&amp;gt; - And at 2400 meters, it deals the minimum damage (85). You&#039;ll notice that shorter-ranged weapons have smaller values (shotguns, pistols, etc)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;playerDamage50&amp;lt;/font&amp;gt; - How much damage the gun deals to the player from the hands of an enemy. No idea how much health the player has. I think 200, but different difficulty settings may change that (or damage modifiers).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So, let&#039;s changed it to: &lt;br /&gt;
&lt;br /&gt;
 damage200/minDamage200/meleeDamage200/maxDamageRange2500/minDamageRange5000/playerDamage150&lt;br /&gt;
&lt;br /&gt;
*Once modded, save the file (no extension);&lt;br /&gt;
&lt;br /&gt;
*Using Winzip or Winrar(but using .zip not .rar) open up the following file:&lt;br /&gt;
&lt;br /&gt;
 [cod4_path]/Mods/ModWarfare/z_ModWarfare.iwd&lt;br /&gt;
&lt;br /&gt;
*Place the all weapon&#039;s folder inside this IWD &lt;br /&gt;
&lt;br /&gt;
*To test locally you can now start the Multiplayer Executable, select Mods&amp;gt;ModWarfare and start a new server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extra Information by &amp;quot;Zaphax&amp;quot; [http://wiki.modsrepository.com/index.php/User:Zaphax]&#039;&#039;&#039;&lt;br /&gt;
----------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;.zip files and folders&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can make as many .zip files in your mod folder but you must know what kind of folders to put.&lt;br /&gt;
&lt;br /&gt;
Example we make &amp;quot;weapons.zip&amp;quot; file and place &amp;quot;textures&amp;quot; folder in it and place all the texture files to the folder so that you will remember what kind of files in the .zip file cause you named your file weapons so you know its everything or something about weapons so you could add either weapon textures to the .zip file or make everything including weapon scripts and weapon textures/skins the game automatically takes and uses your .zip files it opens them up but if there is &amp;quot;unreadable&amp;quot; files or folders it will not use them in your mod if they have normal names like: &amp;quot;skin&amp;quot; &amp;quot;weapons&amp;quot; &amp;quot;textures&amp;quot; &amp;quot;server&amp;quot; &amp;quot;admin&amp;quot; &amp;quot;script&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I mean normal names but folders are recommended to have lower cased letters like &amp;quot;skin&amp;quot; NOT! &amp;quot;Skin&amp;quot; or &amp;quot;SKIN&amp;quot; copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;How to make a mod (easy)&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is very simple and easy guide how to make a mod.&lt;br /&gt;
&lt;br /&gt;
Copy the &amp;quot;ModWarfare&amp;quot; folder to   cod4/mods/   then rename to the name you want your mod to have so use any lower case or uppercase it will show the way you make it. There are 2 ways to edit your mod. First way is just editing by your likings or second way by deleting all and doing it all from scratch.&lt;br /&gt;
&lt;br /&gt;
1. Edit the current files, delete some, replace some, add some.&lt;br /&gt;
&lt;br /&gt;
2. Delete all the files and place your own files like .zip files that includ scrips or skins or even maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ModWarfare is allowed to copy, edit but DO NOT USE IT FOR COMMERCIAL USE!&lt;br /&gt;
&lt;br /&gt;
ModWarfare is just a demo mod that previews what or how you could make mods but its premade mod like prefabs for &amp;quot;Radiant&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This information was written by &amp;quot;Zaphax&amp;quot; [http://wiki.modsrepository.com/index.php/User:Zaphax]&lt;/div&gt;</summary>
		<author><name>Zaphax</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Weapons_Modding&amp;diff=15404</id>
		<title>Call of Duty 4: Weapons Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Weapons_Modding&amp;diff=15404"/>
		<updated>2011-01-08T12:59:54Z</updated>

		<summary type="html">&lt;p&gt;Zaphax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Nutshell.png]] This tutorial will show you how to create a weapon mod.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*This example will use the Stock ModWarfare as base.&lt;br /&gt;
*Use WinRar to extract the &amp;quot;Weapons&amp;quot; folder from iw_11.iwd in CoD4/main into &lt;br /&gt;
 &lt;br /&gt;
 [cod4_path]/Mods/ModWarfare/&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Now, to actually mod the weapon you want. In this example we&#039;ll use the AK47.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Go into [cod4_path]/Mods/ModWarfare/weapons/mp&lt;br /&gt;
*Open &#039;ak47_mp&#039; with notepad.&lt;br /&gt;
*Look at the strange complicated mess of code. Everything is fairly self-explanatory once you figure out the pattern.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 For example: fireTypeFull Auto&lt;br /&gt;
&lt;br /&gt;
Fire type can be &amp;quot;Single Shot&amp;quot;, &amp;quot;Full Auto&amp;quot;, &amp;quot;2-Round Burst&amp;quot;, &amp;quot;3-Round Burst&amp;quot;, or &amp;quot;4-Round Burst&amp;quot;. Without the quotes. Be sure to type it in exactly.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s changed it to: &#039;&#039;&#039;fireType2-Round Burst&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If you&#039;re having trouble finding certain lines, use the search function (cntrl+f) then put in &amp;quot;fireType&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So, next we&#039;ll change the clipsize.&lt;br /&gt;
&lt;br /&gt;
 Original: clipSize30&lt;br /&gt;
 Mine: clipSize20&lt;br /&gt;
&lt;br /&gt;
[[Image:Information.png]] Optionally, you can adjust the other ammo stats, such as maxAmmo, dropAmmoMin, dropAmmoMax to fit. IE if I changed the gun instead to have a 300 round clip, but left the &#039;maxAmmo&#039; attribute as the original, you would only be able to hold 1 clip at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here are example codes for weapon damage:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;damage100&amp;lt;/font&amp;gt; - Base weapon damage, I think enemies have 200 health, since all the one-shot kill weapons are 200 damage.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;minDamage85&amp;lt;/font&amp;gt; - I can only guess that this means the weapon ranges between 85 and 100, ie 85-100 damage.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;meleeDamage200&amp;lt;/font&amp;gt; - This is &#039;knife&#039; damage. The reason this code is in EVERY weapon, but ALL the same value, is because in the original call of duty games each weapon had a different melee damage, because the melee attack was &#039;rifle-bash&#039;. So pistol-whipping did less than M1 Garand-whipping.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;maxDamageRange1024&amp;lt;/font&amp;gt; - Not sure on these values, I think it means that at 1024 units, the weapon deals the max damage (100).&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;minDamageRange2400&amp;lt;/font&amp;gt; - And at 2400 meters, it deals the minimum damage (85). You&#039;ll notice that shorter-ranged weapons have smaller values (shotguns, pistols, etc)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;playerDamage50&amp;lt;/font&amp;gt; - How much damage the gun deals to the player from the hands of an enemy. No idea how much health the player has. I think 200, but different difficulty settings may change that (or damage modifiers).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
So, let&#039;s changed it to: &lt;br /&gt;
&lt;br /&gt;
 damage200/minDamage200/meleeDamage200/maxDamageRange2500/minDamageRange5000/playerDamage150&lt;br /&gt;
&lt;br /&gt;
*Once modded, save the file (no extension);&lt;br /&gt;
&lt;br /&gt;
*Using Winzip or Winrar(but using .zip not .rar) open up the following file:&lt;br /&gt;
&lt;br /&gt;
 [cod4_path]/Mods/ModWarfare/z_ModWarfare.iwd&lt;br /&gt;
&lt;br /&gt;
*Place the all weapon&#039;s folder inside this IWD &lt;br /&gt;
&lt;br /&gt;
*To test locally you can now start the Multiplayer Executable, select Mods&amp;gt;ModWarfare and start a new server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extra Information&#039;&#039;&#039;&lt;br /&gt;
----------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;.zip files and folders&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can make as many .zip files in your mod folder but you must know what kind of folders to put.&lt;br /&gt;
&lt;br /&gt;
Example we make &amp;quot;weapons.zip&amp;quot; file and place &amp;quot;textures&amp;quot; folder in it and place all the texture files to the folder so that you will remember what kind of files in the .zip file cause you named your file weapons so you know its everything or something about weapons so you could add either weapon textures to the .zip file or make everything including weapon scripts and weapon textures/skins the game automatically takes and uses your .zip files it opens them up but if there is &amp;quot;unreadable&amp;quot; files or folders it will not use them in your mod if they have normal names like: &amp;quot;skin&amp;quot; &amp;quot;weapons&amp;quot; &amp;quot;textures&amp;quot; &amp;quot;server&amp;quot; &amp;quot;admin&amp;quot; &amp;quot;script&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I mean normal names but folders are recommended to have lower cased letters like &amp;quot;skin&amp;quot; NOT! &amp;quot;Skin&amp;quot; or &amp;quot;SKIN&amp;quot; copy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;How to make a mod (easy)&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is very simple and easy guide how to make a mod.&lt;br /&gt;
&lt;br /&gt;
Copy the &amp;quot;ModWarfare&amp;quot; folder to   cod4/mods/   then rename to the name you want your mod to have so use any lower case or uppercase it will show the way you make it. There are 2 ways to edit your mod. First way is just editing by your likings or second way by deleting all and doing it all from scratch.&lt;br /&gt;
&lt;br /&gt;
1. Edit the current files, delete some, replace some, add some.&lt;br /&gt;
&lt;br /&gt;
2. Delete all the files and place your own files like .zip files that includ scrips or skins or even maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ModWarfare is allowed to copy, edit but DO NOT USE IT FOR COMMERCIAL USE!&lt;br /&gt;
&lt;br /&gt;
ModWarfare is just a demo mod that previews what or how you could make mods but its premade mod like prefabs for &amp;quot;Radiant&amp;quot;&lt;/div&gt;</summary>
		<author><name>Zaphax</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=User:Zaphax&amp;diff=15403</id>
		<title>User:Zaphax</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=User:Zaphax&amp;diff=15403"/>
		<updated>2011-01-08T12:59:43Z</updated>

		<summary type="html">&lt;p&gt;Zaphax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Information ==&lt;br /&gt;
&#039;&#039;&#039;Making a &amp;quot;Call of Duty 4: Modern Warfare&amp;quot; Mod&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
---------------------------&lt;br /&gt;
no information yet.&lt;/div&gt;</summary>
		<author><name>Zaphax</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Mapping_MP&amp;diff=7243</id>
		<title>Call of Duty 5: Mapping MP</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Mapping_MP&amp;diff=7243"/>
		<updated>2010-02-16T16:03:56Z</updated>

		<summary type="html">&lt;p&gt;Zaphax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt; ** The Articles below are always subject to change, please check often **.&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;[[Image:Codww small.png|right]]&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
[[Image:Tutorials.png|right]]&lt;br /&gt;
* [[First thing in mapping.]]&lt;br /&gt;
* [[Call of Duty 5: needed|What&#039;s needed (Modtools &amp;amp; Game Patches)]]&lt;br /&gt;
* [[Call of Duty 5: Launcher Overview|ModTools Content - Launcher]]&lt;br /&gt;
* [[Call of Duty 5: Your First Map|Map Design Ideas]]&lt;br /&gt;
* [[Call of Duty 5: Import Layout|Map Design Layout]]&lt;br /&gt;
&lt;br /&gt;
== Basic Editing / Mapping 101 == &lt;br /&gt;
[[Image:Design.png|right]]&lt;br /&gt;
* [[Call of Duty 5: Building a Simple Room|Building a Simple Room]]&lt;br /&gt;
* [[Call of Duty 5: Prefab|Creating and Using Prefabs]]&lt;br /&gt;
* [[Call of Duty 5: Texturing|Using Textures in Radiant]]&lt;br /&gt;
* [[Call of Duty 5: Lighting|Adding Light]]&lt;br /&gt;
* [[Call of Duty 5: Placing Models|Adding Models]]&lt;br /&gt;
* [[Call of Duty 5: Skybox|Adding a Skybox]]&lt;br /&gt;
* [[Call of Duty 5: Water|Using Water]]&lt;br /&gt;
* [[Call of Duty 5: Patches|Curve and Terrain Patches]]&lt;br /&gt;
* [[Call of Duty 5: Arches|Creating Arches]]&lt;br /&gt;
* [[Call of Duty 5: Adding Decals|Adding Decals]]&lt;br /&gt;
* [[Call of Duty 5: MP - Adding Turrets|Adding Turrets in Levels]]&lt;br /&gt;
* [[Call of Duty 5: Adding Destructables|Adding Destructibles in Levels]]&lt;br /&gt;
* [[Call of Duty 5: Alpha Blending|Using Alpha Blending]]&lt;br /&gt;
* [[Call of Duty 5: Reflection Probes|Adding Reflection Probes]]&lt;br /&gt;
* [[Call of Duty 5: Gridfile|Create a Light Gridfile]]&lt;br /&gt;
* [[Call of Duty 5: Players Model|Setting Up Factions (teams)]]&lt;br /&gt;
* [[Call of Duty 5: MP - Adding Dogs|Adding Dogs in Levels]]&lt;br /&gt;
* [[Call of Duty 5: MP - Map GSC File|Creating Map GSC file]]&lt;br /&gt;
* [[Call of Duty 5: Compile Tools|Using Compile Tools]]&lt;br /&gt;
&lt;br /&gt;
=== Clipping/Tool Textures ===&lt;br /&gt;
&lt;br /&gt;
* [[Call of Duty 5: Tool Textures Explained|Tool Textures Explained]]&lt;br /&gt;
** [[Call of Duty 5: Mantles|Mantles]]&lt;br /&gt;
** [[Call of Duty 5: Ladders|Ladders]]&lt;br /&gt;
** [[Call of Duty 5: Clip|Clip]]&lt;br /&gt;
** [[Call of Duty 5: Triggers|Triggers]]&lt;br /&gt;
* [[Call of Duty 5: Creating Collmaps for Models|Creating Collmaps for non-clipped Models]]&lt;br /&gt;
&lt;br /&gt;
=== Special FXs / Sounds ===&lt;br /&gt;
[[Image:Tutorials.png|right]]&lt;br /&gt;
* [[Call of Duty 5: FXs|Adding FXs Stock Method - Clientscripts]]&lt;br /&gt;
* [[Call of Duty 5: FXs Script Struct|Adding FXs Alternate Method - Script_struct + Clientscripts]]&lt;br /&gt;
* [[Call of Duty 5: Sounds|Ambient and Map Sounds]]&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
[[Image:Tutorials.png|right]]&lt;br /&gt;
* [[Call of Duty 5: Vehicles in MP|Adding Vehicles (tanks) in your map]]&lt;br /&gt;
* [[Call of Duty 5: Adding Destructables|Adding Destructibles Vehicles in Map]]&lt;br /&gt;
&lt;br /&gt;
== Advanced Editing ==&lt;br /&gt;
[[Image:Design.png|right]]&lt;br /&gt;
* [[Call of Duty 5: Advanced Terrain Editing|Advanced Terrain Editing]]&lt;br /&gt;
* [[Call of Duty 5: Making Roads|Making Roads]]&lt;br /&gt;
* [[Call of Duty 5: Advanced Lighting|Advanced Lighting]]&lt;br /&gt;
* [[Call of Duty 5: Sun|Adding Sun/Moon]]&lt;br /&gt;
* [[Call of Duty 5: Adding Flares|Adding Flares]]&lt;br /&gt;
* [[Call of Duty 5: Adding Artillery Direction Hint Entities|Adding Artillery Direction Hint]]&lt;br /&gt;
* [[Call of Duty 5: Custom Textures |Create Custom Textures]]&lt;br /&gt;
* [[Call of Duty 5: transparent Minimap|Create a Transparent Minimap]]&lt;br /&gt;
* [[Call of Duty 5: Custom Skyboxes|Create a Custom Skybox]]&lt;br /&gt;
* [[Call of Duty 5: .vision file|Create a Vision File]]&lt;br /&gt;
* [[Call of Duty 5: Minefields|Create Minefields]]&lt;br /&gt;
* [[Call of Duty 5: Shootable Pipes|Adding Shootable Pipes]]&lt;br /&gt;
* [[Call of Duty 5: Fog|Adding Fog]]&lt;br /&gt;
* [[Call of Duty 5: Scriptable Lights|Scriptable Lights]]&lt;br /&gt;
&lt;br /&gt;
=== Portals ===&lt;br /&gt;
* [[Call of Duty 4: Portals|Portals, How-to]]&lt;br /&gt;
** [[Call of Duty 4: Portals1|Portals tutorial #1]]&lt;br /&gt;
** [[Call of Duty 4: Portals2|Portals tutorial #2]]&lt;br /&gt;
** [[Call of Duty 4: Portals3|Portals tutorial #3]]&lt;br /&gt;
&lt;br /&gt;
=== Dynamic Entities ===&lt;br /&gt;
* [[Call of Duty 5: Dynamic Entities and Constraints|Dynamic Entities and Constraints]]&lt;br /&gt;
* [[Call of Duty 5: Dynamic Entities : Ropes|Dynamic Entities : Ropes]]&lt;br /&gt;
* [[Call of Duty 5: Breakable Brushes|Breakable Brushes]]&lt;br /&gt;
&lt;br /&gt;
=== Modelling / Skinning ===&lt;br /&gt;
* [[Call of duty 4: Import models|Import models in game]]&lt;br /&gt;
* [[Call of Duty 4: ViewModels|ViewModels using Maya]]&lt;br /&gt;
* [[Call of Duty 4: mapping mp#Modelling / Skinning| Modeling/Skining]]&lt;br /&gt;
* [[Call of Duty 5: Modeling/ Skinning| Modeling/Skining NEW]]&lt;br /&gt;
* [[Call of Duty 5: From Radiant to Maya|Exporting From Radiant to Maya]]&lt;br /&gt;
* [[Call of duty 5: Player Models Joints &amp;amp; Tags|Player Models Joints &amp;amp; Tags]]&lt;br /&gt;
* [[Call of Duty 5: Models Joints &amp;amp; Tags|Other Models Joints &amp;amp; Tags]]&lt;br /&gt;
* [[Call of Duty 2: Viewsleeves Tutorial|Viewsleeves Animation/Export (COD2)]]&lt;br /&gt;
* [[Call of Duty 5: COD4 model import|Importing COD4MW models in your maps/mods]]&lt;br /&gt;
&lt;br /&gt;
== Scripts in Levels ==&lt;br /&gt;
[[Image:Articles.png|right]]&lt;br /&gt;
* [[Call of Duty 4: Rotating Models|Scripting: Rotating Brushes/Models]]&lt;br /&gt;
* [[Call of Duty 4: Moving Brushes|Scripting: Moving Brushes]]&lt;br /&gt;
* [[Call of Duty 5: Elevator Brushes|Scripting: Elevators #1]]&lt;br /&gt;
* [[Call of Duty 5: Elevator Tutorial|Scripting: Elevators #2]]&lt;br /&gt;
* [[Call of Duty 4: Teleporter|Scripting: Teleporters]]&lt;br /&gt;
* [[Call of Duty 4: Flapping Shutters|Scripting: Flapping Shutters]]&lt;br /&gt;
* [[Call of Duty 5: Primary Light Switch|Scripting: Primary Light Switch]]&lt;br /&gt;
* [[Call of Duty 5: Exploding barrels|Scripting: Exploding barrels]]&lt;br /&gt;
* [[Call of Duty 5: Breakable Windows|Scripting: Breakable Windows]]&lt;br /&gt;
* [[Call of Duty 4: destruct model|Scripting: Destructable Models]]&lt;br /&gt;
&lt;br /&gt;
== Gametypes==&lt;br /&gt;
[[Image:Tutorials.png|right]]&lt;br /&gt;
* [[Call of Duty 5: Missing Prefabs|Missing Prefabs]]&lt;br /&gt;
* [[Call of Duty 5: Adding Gametypes|Adding Stock Gametypes]]&lt;br /&gt;
** [[Call of Duty 5: Adding Twar Quick and simple|Adding Twar in 10 minutes]]&lt;br /&gt;
* [[Call of Duty 5: Adding WAR Zone names|Adding WAR/TWAR names to flags]]&lt;br /&gt;
&lt;br /&gt;
==Releasing a Map==&lt;br /&gt;
[[Image:Articles.png|right]]&lt;br /&gt;
===Test,Minimap &amp;amp; Loadscreen===&lt;br /&gt;
* [[Call of Duty 5: Test the map|Test Your Map]]&lt;br /&gt;
* [[Call of Duty 5: Minimap|Create a Minimap - Stock]]&lt;br /&gt;
* [[Call of Duty 5: Minimap on Teams Screen|Create a Minimap on Teams Screen]]&lt;br /&gt;
* [[Call of Duty 5: Custom Maps Minimap Mod Fix|Fix Minimap for Custom Maps in Mods **Modders only**]]&lt;br /&gt;
* [[Call of Duty 5: Loadscreen Creation Alternate|Create a Loadscreen]]&lt;br /&gt;
* [[Call of Duty 5: Arena File|Create Arena File]]&lt;br /&gt;
&lt;br /&gt;
===Readme and packaging===&lt;br /&gt;
* [[Call of Duty 5: Readme file|Create a Readme]]&lt;br /&gt;
* [[Call of Duty 5: Packaging the map for client download|Packaging the map for Client Download/Server Admins]]&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Troubleshooting ==&lt;br /&gt;
[[Image:Articles.png|right]]&lt;br /&gt;
* [[Call of Duty 5: Radiant Tips|Radiant Tips]]&lt;br /&gt;
* [[Call of Duty 5: Mapping Troubleshooting|Mapping Troubleshooting]]&lt;br /&gt;
* [[Call of Duty 5: Fixing Lighting Bugs|Fixing Lighting Issues]]&lt;br /&gt;
* [[Call of Duty 5: Fixing Physic Preset|Fixing Physic Preset Errors]]&lt;br /&gt;
* [[Call of Duty 5: Fixing Asset Manager|Fixing Asset Manager Launch errors]]&lt;br /&gt;
* [[Call of Duty 5: Fixing Exceeded 400Fxs assets|Fixing &amp;quot;Exceeded 400Fxs&amp;quot; Error]]&lt;br /&gt;
* [[Call of Duty 5: Fixing 2048 materials Assets Error|Fixing &amp;quot;2048 materials Assets&amp;quot; Error **NEW**]]&lt;br /&gt;
*[[Call of Duty: Tools for Modding/Mapping|Tools for Modding/Mapping]]&lt;br /&gt;
&lt;br /&gt;
== Upload Sites ==&lt;br /&gt;
[[Image:Online.png|right|32px]]&lt;br /&gt;
* [[Call of Duty 5: File Hosting Sites|File Hosting Sites]] - A list of reliable websites that host user created maps&lt;br /&gt;
* [[Call of Duty 5: News Site List|News Site List]] - A list of websites for hype/advertisement and discussion&lt;br /&gt;
&lt;br /&gt;
{{donation}}&lt;/div&gt;</summary>
		<author><name>Zaphax</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Mapping_MP&amp;diff=7242</id>
		<title>Call of Duty 5: Mapping MP</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Mapping_MP&amp;diff=7242"/>
		<updated>2010-02-16T16:03:22Z</updated>

		<summary type="html">&lt;p&gt;Zaphax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt; ** The Articles below are always subject to change, please check often **.&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;[[Image:Codww small.png|right]]&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
[[Image:Tutorials.png|right]]&lt;br /&gt;
* [[Call of Duty 5: First thing in mapping.]]&lt;br /&gt;
* [[Call of Duty 5: needed|What&#039;s needed (Modtools &amp;amp; Game Patches)]]&lt;br /&gt;
* [[Call of Duty 5: Launcher Overview|ModTools Content - Launcher]]&lt;br /&gt;
* [[Call of Duty 5: Your First Map|Map Design Ideas]]&lt;br /&gt;
* [[Call of Duty 5: Import Layout|Map Design Layout]]&lt;br /&gt;
&lt;br /&gt;
== Basic Editing / Mapping 101 == &lt;br /&gt;
[[Image:Design.png|right]]&lt;br /&gt;
* [[Call of Duty 5: Building a Simple Room|Building a Simple Room]]&lt;br /&gt;
* [[Call of Duty 5: Prefab|Creating and Using Prefabs]]&lt;br /&gt;
* [[Call of Duty 5: Texturing|Using Textures in Radiant]]&lt;br /&gt;
* [[Call of Duty 5: Lighting|Adding Light]]&lt;br /&gt;
* [[Call of Duty 5: Placing Models|Adding Models]]&lt;br /&gt;
* [[Call of Duty 5: Skybox|Adding a Skybox]]&lt;br /&gt;
* [[Call of Duty 5: Water|Using Water]]&lt;br /&gt;
* [[Call of Duty 5: Patches|Curve and Terrain Patches]]&lt;br /&gt;
* [[Call of Duty 5: Arches|Creating Arches]]&lt;br /&gt;
* [[Call of Duty 5: Adding Decals|Adding Decals]]&lt;br /&gt;
* [[Call of Duty 5: MP - Adding Turrets|Adding Turrets in Levels]]&lt;br /&gt;
* [[Call of Duty 5: Adding Destructables|Adding Destructibles in Levels]]&lt;br /&gt;
* [[Call of Duty 5: Alpha Blending|Using Alpha Blending]]&lt;br /&gt;
* [[Call of Duty 5: Reflection Probes|Adding Reflection Probes]]&lt;br /&gt;
* [[Call of Duty 5: Gridfile|Create a Light Gridfile]]&lt;br /&gt;
* [[Call of Duty 5: Players Model|Setting Up Factions (teams)]]&lt;br /&gt;
* [[Call of Duty 5: MP - Adding Dogs|Adding Dogs in Levels]]&lt;br /&gt;
* [[Call of Duty 5: MP - Map GSC File|Creating Map GSC file]]&lt;br /&gt;
* [[Call of Duty 5: Compile Tools|Using Compile Tools]]&lt;br /&gt;
&lt;br /&gt;
=== Clipping/Tool Textures ===&lt;br /&gt;
&lt;br /&gt;
* [[Call of Duty 5: Tool Textures Explained|Tool Textures Explained]]&lt;br /&gt;
** [[Call of Duty 5: Mantles|Mantles]]&lt;br /&gt;
** [[Call of Duty 5: Ladders|Ladders]]&lt;br /&gt;
** [[Call of Duty 5: Clip|Clip]]&lt;br /&gt;
** [[Call of Duty 5: Triggers|Triggers]]&lt;br /&gt;
* [[Call of Duty 5: Creating Collmaps for Models|Creating Collmaps for non-clipped Models]]&lt;br /&gt;
&lt;br /&gt;
=== Special FXs / Sounds ===&lt;br /&gt;
[[Image:Tutorials.png|right]]&lt;br /&gt;
* [[Call of Duty 5: FXs|Adding FXs Stock Method - Clientscripts]]&lt;br /&gt;
* [[Call of Duty 5: FXs Script Struct|Adding FXs Alternate Method - Script_struct + Clientscripts]]&lt;br /&gt;
* [[Call of Duty 5: Sounds|Ambient and Map Sounds]]&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
[[Image:Tutorials.png|right]]&lt;br /&gt;
* [[Call of Duty 5: Vehicles in MP|Adding Vehicles (tanks) in your map]]&lt;br /&gt;
* [[Call of Duty 5: Adding Destructables|Adding Destructibles Vehicles in Map]]&lt;br /&gt;
&lt;br /&gt;
== Advanced Editing ==&lt;br /&gt;
[[Image:Design.png|right]]&lt;br /&gt;
* [[Call of Duty 5: Advanced Terrain Editing|Advanced Terrain Editing]]&lt;br /&gt;
* [[Call of Duty 5: Making Roads|Making Roads]]&lt;br /&gt;
* [[Call of Duty 5: Advanced Lighting|Advanced Lighting]]&lt;br /&gt;
* [[Call of Duty 5: Sun|Adding Sun/Moon]]&lt;br /&gt;
* [[Call of Duty 5: Adding Flares|Adding Flares]]&lt;br /&gt;
* [[Call of Duty 5: Adding Artillery Direction Hint Entities|Adding Artillery Direction Hint]]&lt;br /&gt;
* [[Call of Duty 5: Custom Textures |Create Custom Textures]]&lt;br /&gt;
* [[Call of Duty 5: transparent Minimap|Create a Transparent Minimap]]&lt;br /&gt;
* [[Call of Duty 5: Custom Skyboxes|Create a Custom Skybox]]&lt;br /&gt;
* [[Call of Duty 5: .vision file|Create a Vision File]]&lt;br /&gt;
* [[Call of Duty 5: Minefields|Create Minefields]]&lt;br /&gt;
* [[Call of Duty 5: Shootable Pipes|Adding Shootable Pipes]]&lt;br /&gt;
* [[Call of Duty 5: Fog|Adding Fog]]&lt;br /&gt;
* [[Call of Duty 5: Scriptable Lights|Scriptable Lights]]&lt;br /&gt;
&lt;br /&gt;
=== Portals ===&lt;br /&gt;
* [[Call of Duty 4: Portals|Portals, How-to]]&lt;br /&gt;
** [[Call of Duty 4: Portals1|Portals tutorial #1]]&lt;br /&gt;
** [[Call of Duty 4: Portals2|Portals tutorial #2]]&lt;br /&gt;
** [[Call of Duty 4: Portals3|Portals tutorial #3]]&lt;br /&gt;
&lt;br /&gt;
=== Dynamic Entities ===&lt;br /&gt;
* [[Call of Duty 5: Dynamic Entities and Constraints|Dynamic Entities and Constraints]]&lt;br /&gt;
* [[Call of Duty 5: Dynamic Entities : Ropes|Dynamic Entities : Ropes]]&lt;br /&gt;
* [[Call of Duty 5: Breakable Brushes|Breakable Brushes]]&lt;br /&gt;
&lt;br /&gt;
=== Modelling / Skinning ===&lt;br /&gt;
* [[Call of duty 4: Import models|Import models in game]]&lt;br /&gt;
* [[Call of Duty 4: ViewModels|ViewModels using Maya]]&lt;br /&gt;
* [[Call of Duty 4: mapping mp#Modelling / Skinning| Modeling/Skining]]&lt;br /&gt;
* [[Call of Duty 5: Modeling/ Skinning| Modeling/Skining NEW]]&lt;br /&gt;
* [[Call of Duty 5: From Radiant to Maya|Exporting From Radiant to Maya]]&lt;br /&gt;
* [[Call of duty 5: Player Models Joints &amp;amp; Tags|Player Models Joints &amp;amp; Tags]]&lt;br /&gt;
* [[Call of Duty 5: Models Joints &amp;amp; Tags|Other Models Joints &amp;amp; Tags]]&lt;br /&gt;
* [[Call of Duty 2: Viewsleeves Tutorial|Viewsleeves Animation/Export (COD2)]]&lt;br /&gt;
* [[Call of Duty 5: COD4 model import|Importing COD4MW models in your maps/mods]]&lt;br /&gt;
&lt;br /&gt;
== Scripts in Levels ==&lt;br /&gt;
[[Image:Articles.png|right]]&lt;br /&gt;
* [[Call of Duty 4: Rotating Models|Scripting: Rotating Brushes/Models]]&lt;br /&gt;
* [[Call of Duty 4: Moving Brushes|Scripting: Moving Brushes]]&lt;br /&gt;
* [[Call of Duty 5: Elevator Brushes|Scripting: Elevators #1]]&lt;br /&gt;
* [[Call of Duty 5: Elevator Tutorial|Scripting: Elevators #2]]&lt;br /&gt;
* [[Call of Duty 4: Teleporter|Scripting: Teleporters]]&lt;br /&gt;
* [[Call of Duty 4: Flapping Shutters|Scripting: Flapping Shutters]]&lt;br /&gt;
* [[Call of Duty 5: Primary Light Switch|Scripting: Primary Light Switch]]&lt;br /&gt;
* [[Call of Duty 5: Exploding barrels|Scripting: Exploding barrels]]&lt;br /&gt;
* [[Call of Duty 5: Breakable Windows|Scripting: Breakable Windows]]&lt;br /&gt;
* [[Call of Duty 4: destruct model|Scripting: Destructable Models]]&lt;br /&gt;
&lt;br /&gt;
== Gametypes==&lt;br /&gt;
[[Image:Tutorials.png|right]]&lt;br /&gt;
* [[Call of Duty 5: Missing Prefabs|Missing Prefabs]]&lt;br /&gt;
* [[Call of Duty 5: Adding Gametypes|Adding Stock Gametypes]]&lt;br /&gt;
** [[Call of Duty 5: Adding Twar Quick and simple|Adding Twar in 10 minutes]]&lt;br /&gt;
* [[Call of Duty 5: Adding WAR Zone names|Adding WAR/TWAR names to flags]]&lt;br /&gt;
&lt;br /&gt;
==Releasing a Map==&lt;br /&gt;
[[Image:Articles.png|right]]&lt;br /&gt;
===Test,Minimap &amp;amp; Loadscreen===&lt;br /&gt;
* [[Call of Duty 5: Test the map|Test Your Map]]&lt;br /&gt;
* [[Call of Duty 5: Minimap|Create a Minimap - Stock]]&lt;br /&gt;
* [[Call of Duty 5: Minimap on Teams Screen|Create a Minimap on Teams Screen]]&lt;br /&gt;
* [[Call of Duty 5: Custom Maps Minimap Mod Fix|Fix Minimap for Custom Maps in Mods **Modders only**]]&lt;br /&gt;
* [[Call of Duty 5: Loadscreen Creation Alternate|Create a Loadscreen]]&lt;br /&gt;
* [[Call of Duty 5: Arena File|Create Arena File]]&lt;br /&gt;
&lt;br /&gt;
===Readme and packaging===&lt;br /&gt;
* [[Call of Duty 5: Readme file|Create a Readme]]&lt;br /&gt;
* [[Call of Duty 5: Packaging the map for client download|Packaging the map for Client Download/Server Admins]]&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Troubleshooting ==&lt;br /&gt;
[[Image:Articles.png|right]]&lt;br /&gt;
* [[Call of Duty 5: Radiant Tips|Radiant Tips]]&lt;br /&gt;
* [[Call of Duty 5: Mapping Troubleshooting|Mapping Troubleshooting]]&lt;br /&gt;
* [[Call of Duty 5: Fixing Lighting Bugs|Fixing Lighting Issues]]&lt;br /&gt;
* [[Call of Duty 5: Fixing Physic Preset|Fixing Physic Preset Errors]]&lt;br /&gt;
* [[Call of Duty 5: Fixing Asset Manager|Fixing Asset Manager Launch errors]]&lt;br /&gt;
* [[Call of Duty 5: Fixing Exceeded 400Fxs assets|Fixing &amp;quot;Exceeded 400Fxs&amp;quot; Error]]&lt;br /&gt;
* [[Call of Duty 5: Fixing 2048 materials Assets Error|Fixing &amp;quot;2048 materials Assets&amp;quot; Error **NEW**]]&lt;br /&gt;
*[[Call of Duty: Tools for Modding/Mapping|Tools for Modding/Mapping]]&lt;br /&gt;
&lt;br /&gt;
== Upload Sites ==&lt;br /&gt;
[[Image:Online.png|right|32px]]&lt;br /&gt;
* [[Call of Duty 5: File Hosting Sites|File Hosting Sites]] - A list of reliable websites that host user created maps&lt;br /&gt;
* [[Call of Duty 5: News Site List|News Site List]] - A list of websites for hype/advertisement and discussion&lt;br /&gt;
&lt;br /&gt;
{{donation}}&lt;/div&gt;</summary>
		<author><name>Zaphax</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=User:Zaphax&amp;diff=7241</id>
		<title>User:Zaphax</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=User:Zaphax&amp;diff=7241"/>
		<updated>2010-02-16T15:55:12Z</updated>

		<summary type="html">&lt;p&gt;Zaphax: Created page with &amp;#039;&amp;#039;&amp;#039;&amp;#039;Zaphax&amp;#039;&amp;#039;&amp;#039; - He is call of duty 2,4,5 mapper who is a great gamer as well not only in call of duty games but in many other games. this user has all call of duty games and expan…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Zaphax&#039;&#039;&#039; - He is call of duty 2,4,5 mapper who is a great gamer as well not only in call of duty games but in many other games. this user has all call of duty games and expansion packs. if u want to contact him add&lt;br /&gt;
&lt;br /&gt;
ZaphaxMG = YOUTUBE.&lt;/div&gt;</summary>
		<author><name>Zaphax</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Players_Model&amp;diff=7240</id>
		<title>Call of Duty 5: Players Model</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Players_Model&amp;diff=7240"/>
		<updated>2010-02-16T15:52:40Z</updated>

		<summary type="html">&lt;p&gt;Zaphax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This article is to help you select the Player Models for your maps.}}&lt;br /&gt;
&lt;br /&gt;
== Player Model Teams ==&lt;br /&gt;
&lt;br /&gt;
Like any other Call Of Duty Game, COD:WW uses the usual team split:&lt;br /&gt;
&lt;br /&gt;
* Allies&lt;br /&gt;
* Axis&lt;br /&gt;
&lt;br /&gt;
In Allies you have:&lt;br /&gt;
&lt;br /&gt;
 US Marines&lt;br /&gt;
 Russian Red Army&lt;br /&gt;
&lt;br /&gt;
In Axis you have:&lt;br /&gt;
&lt;br /&gt;
 Japanese Imperial Army&lt;br /&gt;
 German Wehrmacht&lt;br /&gt;
&lt;br /&gt;
Just as in COD4, with the SAS vs Spatsnez team problem, there is a  problem with the default _teams.gsc file - it assumes that a custom map is listed in  mapsTable.csv, and will default you to using Marines (Americans) and Japanese.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can download a &amp;quot;fixed&amp;quot; _teams.gsc file here:&lt;br /&gt;
&lt;br /&gt;
{{Download|http://tallys-world.com/downloads/fixed_teams.zip|Tally&#039;s Fixed Teams - 7.80kb}}&lt;br /&gt;
&lt;br /&gt;
{{Color|&#039;&#039;&#039;To use this file:&#039;&#039;&#039;|yellow}}&amp;lt;br&amp;gt;&lt;br /&gt;
You must create a IWD archive containing the new _teams.gsc and place in a mod folder; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Warning|This is only in the case that the Mod in use DOES NOT have the fixed _teams.gsc already!!}}&lt;br /&gt;
&lt;br /&gt;
Extreme/ACE/AWE already have it so Skip this steps if you are using that;&lt;br /&gt;
&lt;br /&gt;
{{Warning|This is not for Mappers!! Mappers SHOULD NOT include the fixed file in their map release!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Player Model Classes ==&lt;br /&gt;
&lt;br /&gt;
Again, as in COD4:MW, COD:WW is re-using the class system:&lt;br /&gt;
&lt;br /&gt;
* Rifleman&lt;br /&gt;
* Light Gunner&lt;br /&gt;
* Heavy Gunner&lt;br /&gt;
* Close Assault&lt;br /&gt;
* Sniper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Info|For the modders, here are the Script Classes for each:}}&lt;br /&gt;
&lt;br /&gt;
* Rifleman      &amp;gt; ASSAULT&lt;br /&gt;
* Light Gunner  &amp;gt; SPECOPS&lt;br /&gt;
* Heavy Gunner  &amp;gt; SUPPORT&lt;br /&gt;
* Close Assault &amp;gt; RECON&lt;br /&gt;
* Sniper        &amp;gt; SNIPER&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== MAP GSC Syntax ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 4 combiantion possible for your MP Levels in regards to Player Models:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*{{Color|US Marines vs.Japanese Imperial Army|yellow}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	game[&amp;quot;allies&amp;quot;] = &amp;quot;marines&amp;quot;;&lt;br /&gt;
	game[&amp;quot;axis&amp;quot;] = &amp;quot;japanese&amp;quot;;&lt;br /&gt;
	game[&amp;quot;attackers&amp;quot;] = &amp;quot;allies&amp;quot;;&lt;br /&gt;
	game[&amp;quot;defenders&amp;quot;] = &amp;quot;axis&amp;quot;;&lt;br /&gt;
	game[&amp;quot;allies_soldiertype&amp;quot;] = &amp;quot;pacific&amp;quot;;&lt;br /&gt;
	game[&amp;quot;axis_soldiertype&amp;quot;] = &amp;quot;pacific&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{Color|Russian Red Army vs. German Wehrmacht|yellow}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	game[&amp;quot;allies&amp;quot;] = &amp;quot;russian&amp;quot;;&lt;br /&gt;
	game[&amp;quot;axis&amp;quot;] = &amp;quot;german&amp;quot;;&lt;br /&gt;
	game[&amp;quot;attackers&amp;quot;] = &amp;quot;axis&amp;quot;;&lt;br /&gt;
	game[&amp;quot;defenders&amp;quot;] = &amp;quot;allies&amp;quot;;&lt;br /&gt;
	game[&amp;quot;allies_soldiertype&amp;quot;] = &amp;quot;german&amp;quot;;&lt;br /&gt;
	game[&amp;quot;axis_soldiertype&amp;quot;] = &amp;quot;german&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{Color|US Marines vs. German Wehrmacht|yellow}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	game[&amp;quot;allies&amp;quot;] = &amp;quot;marines&amp;quot;;&lt;br /&gt;
	game[&amp;quot;axis&amp;quot;] = &amp;quot;german&amp;quot;;&lt;br /&gt;
	game[&amp;quot;attackers&amp;quot;] = &amp;quot;axis&amp;quot;;&lt;br /&gt;
	game[&amp;quot;defenders&amp;quot;] = &amp;quot;allies&amp;quot;;&lt;br /&gt;
	game[&amp;quot;allies_soldiertype&amp;quot;] = &amp;quot;pacific&amp;quot;;&lt;br /&gt;
	game[&amp;quot;axis_soldiertype&amp;quot;] = &amp;quot;german&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*{{Color|Russian Red Army vs. Japanese Imperial Army|yellow}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
	game[&amp;quot;allies&amp;quot;] = &amp;quot;russian&amp;quot;;&lt;br /&gt;
	game[&amp;quot;axis&amp;quot;] = &amp;quot;japanese&amp;quot;;&lt;br /&gt;
	game[&amp;quot;attackers&amp;quot;] = &amp;quot;allies&amp;quot;;&lt;br /&gt;
	game[&amp;quot;defenders&amp;quot;] = &amp;quot;axis&amp;quot;;&lt;br /&gt;
	game[&amp;quot;allies_soldiertype&amp;quot;] = &amp;quot;german&amp;quot;;&lt;br /&gt;
	game[&amp;quot;axis_soldiertype&amp;quot;] = &amp;quot;pacific&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Note that the last 2 examples aren&#039;t historically correct in terms of the Uniforms or Events.&#039;&#039;&#039;|red}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In your [[Call of Duty 5: MP - Map GSC File|Map GSC]] simply place the relevant section from your choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compiling Player Model Factions/SoldierTypes ==&lt;br /&gt;
&lt;br /&gt;
To get the right models compiled into your map, just as in COD4, you use an #include, and reference a relevant .CSV file for that faction:&lt;br /&gt;
&lt;br /&gt;
 include,mptypes_german&lt;br /&gt;
&lt;br /&gt;
This is for both German (Wehrmacht) and Russians, as the Russians are actually classed as a &amp;quot;german&amp;quot; soldiertype&lt;br /&gt;
&lt;br /&gt;
 include,mptypes_pacific&lt;br /&gt;
&lt;br /&gt;
This is for both the Marines (American) and Imperial Army (Japanese)&lt;br /&gt;
&lt;br /&gt;
Place these includes in your map&#039;s zone .CSV file, just as you did for COD4&lt;br /&gt;
&lt;br /&gt;
Treyarch didnt&#039;t include the mptypes CSV files with the RAW dump, so I created them for you to download:&lt;br /&gt;
&lt;br /&gt;
{{Download|http://wiki.modsrepository.com/codww_files/codww_mptypes.zip|LOCAL Mirror}}&lt;br /&gt;
&lt;br /&gt;
* This download also bring you &#039;&#039;&#039;Marines VS Wehrmacht&#039;&#039;&#039; and &#039;&#039;&#039;Russians VS Japanese&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Warning|&#039;&#039;&#039;ONLY ALWAYS USE ONE include,mptypes_&#039; LINE IN YOUR ZONE FILE!&#039;&#039;&#039;|red}}&lt;br /&gt;
&lt;br /&gt;
== Player Models Pictures ==&lt;br /&gt;
&lt;br /&gt;
{{Color|The order is always as follow:|yellow}}&lt;br /&gt;
&lt;br /&gt;
 Rifleman&lt;br /&gt;
 Light Gunner&lt;br /&gt;
 Heavy Gunner&lt;br /&gt;
 Close Assault&lt;br /&gt;
 Sniper&lt;br /&gt;
&lt;br /&gt;
=== US Marines ===&lt;br /&gt;
&lt;br /&gt;
[[Image:mptype_usa_raider_assault.png|150px]] [[Image:mptype_usa_raider_smg.png|150px]] [[Image:mptype_usa_raider_lmg.png|150px]]&lt;br /&gt;
[[Image:mptype_usa_raider_cqb.png|150px]] [[Image:mptype_usa_raider_rifle.png|150px]]&lt;br /&gt;
&lt;br /&gt;
=== Japanese Imperial Army ===&lt;br /&gt;
&lt;br /&gt;
[[Image:mptype_jap_impinf_assault.png|150px]] [[Image:mptype_jap_impinf_smg.png|150px]] [[Image:mptype_jap_impinf_lmg.png|150px]]&lt;br /&gt;
[[Image:mptype_jap_impinf_cqb.png|150px]] [[Image:mptype_jap_impinf_rifle.png|150px]]&lt;br /&gt;
&lt;br /&gt;
=== Russian Red Army ===&lt;br /&gt;
&lt;br /&gt;
[[Image:mptype_rus_guard_assault.png|150px]] [[Image:mptype_rus_guard_smg.png|150px]] [[Image:mptype_rus_guard_lmg.png|150px]]&lt;br /&gt;
[[Image:mptype_rus_guard_cqb.png|150px]] [[Image:mptype_rus_guard_rifle.png|150px]]&lt;br /&gt;
&lt;br /&gt;
=== German Wehrmacht ===&lt;br /&gt;
&lt;br /&gt;
[[Image:mptype_ger_hnrgrd_assault.png|150px]] [[Image:mptype_ger_hnrgrd_smg.png|150px]] [[Image:mptype_ger_hnrgrd_lmg.png|150px]]&lt;br /&gt;
[[Image:mptype_ger_hnrgrd_cqb.png|150px]] [[Image:mptype_ger_hnrgrd_rifle.png|150px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MAPSTABLE.CSV==&lt;br /&gt;
&lt;br /&gt;
{{Note|if a map uses a custom mapstable.csv, this get&#039;s over all the problems that the stock _teams.gsc file causes: &#039;&#039;&#039;no more &amp;quot;gun in the face&amp;quot; problem.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
*The game reads the custom mapstable.csv file, and gets its character models from that:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Map Data Table,,,,,,,,,,&lt;br /&gt;
a0,b1,c2,d3,e4,f5,g6,h7,i8,j9,k10&lt;br /&gt;
maxnum_map,1,,,,,,,,,&lt;br /&gt;
#mapname,#allies characters,#axis characters,#mapname,#mapimage,#index,#description,#mapoverlay,#map size description,#vehicles,#splitscreen&lt;br /&gt;
mp_campdavid,german,german,CUSTOM_CAMPDAVID,loadscreen_mp_campdavid,0,CUSTOM_DESC_MAP_CAMPDAVID,compass_overlay_map_airfield,MEDIUM,NO,NO&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*This satisfies what _teams.gsc looks for:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
alliesCharSet = tableLookup( &amp;quot;mp/mapsTable.csv&amp;quot;, 0, getDvar( &amp;quot;mapname&amp;quot; ), 1 );&lt;br /&gt;
axisCharSet = tableLookup( &amp;quot;mp/mapsTable.csv&amp;quot;, 0, getDvar( &amp;quot;mapname&amp;quot; ), 2 );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* To add the custom map table to your map, Add this line to your Zone Source file map_mapname.csv &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
stringtable,mp/mapstable.csv&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Info|If every mapper did this, there would be no need for a modded _teams.gsc file being included in a map&#039;s IWD file.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Zaphax|Zaphax.]] 20:37, 10 November 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Technical Reference]]&lt;/div&gt;</summary>
		<author><name>Zaphax</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Making_Roads&amp;diff=7231</id>
		<title>Call of Duty 5: Making Roads</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Making_Roads&amp;diff=7231"/>
		<updated>2010-01-24T18:57:24Z</updated>

		<summary type="html">&lt;p&gt;Zaphax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|Tutorial on making roads using Curves/Patches. Includes Texturing also}}&lt;br /&gt;
&lt;br /&gt;
=Editing Terrain=    CALL OF DUTY 4!&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;What we are going to do is make an area, and make different elevated areas and add decals and blend the decals to the area.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The final result will look like this.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Grass areas with a gravel road and some snow on the hill.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:jterrain30.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Creating the Patches==&lt;br /&gt;
&lt;br /&gt;
*First I have make a section of terrain and apllied the ch_grass_01 texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain4.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*I then made duplicates (&#039;&#039;&#039;Spacebar&#039;&#039;&#039;) of the terrain patch and lined them to each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:p_terrain_11.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*I then selected all the pieces of terrain and I want to cap the texture. Capping a texture is properly projecting the texture to fit the area of selected terrain. &lt;br /&gt;
*Using cap will project the texture in a Z plane.&lt;br /&gt;
&lt;br /&gt;
There are 2 ways to cap a texture.&lt;br /&gt;
&lt;br /&gt;
1. Is to bring up the Surface Properties window (&#039;&#039;&#039;S&#039;&#039;&#039; key) and clicking on the &#039;&#039;&#039;Cap&#039;&#039;&#039; button&lt;br /&gt;
&lt;br /&gt;
2. Is to use the hotkeys of &#039;&#039;&#039;Ctrl+Shift+P&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain_12.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I went ahead and added a bunch of new rows to have more areas to edit. Know that when adding rows to a section of terrain, you can not exceed more then 16 rows in 1 direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain_13.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Next I duplicated 2 sections of terrain and apllied the ch_ground_gravel02_decal (cod4, different in codwaw).&lt;br /&gt;
*I then place it directly on top of the section I duplicated from that has the ch_grass_01 texture (cod4, different in codwaw).&lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain_14.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using Alpha-Blending==&lt;br /&gt;
&lt;br /&gt;
*Then I am going to bring up the gVertex Color/Alpha Editing window. &#039;&#039;&#039;(G key)&#039;&#039;&#039;&lt;br /&gt;
*I want to Alpha out the areas of the gravel texture so I can make a stone path.&lt;br /&gt;
*Check the box next to Alpha. &lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain_15.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*I will then select the vertice points I want and scroll the Alpha Value Bar down to 0&lt;br /&gt;
&lt;br /&gt;
[[Image:jterrain16.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*As you slide the bar you will see the gravel texture become transparent on the vertice points you have selected.&lt;br /&gt;
*This method will only work on Decals. Notice that in the texture window there are 2 ch_ground-gravel textures, but 1 of them has _decal on the end of the name. &lt;br /&gt;
&lt;br /&gt;
[[Image:jpterrain17.jpg]]&lt;br /&gt;
&lt;br /&gt;
*The one without the _decal is a base texture. It is solid and can not have Alpha properties added. The one with the _decal is the decal version. It is not solid. (no player collision) &lt;br /&gt;
*You can added and remove the Alpha properties to blend your textures.&lt;br /&gt;
*OK, Now I am going to add a few more rows (&#039;&#039;&#039;Ctrl+Shift+A&#039;&#039;&#039;) and I am going to pull down the vertices.&lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain_18.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Next I want to move the vertices around to give it more of a bend.&lt;br /&gt;
*Remember to move vertice points you are first selecting the vertices by &#039;&#039;&#039;LMB&#039;&#039;&#039; and drag the blue selection box, then holding &#039;&#039;&#039;Alt and LMB&#039;&#039;&#039; dragging the mouse to move the terrain vertices.&lt;br /&gt;
&lt;br /&gt;
[[Image:Information.png]] You can select one vertice and still keep that selected and select another by holding &#039;&#039;&#039;Ctrl&#039;&#039;&#039; as you &#039;&#039;&#039;LMB&#039;&#039;&#039; dragging the blue selection box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain_19.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Now I am going to bring the rows in tighter. &lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain20.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adding layers==&lt;br /&gt;
&lt;br /&gt;
*I want to add more decal layers. Want to add some mud. &lt;br /&gt;
*There is a way to select a single piece of terrain that is with multiple layers.&lt;br /&gt;
*Just right click you mouse button in the 3D camera window and you will get a drop menu listing the layers by the texture that is applied.&lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain_21.jpg]]  &amp;lt; Blow up of the drop menu&lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain_22.jpg]]&lt;br /&gt;
&lt;br /&gt;
*I then make a duplicate of the all the ch_grass_01 textured terrain. &lt;br /&gt;
*Then I apply the &#039;&#039;&#039;ch_ground_mud03_decal&#039;&#039;&#039; (from COD4, might be different ion CODWAW)  from the texture window to the copies of terrain.&lt;br /&gt;
*Place the new terrain patches on top of the others. &lt;br /&gt;
*Then using the Vertex Editor I will get creative with alpha the vertices. &lt;br /&gt;
*Mine looks like this.&lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain_23.jpg]] &lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain_24.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*So I go on to raise up the terrain on the other end to create a hill.&lt;br /&gt;
&lt;br /&gt;
[[Image:jterrain25.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Now I want to create the other side of my little road. The easiest thing to do is to make a copy of preexisting geometry.&lt;br /&gt;
*I selected the right side and made a duplicate. &lt;br /&gt;
*I then dragged it over to the other side and rotated the selection using &#039;&#039;&#039;Shift+D&#039;&#039;&#039;. Each you rotate it will rotate the selected object 90 degrees.&lt;br /&gt;
&lt;br /&gt;
[[Image:jpterrain26.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Welding Patches==&lt;br /&gt;
&lt;br /&gt;
*Now I need to connect the vertices, so I select the 2 points I want to connect and I use &#039;&#039;&#039;W&#039;&#039;&#039; Key.&lt;br /&gt;
*This will connect the 2 together. &lt;br /&gt;
&lt;br /&gt;
[[Image:Information.png]]&lt;br /&gt;
 &lt;br /&gt;
 When you are joining vertices, you will notice one will stay stationary and the other will move to the other vertice. &lt;br /&gt;
 There is a way to choose which vertice point you want to stay stationary. It&#039;s in the order of selection.&lt;br /&gt;
 The first section of terrain that is selected, its points will stay stationary. &lt;br /&gt;
 The next selected section of terrain, its vertice points will be the one to move to the other.&lt;br /&gt;
&lt;br /&gt;
[[Image:j_terrain27.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*I then selected all the terrain and made a duplicate and matched it end to end.&lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain_28.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Final Steps and result==&lt;br /&gt;
&lt;br /&gt;
*Using the Vertex Editor I matched all the Alpha blending&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*I then made a copy of the mud on the left side and applied the ch_ground_snow_decal_2&lt;br /&gt;
*Changed around the alpha blending and completed the end result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Result:&lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain29.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tutorial by Zaphax &amp;amp; Jurgis&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sources: [http://www.infinityward.com/wiki/index.php/Editing_Terrain IW Wiki]&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Radiant]]&lt;/div&gt;</summary>
		<author><name>Zaphax</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Making_Roads&amp;diff=7230</id>
		<title>Call of Duty 5: Making Roads</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Making_Roads&amp;diff=7230"/>
		<updated>2010-01-24T18:36:46Z</updated>

		<summary type="html">&lt;p&gt;Zaphax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|Tutorial on making roads using Curves/Patches. Includes Texturing also}}&lt;br /&gt;
&lt;br /&gt;
=Editing Terrain=    &lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;What we are going to do is make an area, and make different elevated areas and add decals and blend the decals to the area.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The final result will look like this.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Grass areas with a gravel road and some snow on the hill.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:jterrain30.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Creating the Patches==&lt;br /&gt;
&lt;br /&gt;
*First I have make a section of terrain and apllied the ch_grass_01 texture.&lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain4.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*I then made duplicates (&#039;&#039;&#039;Spacebar&#039;&#039;&#039;) of the terrain patch and lined them to each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:p_terrain_11.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*I then selected all the pieces of terrain and I want to cap the texture. Capping a texture is properly projecting the texture to fit the area of selected terrain. &lt;br /&gt;
*Using cap will project the texture in a Z plane.&lt;br /&gt;
&lt;br /&gt;
There are 2 ways to cap a texture.&lt;br /&gt;
&lt;br /&gt;
1. Is to bring up the Surface Properties window (&#039;&#039;&#039;S&#039;&#039;&#039; key) and clicking on the &#039;&#039;&#039;Cap&#039;&#039;&#039; button&lt;br /&gt;
&lt;br /&gt;
2. Is to use the hotkeys of &#039;&#039;&#039;Ctrl+Shift+P&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain_12.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I went ahead and added a bunch of new rows to have more areas to edit. Know that when adding rows to a section of terrain, you can not exceed more then 16 rows in 1 direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain_13.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Next I duplicated 2 sections of terrain and apllied the ch_ground_gravel02_decal (cod4, different in codwaw).&lt;br /&gt;
*I then place it directly on top of the section I duplicated from that has the ch_grass_01 texture (cod4, different in codwaw).&lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain_14.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using Alpha-Blending==&lt;br /&gt;
&lt;br /&gt;
*Then I am going to bring up the gVertex Color/Alpha Editing window. &#039;&#039;&#039;(G key)&#039;&#039;&#039;&lt;br /&gt;
*I want to Alpha out the areas of the gravel texture so I can make a stone path.&lt;br /&gt;
*Check the box next to Alpha. &lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain_15.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*I will then select the vertice points I want and scroll the Alpha Value Bar down to 0&lt;br /&gt;
&lt;br /&gt;
[[Image:jterrain16.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*As you slide the bar you will see the gravel texture become transparent on the vertice points you have selected.&lt;br /&gt;
*This method will only work on Decals. Notice that in the texture window there are 2 ch_ground-gravel textures, but 1 of them has _decal on the end of the name. &lt;br /&gt;
&lt;br /&gt;
[[Image:jpterrain17.jpg]]&lt;br /&gt;
&lt;br /&gt;
*The one without the _decal is a base texture. It is solid and can not have Alpha properties added. The one with the _decal is the decal version. It is not solid. (no player collision) &lt;br /&gt;
*You can added and remove the Alpha properties to blend your textures.&lt;br /&gt;
*OK, Now I am going to add a few more rows (&#039;&#039;&#039;Ctrl+Shift+A&#039;&#039;&#039;) and I am going to pull down the vertices.&lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain_18.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Next I want to move the vertices around to give it more of a bend.&lt;br /&gt;
*Remember to move vertice points you are first selecting the vertices by &#039;&#039;&#039;LMB&#039;&#039;&#039; and drag the blue selection box, then holding &#039;&#039;&#039;Alt and LMB&#039;&#039;&#039; dragging the mouse to move the terrain vertices.&lt;br /&gt;
&lt;br /&gt;
[[Image:Information.png]] You can select one vertice and still keep that selected and select another by holding &#039;&#039;&#039;Ctrl&#039;&#039;&#039; as you &#039;&#039;&#039;LMB&#039;&#039;&#039; dragging the blue selection box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain_19.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Now I am going to bring the rows in tighter. &lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain20.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adding layers==&lt;br /&gt;
&lt;br /&gt;
*I want to add more decal layers. Want to add some mud. &lt;br /&gt;
*There is a way to select a single piece of terrain that is with multiple layers.&lt;br /&gt;
*Just right click you mouse button in the 3D camera window and you will get a drop menu listing the layers by the texture that is applied.&lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain_21.jpg]]  &amp;lt; Blow up of the drop menu&lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain_22.jpg]]&lt;br /&gt;
&lt;br /&gt;
*I then make a duplicate of the all the ch_grass_01 textured terrain. &lt;br /&gt;
*Then I apply the &#039;&#039;&#039;ch_ground_mud03_decal&#039;&#039;&#039; (from COD4, might be different ion CODWAW)  from the texture window to the copies of terrain.&lt;br /&gt;
*Place the new terrain patches on top of the others. &lt;br /&gt;
*Then using the Vertex Editor I will get creative with alpha the vertices. &lt;br /&gt;
*Mine looks like this.&lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain_23.jpg]] &lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain_24.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*So I go on to raise up the terrain on the other end to create a hill.&lt;br /&gt;
&lt;br /&gt;
[[Image:jterrain25.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Now I want to create the other side of my little road. The easiest thing to do is to make a copy of preexisting geometry.&lt;br /&gt;
*I selected the right side and made a duplicate. &lt;br /&gt;
*I then dragged it over to the other side and rotated the selection using &#039;&#039;&#039;Shift+D&#039;&#039;&#039;. Each you rotate it will rotate the selected object 90 degrees.&lt;br /&gt;
&lt;br /&gt;
[[Image:jpterrain26.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Welding Patches==&lt;br /&gt;
&lt;br /&gt;
*Now I need to connect the vertices, so I select the 2 points I want to connect and I use &#039;&#039;&#039;W&#039;&#039;&#039; Key.&lt;br /&gt;
*This will connect the 2 together. &lt;br /&gt;
&lt;br /&gt;
[[Image:Information.png]]&lt;br /&gt;
 &lt;br /&gt;
 When you are joining vertices, you will notice one will stay stationary and the other will move to the other vertice. &lt;br /&gt;
 There is a way to choose which vertice point you want to stay stationary. It&#039;s in the order of selection.&lt;br /&gt;
 The first section of terrain that is selected, its points will stay stationary. &lt;br /&gt;
 The next selected section of terrain, its vertice points will be the one to move to the other.&lt;br /&gt;
&lt;br /&gt;
[[Image:j_terrain27.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*I then selected all the terrain and made a duplicate and matched it end to end.&lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain_28.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Final Steps and result==&lt;br /&gt;
&lt;br /&gt;
*Using the Vertex Editor I matched all the Alpha blending&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*I then made a copy of the mud on the left side and applied the ch_ground_snow_decal_2&lt;br /&gt;
*Changed around the alpha blending and completed the end result.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Result:&lt;br /&gt;
&lt;br /&gt;
[[Image:jp_terrain29.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tutorial by Zaphax&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sources: [http://www.infinityward.com/wiki/index.php/Editing_Terrain IW Wiki]&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Radiant]]&lt;/div&gt;</summary>
		<author><name>Zaphax</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Arches&amp;diff=7229</id>
		<title>Call of Duty 5: Arches</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Arches&amp;diff=7229"/>
		<updated>2010-01-24T18:35:35Z</updated>

		<summary type="html">&lt;p&gt;Zaphax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Nutshell.png]] This tutorial will show you how to create arches (The easy way).&lt;br /&gt;
[[Image:Noobs.png|200px|right]]&lt;br /&gt;
== Step 1 (Structure) ==&lt;br /&gt;
&lt;br /&gt;
*First you do is to determine the place you are going to locate the arch.&lt;br /&gt;
In this case I will do it between these two columns.&lt;br /&gt;
&lt;br /&gt;
[[Image:Arches_1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Create a brush that will represent the total size of it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Arches_2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*With the brush selected, go to &#039;&#039;&#039;Patch &amp;gt; Primitive &amp;gt; End Cap&#039;&#039;&#039;, this will convert th brush in to a curved patch.&lt;br /&gt;
&lt;br /&gt;
[[Image:Arches_3.png|600px]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Usually it needs to be rotated and scaled to fit in its place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Arches_4.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*When done, just go to &#039;&#039;&#039;Patch &amp;gt; Cap&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[Image:Arches_5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*In the small options windows that pops up just check &#039;&#039;&#039;Inverted Endcap&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Arches_6.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The basic structure of the arch is done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Arches_7.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Step 2 (Texturing) ==&lt;br /&gt;
&lt;br /&gt;
*When applying textures to this arch you may notice that some of them just doesnt look correct or simply looks a bit trange.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Arches_8.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*When this happen, just select all the strange looking faces, and press ¨&#039;&#039;&#039;S&#039;&#039;&#039;¨ for the Surface Editor and click &#039;&#039;&#039;Lmap&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Arches_9.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Also maybe you will need to select some faces individually to rotate or correct the direction of the texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Arches_10.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*As a final touch I added a block on top of the arch to complete the structure and now is ready to use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Arches_11.png|600px]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Radiant]]&lt;br /&gt;
[[Category:Basic Editing]]&lt;br /&gt;
[[Category:Arches]]&lt;br /&gt;
[[Category:Brush Work]]&lt;br /&gt;
&#039;&#039;By Zaphax&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Zaphax</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Your_First_Map&amp;diff=7228</id>
		<title>Call of Duty 5: Your First Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Your_First_Map&amp;diff=7228"/>
		<updated>2010-01-24T18:33:38Z</updated>

		<summary type="html">&lt;p&gt;Zaphax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noob_approved}}&lt;br /&gt;
{{Note|There are many many ways to build a MP map and what you will find below are the way i usually work when building a map - The information are Guidelines and isnt the only way to go about mapping for Call of Duty World At War, but it&#039;s &#039;&#039;&#039;ONE&#039;&#039;&#039; way.}}&lt;br /&gt;
&lt;br /&gt;
Before beginning to map it is always best to plan a map project properly so it makes everything easier on later on stages.&lt;br /&gt;
The very first step of mapping is studying a map layout that will become your final release.&lt;br /&gt;
&lt;br /&gt;
Not every layout made according to this tutorial should be automatically good.&lt;br /&gt;
Only sticking to the basic principles mentioned in this topic, does not always guarantee you to have fun gameplay. It needs good insight and a lot of testing. But to increase the fun in the layout, it could be wise to read the following&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Call of Duty 5 is TDM based by default. But to cover all gametypes, it&#039;s best to stick to S&amp;amp;D (objectives) when designing the layout. For S&amp;amp;D it&#039;s critical to be able to reach objectives from several directions, in order to keep gameplay fun. And as S&amp;amp;D is fun, then it is very likely that other non-objective gametypes are fun as well. So I will continue this tutorial with the S&amp;amp;D gametype in mind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Guide by Zaphax&lt;br /&gt;
&lt;br /&gt;
== Start simple ==&lt;br /&gt;
&lt;br /&gt;
Most people, including me to a long while back, started with detailing immediately, without keeping gameplay in mind.&lt;br /&gt;
&amp;quot;I&#039;ll just create and play along the way&amp;quot;. For some people it works, for others it doesn&#039;t. I advice you to start out simple. Place BSP blocks everywhere where you want the player to be able to walk, and what he can or cannot see. Test it with a small group of people. If that plays fun, replace the blocks with simplistic shapes of houses / buildings to get a general impression of what it will look like in the end. If it is still fun, replace everything with detailed stuff.&lt;br /&gt;
&lt;br /&gt;
== Three routes ==&lt;br /&gt;
&lt;br /&gt;
Every layout needs at least 3 main routes to the objectives. One would cause a bottleneck and hardly any choice to go somewhere. This will get boring eventually. Two could be done, but then people are kind of forced to stick to either one side of the map or the other. Also that could get frustrating. And whenever something is frustrating, your map will only be played for 5 minutes and is doomed to fail. So three main routes are essential to have a good start for a layout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alternative routes ==&lt;br /&gt;
&lt;br /&gt;
From these three routes you can create smaller alternative routes, to flank the enemy or have a different approach than the main route. This offers variation and extra choices to the player. Don&#039;t overdo it, but make sure the player has enough choices to go somewhere. Players like choices.&lt;br /&gt;
With alternative routes you can think of buildings, sewers or rooftops you can walk on. An alternative route would be a route you wouldn&#039;t take with the entire team (well almost never) but for yourself when you&#039;re alone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== In favor of defenders ==&lt;br /&gt;
&lt;br /&gt;
Make sure your objective placement is in favor of the defenders, so they can position themselves or form a plan on how to defend the objective zone area. Though, it is very important that once they have reached the objective zone, the time is relatively short for them to position, otherwise people will start to camp. Make sure that the difference between the time they position, and the attackers reach the objective, is about 3-4 seconds.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
 Defenders to Objective: 15 seconds&lt;br /&gt;
 Attackers to Objective: 18 seconds&lt;br /&gt;
&lt;br /&gt;
So make sure the defenders reach their objective first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Defenders ==&lt;br /&gt;
&lt;br /&gt;
Like I mentioned above, make sure the defenders got the opportunity to position themselves and defend the objective zone.&lt;br /&gt;
Good positions for defenders would be height differences. You can think of roofs, windows or bridges overlooking the objective.&lt;br /&gt;
Don&#039;t create camp-positions, that will decrease the fun for the attackers. So also make sure the attackers can reach the positions as well to kill them from the side or back, instead of being constantly shot by a camper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open ==&lt;br /&gt;
&lt;br /&gt;
Don&#039;t put an objective in a corridor you can reach from only two sides. It would create a bottleneck situation and will become frustrating if people are in the same place every time. Also, don&#039;t make the objective area too open, so the attacker becomes too vulnerable for snipers. Place enough cover around the objective zone, so the attacker can defend himself when being attacked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Logical ==&lt;br /&gt;
&lt;br /&gt;
That also brings me to the following subject: Place the objectives logical. To place the objective on a balcony somewhere, or in the church tower would be weird. Why would someone place their weapon stashes in a church tower or balcony? Plus, this would cause only one way to reach the objective. So basically, make sure the placement makes sense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Height variations ==&lt;br /&gt;
&lt;br /&gt;
Height variations are greatly appreciated by players. It doesn&#039;t only break up a repetitive visual, but also offers new gameplay. It can offer new flanking routes and it gives the player the feel that the map is more dynamic. A third, more technical aspect, would be the performance. If you are in one room above, the stuff below doesn&#039;t get calculated (gets occluded). So working with height variations is definitely appreciated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technical ==&lt;br /&gt;
&lt;br /&gt;
Even though the games are getting better and better and are technically improving, don&#039;t push the engine&#039;s limits.&lt;br /&gt;
It only brings you into the land of engine errors, which can only be fixed by deleting some stuff from your map. And I assume you don&#039;t want that. So instead, think of a layout the engine can handle. For example, CoD4 can&#039;t handle big open landscapes such as in the Battlefield series. Call of Duty 5 (still) works with portals, meaning you need structures to apply them on. So think of a layout being portal friendly.&lt;br /&gt;
Also keep visibility in mind. The more objects need to be drawn, the worse it gets for FPS. Make sure you occlude a lot (that means, cover up open sights, so that not too many objects are being seen / calculated. You can easily solve this by height variations (like in UO&#039;s Stanjel), or just the buildings when your map is flat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remember, these are all basics every map should actually have, or should be thought about. This doesn&#039;t guarantee you will have an awesome map, but at least the basics are there so you are on the right track.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Treyarch about MP map design ==&lt;br /&gt;
&amp;lt;videoflash&amp;gt;VPkuIfXQYfw&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;by Zaphax&#039;&#039;&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Basic Editing]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Zaphax</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Your_First_Map&amp;diff=7227</id>
		<title>Call of Duty 5: Your First Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Your_First_Map&amp;diff=7227"/>
		<updated>2010-01-24T18:32:55Z</updated>

		<summary type="html">&lt;p&gt;Zaphax: /* Start simple */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noob_approved}}&lt;br /&gt;
{{Note|There are many many ways to build a MP map and what you will find below are the way i usually work when building a map - The information are Guidelines and isnt the only way to go about mapping for Call of Duty World At War, but it&#039;s &#039;&#039;&#039;ONE&#039;&#039;&#039; way.}}&lt;br /&gt;
&lt;br /&gt;
Before beginning to map it is always best to plan a map project properly so it makes everything easier on later on stages.&lt;br /&gt;
The very first step of mapping is studying a map layout that will become your final release.&lt;br /&gt;
&lt;br /&gt;
Not every layout made according to this tutorial should be automatically good.&lt;br /&gt;
Only sticking to the basic principles mentioned in this topic, does not always guarantee you to have fun gameplay. It needs good insight and a lot of testing. But to increase the fun in the layout, it could be wise to read the following&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Call of Duty 5 is TDM based by default. But to cover all gametypes, it&#039;s best to stick to S&amp;amp;D (objectives) when designing the layout. For S&amp;amp;D it&#039;s critical to be able to reach objectives from several directions, in order to keep gameplay fun. And as S&amp;amp;D is fun, then it is very likely that other non-objective gametypes are fun as well. So I will continue this tutorial with the S&amp;amp;D gametype in mind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Guide by Zaphax&lt;br /&gt;
&lt;br /&gt;
== Start simple ==&lt;br /&gt;
&lt;br /&gt;
Most people, including me to a long while back, started with detailing immediately, without keeping gameplay in mind.&lt;br /&gt;
&amp;quot;I&#039;ll just create and play along the way&amp;quot;. For some people it works, for others it doesn&#039;t. I advice you to start out simple. Place BSP blocks everywhere where you want the player to be able to walk, and what he can or cannot see. Test it with a small group of people. If that plays fun, replace the blocks with simplistic shapes of houses / buildings to get a general impression of what it will look like in the end. If it is still fun, replace everything with detailed stuff.&lt;br /&gt;
&lt;br /&gt;
== Three routes ==&lt;br /&gt;
&lt;br /&gt;
Every layout needs at least 3 main routes to the objectives. One would cause a bottleneck and hardly any choice to go somewhere. This will get boring eventually. Two could be done, but then people are kind of forced to stick to either one side of the map or the other. Also that could get frustrating. And whenever something is frustrating, your map will only be played for 5 minutes and is doomed to fail. So three main routes are essential to have a good start for a layout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alternative routes ==&lt;br /&gt;
&lt;br /&gt;
From these three routes you can create smaller alternative routes, to flank the enemy or have a different approach than the main route. This offers variation and extra choices to the player. Don&#039;t overdo it, but make sure the player has enough choices to go somewhere. Players like choices.&lt;br /&gt;
With alternative routes you can think of buildings, sewers or rooftops you can walk on. An alternative route would be a route you wouldn&#039;t take with the entire team (well almost never) but for yourself when you&#039;re alone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== In favor of defenders ==&lt;br /&gt;
&lt;br /&gt;
Make sure your objective placement is in favor of the defenders, so they can position themselves or form a plan on how to defend the objective zone area. Though, it is very important that once they have reached the objective zone, the time is relatively short for them to position, otherwise people will start to camp. Make sure that the difference between the time they position, and the attackers reach the objective, is about 3-4 seconds.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
 Defenders to Objective: 15 seconds&lt;br /&gt;
 Attackers to Objective: 18 seconds&lt;br /&gt;
&lt;br /&gt;
So make sure the defenders reach their objective first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Defenders ==&lt;br /&gt;
&lt;br /&gt;
Like I mentioned above, make sure the defenders got the opportunity to position themselves and defend the objective zone.&lt;br /&gt;
Good positions for defenders would be height differences. You can think of roofs, windows or bridges overlooking the objective.&lt;br /&gt;
Don&#039;t create camp-positions, that will decrease the fun for the attackers. So also make sure the attackers can reach the positions as well to kill them from the side or back, instead of being constantly shot by a camper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Open ==&lt;br /&gt;
&lt;br /&gt;
Don&#039;t put an objective in a corridor you can reach from only two sides. It would create a bottleneck situation and will become frustrating if people are in the same place every time. Also, don&#039;t make the objective area too open, so the attacker becomes too vulnerable for snipers. Place enough cover around the objective zone, so the attacker can defend himself when being attacked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Logical ==&lt;br /&gt;
&lt;br /&gt;
That also brings me to the following subject: Place the objectives logical. To place the objective on a balcony somewhere, or in the church tower would be weird. Why would someone place their weapon stashes in a church tower or balcony? Plus, this would cause only one way to reach the objective. So basically, make sure the placement makes sense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Height variations ==&lt;br /&gt;
&lt;br /&gt;
Height variations are greatly appreciated by players. It doesn&#039;t only break up a repetitive visual, but also offers new gameplay. It can offer new flanking routes and it gives the player the feel that the map is more dynamic. A third, more technical aspect, would be the performance. If you are in one room above, the stuff below doesn&#039;t get calculated (gets occluded). So working with height variations is definitely appreciated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Technical ==&lt;br /&gt;
&lt;br /&gt;
Even though the games are getting better and better and are technically improving, don&#039;t push the engine&#039;s limits.&lt;br /&gt;
It only brings you into the land of engine errors, which can only be fixed by deleting some stuff from your map. And I assume you don&#039;t want that. So instead, think of a layout the engine can handle. For example, CoD4 can&#039;t handle big open landscapes such as in the Battlefield series. Call of Duty 5 (still) works with portals, meaning you need structures to apply them on. So think of a layout being portal friendly.&lt;br /&gt;
Also keep visibility in mind. The more objects need to be drawn, the worse it gets for FPS. Make sure you occlude a lot (that means, cover up open sights, so that not too many objects are being seen / calculated. You can easily solve this by height variations (like in UO&#039;s Stanjel), or just the buildings when your map is flat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remember, these are all basics every map should actually have, or should be thought about. This doesn&#039;t guarantee you will have an awesome map, but at least the basics are there so you are on the right track.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Treyarch about MP map design ==&lt;br /&gt;
&amp;lt;videoflash&amp;gt;VPkuIfXQYfw&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;by Major Pain&#039;&#039;&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Basic Editing]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Zaphax</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Elevator_Tutorial&amp;diff=7226</id>
		<title>Call of Duty 5: Elevator Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Elevator_Tutorial&amp;diff=7226"/>
		<updated>2010-01-24T18:31:11Z</updated>

		<summary type="html">&lt;p&gt;Zaphax: /* Simple Elevator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Nutshell.png]] This tutorial is borrowed from COD4 but should work fine in CODWAW.&amp;lt;br&amp;gt;&lt;br /&gt;
{{warning_forpro}}&lt;br /&gt;
== Simple Elevator ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;by Zaphax&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Create the elevator as a script_brushmodel then assign the key/values&lt;br /&gt;
&lt;br /&gt;
 key = targetname&lt;br /&gt;
 value = elevator&lt;br /&gt;
&lt;br /&gt;
*Create the triggers&lt;br /&gt;
go to triggers use_touch create 2 of these 1 for the beginning and 1 for the end&lt;br /&gt;
&lt;br /&gt;
*Assign key/values&lt;br /&gt;
&lt;br /&gt;
 key = targetname&lt;br /&gt;
 value = switch &lt;br /&gt;
&lt;br /&gt;
*Connect them by selecting your &#039;&#039;&#039;brushmodel&#039;&#039;&#039; then &#039;&#039;&#039;trigger&#039;&#039;&#039; then hit the ¨W¨ key to weld them. That&#039;s it for the map side&lt;br /&gt;
&lt;br /&gt;
*Now create your script for the elevator to move.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
main()&lt;br /&gt;
{&lt;br /&gt;
  level.elevatorDown = true;&lt;br /&gt;
  level.elevatorMoving = false;&lt;br /&gt;
  thread elevator_start();&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
elevator_start()&lt;br /&gt;
{&lt;br /&gt;
  elevator = getentarray (&amp;quot;switch&amp;quot;,&amp;quot;targetname&amp;quot;);&lt;br /&gt;
  if ( isdefined(elevator) )&lt;br /&gt;
  for (i = 0; i &amp;lt; elevator.size; i++)&lt;br /&gt;
  elevator[i] thread elevator_think();&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
elevator_think()&lt;br /&gt;
{&lt;br /&gt;
  while (1)&lt;br /&gt;
  {&lt;br /&gt;
   self waittill (&amp;quot;trigger&amp;quot;);&lt;br /&gt;
   if (!level.elevatorMoving)&lt;br /&gt;
   thread elevator_move();&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
elevator_move()&lt;br /&gt;
{&lt;br /&gt;
  elevatormodel = getent (&amp;quot;elevator&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  level.elevatorMoving = true;&lt;br /&gt;
  speed = 10;&lt;br /&gt;
  height =581;&lt;br /&gt;
  if (level.elevatorDown) &lt;br /&gt;
  {&lt;br /&gt;
   elevatormodel playsound (&amp;quot;elevator&amp;quot;);&lt;br /&gt;
   elevatormodel movez (height, speed);&lt;br /&gt;
   elevatormodel waittill (&amp;quot;movedone&amp;quot;);&lt;br /&gt;
   level.elevatorDown = false;&lt;br /&gt;
  }&lt;br /&gt;
  else&lt;br /&gt;
  {&lt;br /&gt;
   elevatormodel playsound (&amp;quot;elevator&amp;quot;);&lt;br /&gt;
   elevatormodel movez (height - (height * 2), speed);&lt;br /&gt;
   elevatormodel waittill (&amp;quot;movedone&amp;quot;);&lt;br /&gt;
   level.elevatorDown = true;&lt;br /&gt;
  }&lt;br /&gt;
  level.elevatorMoving = false;&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Complex Elevator ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By MB&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This elevator has doors on top floor and bottom floor to keep people out of elevator shaft.  it also has doors that for the elevator to keep those who are inside...inside!!!  this is more like a hotel elevator.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
 top left door = topleftdoor&lt;br /&gt;
 top right door= toprightdoor&lt;br /&gt;
 bottom left door= bottomleftdoor&lt;br /&gt;
 bottom right door = bottomrightdoor&lt;br /&gt;
 left inner door= leftindoor&lt;br /&gt;
 right inner door=rightindoor&lt;br /&gt;
 use-touch trigger (4) = ups&lt;br /&gt;
&lt;br /&gt;
*Make your elevator...select all the brushes for it and make script - brushmodel.  targetname - elevator&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
main()&lt;br /&gt;
{&lt;br /&gt;
  level.elevDown=true;&lt;br /&gt;
  level.elevMove=false;&lt;br /&gt;
  switchTOP=getentarray(&amp;quot;ups&amp;quot;,&amp;quot;targetname&amp;quot;);&lt;br /&gt;
  for(i=0; i&amp;lt;switchTOP.size; i++)&lt;br /&gt;
   switchTOP[i] thread elev_think();&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
elev_think()&lt;br /&gt;
{&lt;br /&gt;
  IdoorLEFT=getent(&amp;quot;leftindoor&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  IdoorRIGHT=getent(&amp;quot;rightindoor&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  OdoorTL=getent(&amp;quot;topleftdoor&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  OdoorTR=getent(&amp;quot;toprightdoor&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  OdoorBL=getent(&amp;quot;bottomleftdoor&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  OdoorBR=getent(&amp;quot;bottomrightdoor&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  thread door_open(IdoorLEFT, IdoorRIGHT, OdoorBL, OdoorBR);&lt;br /&gt;
  while(1)&lt;br /&gt;
  {&lt;br /&gt;
   self waittill (&amp;quot;trigger&amp;quot;);&lt;br /&gt;
   if(level.elevMove==false)&lt;br /&gt;
    {&lt;br /&gt;
     level.elevMove=true;&lt;br /&gt;
     thread elev_move();&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
elev_move()&lt;br /&gt;
{&lt;br /&gt;
  etime=5;&lt;br /&gt;
  zdirec=&amp;quot;z&amp;quot;;&lt;br /&gt;
  zdist1=440;&lt;br /&gt;
  zdist2=-440;&lt;br /&gt;
  IdoorLEFT=getent(&amp;quot;leftindoor&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  IdoorRIGHT=getent(&amp;quot;rightindoor&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  OdoorTL=getent(&amp;quot;topleftdoor&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  OdoorTR=getent(&amp;quot;toprightdoor&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  OdoorBL=getent(&amp;quot;bottomleftdoor&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  OdoorBR=getent(&amp;quot;bottomrightdoor&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  Elevator=getent(&amp;quot;elevator&amp;quot;, &amp;quot;targetname&amp;quot;);&lt;br /&gt;
  if(level.elevDown==true)&lt;br /&gt;
   {&lt;br /&gt;
    door_close(IdoorLEFT, IdoorRIGHT, OdoorBL, OdoorBR);&lt;br /&gt;
    wait(.1);&lt;br /&gt;
    Elevator thread move_func(zdist1, etime, zdirec);&lt;br /&gt;
    IdoorLEFT thread move_func(zdist1, etime, zdirec);&lt;br /&gt;
    IdoorRIGHT thread move_func(zdist1, etime, zdirec);&lt;br /&gt;
    Elevator waittill (&amp;quot;movedone&amp;quot;);&lt;br /&gt;
    door_open(IdoorLEFT, IdoorRIGHT, OdoorTL, OdoorTR);&lt;br /&gt;
    level.elevDown=false;&lt;br /&gt;
    level.elevMove=false;&lt;br /&gt;
   }&lt;br /&gt;
  else&lt;br /&gt;
  {&lt;br /&gt;
   door_close(IdoorLEFT, IdoorRIGHT, OdoorTL, OdoorTR);&lt;br /&gt;
   wait(.1);&lt;br /&gt;
   Elevator thread move_func(zdist2, etime, zdirec);&lt;br /&gt;
   IdoorLEFT thread move_func(zdist2, etime, zdirec);&lt;br /&gt;
   IdoorRIGHT thread move_func(zdist2, etime, zdirec);&lt;br /&gt;
   Elevator waittill (&amp;quot;movedone&amp;quot;);&lt;br /&gt;
   door_open(IdoorLEFT, IdoorRIGHT, OdoorBL, OdoorBR);&lt;br /&gt;
   level.elevDown=true;&lt;br /&gt;
   level.elevMove=false;&lt;br /&gt;
  }&lt;br /&gt;
  wait(.1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
door_close(leftIN, rightIN, leftOUT, rightOUT)&lt;br /&gt;
{&lt;br /&gt;
  LDclose=41;&lt;br /&gt;
  RDclose=-41;	&lt;br /&gt;
  ydirec=&amp;quot;x&amp;quot;;&lt;br /&gt;
  dtime=1.1;&lt;br /&gt;
  leftIN thread move_func(LDclose,dtime, ydirec);&lt;br /&gt;
  rightIN thread move_func(RDclose,dtime, ydirec);&lt;br /&gt;
  wait(1);&lt;br /&gt;
  leftOUT thread move_func(LDclose,dtime, ydirec);&lt;br /&gt;
  rightOUT thread move_func(RDclose,dtime, ydirec);&lt;br /&gt;
  wait(1);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
door_open(leftyIN, rightyIN, leftyOUT, rightyOUT)&lt;br /&gt;
{&lt;br /&gt;
  LDopen=-41;&lt;br /&gt;
  RDopen=41;&lt;br /&gt;
  ydirec=&amp;quot;x&amp;quot;;&lt;br /&gt;
  dtime=1.1;&lt;br /&gt;
  leftyOUT thread move_func(LDopen,dtime, ydirec);&lt;br /&gt;
  rightyOUT thread move_func(RDopen,dtime, ydirec);&lt;br /&gt;
  wait(1);&lt;br /&gt;
  leftyIN thread move_func(LDopen,dtime, ydirec);&lt;br /&gt;
  rightyIN thread move_func(RDopen,dtime, ydirec);&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
move_func(dist,time,direc)&lt;br /&gt;
{&lt;br /&gt;
  if(direc==&amp;quot;z&amp;quot;)&lt;br /&gt;
  self movez (dist, time, (time/2), (time/2));&lt;br /&gt;
  if(direc==&amp;quot;x&amp;quot;)&lt;br /&gt;
   self movex (dist, time, (time/2), (time/2));&lt;br /&gt;
   self waittill (&amp;quot;movedone&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Modtools]]&lt;br /&gt;
[[Category:Radiant]]&lt;br /&gt;
[[Category:Advanced Editing]]&lt;br /&gt;
[[Category:Scripting]]&lt;/div&gt;</summary>
		<author><name>Zaphax</name></author>
	</entry>
</feed>