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	<updated>2026-05-06T12:42:11Z</updated>
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	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Building_a_Simple_Room&amp;diff=17358</id>
		<title>Call of Duty 5: Building a Simple Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Building_a_Simple_Room&amp;diff=17358"/>
		<updated>2026-04-17T21:57:28Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: /* Models */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|Tutorial explaining step-by-step How to create your first room using the Base Tools from CODWAW Radiant.}}&lt;br /&gt;
&lt;br /&gt;
{{Noob_approved}}&lt;br /&gt;
&lt;br /&gt;
=Creating Base Brushes=&lt;br /&gt;
&lt;br /&gt;
{{Info|Check the [[Call of Duty 5: Gameplay standards|Gameplay standards]] for Walls sizing.}}&lt;br /&gt;
&lt;br /&gt;
As a rule, always use either &#039;&#039;Caulk&#039;&#039; to build your base brushes (floors, walls, ceilings..). &#039;&#039;Case Tools&#039;&#039; can also be used, it gives a scale when building by having numbers on the texture.&lt;br /&gt;
&lt;br /&gt;
When opening Radiant you will be in &#039;&#039;Z&#039;&#039; Axis by default (notice the &#039;&#039;Z&#039;&#039; on the 2D Window on left).&lt;br /&gt;
&lt;br /&gt;
* Go select the Tools textures from &#039;&#039;Textures&#039;&#039; Menu:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_1.png|first_room_1.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Create the floor==&lt;br /&gt;
&lt;br /&gt;
* In the Texture window (Bottom right of screen) Select the &#039;Caulk&#039; texture. [[Image:Caulk.jpg|32px]]&lt;br /&gt;
&lt;br /&gt;
* Using the 2D window create a brush (LMB and drag towards bottom right of screen) that is 256*256&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_2.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Change the Axis by clicking on this icon: [[Image:xyz.png|24px]] or using CTRL+Tab, you can now see the floor thickness, by default at 8 units. Reduce this to 8 Units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_3.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Create the ceiling==&lt;br /&gt;
&lt;br /&gt;
* Go back to &#039;&#039;Z&#039;&#039; axis view (CTRL+TAB 2 times)&lt;br /&gt;
* Select the floor you&#039;ve just made and hit &#039;&#039;Spacebar&#039;&#039; to clone it (duplicate).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Warning|When cloning using the &#039;&#039;Spacebar&#039;&#039; Radiant will always move the clone item 1 unit to the right and 1 unit to the bottom on Z axis!}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_4.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Select the cloned brush and move it so that you have 112 Units between top of floor to start of ceiling:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_5.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Create the walls==&lt;br /&gt;
&lt;br /&gt;
* Place the 2D View on either X or Y axis&lt;br /&gt;
* Now for the walls, create a new brush from the top of the floor to the start of the ceiling, making sure its 8 units thick this time:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_6.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Now Clone that wall and drag it to the opposite end:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_7.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Clone another one again and this time use the Transpose tools [[Image:Fzbrqg.jpg|64px]] to turn the wall 90 Degrees:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_8.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Warning|The wall is now 16 units to big of course so adjust it so it fits thesize of the other walls.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_9.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Clone that wall now and drag to the opposite end:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_10.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adjust corners==&lt;br /&gt;
&lt;br /&gt;
To avoid any texture overlapping and seal our room correctly you must adjust the corner of each brush to fit each other at an angle. To do so we will use the vertices from each brush and move them.&lt;br /&gt;
&lt;br /&gt;
* Select any of the brush previously created, place the 2D view so that you can see the &#039;&#039;side&#039;&#039; of the brush like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_11.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Now press &#039;&#039;E&#039;&#039; on keyboard to enter the Edit mode, you will see Blue dots showing at each end of the brush lines.&lt;br /&gt;
&lt;br /&gt;
* Drag and drop the bottom blue dot so that it flushes at 45Degrees with the corner:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_12.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Repeat for each brush, and each corner or each brush to obtain the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_13.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Doors &amp;amp; Windows=&lt;br /&gt;
&lt;br /&gt;
CODWW Radiant brings back the GSC Substract!! Basically the CSG Substract is a quick and easy way to make doors and windows, it substract the volume of a brush if place on top of another, let&#039;s see how this works:&lt;br /&gt;
&lt;br /&gt;
[[Image:Information.png]] As earlier, check the [[Call of Duty 5: Gameplay standards|Gameplay standards]] for Doors &amp;amp; Windows Sizing. In summary:&lt;br /&gt;
&lt;br /&gt;
* Single door:&lt;br /&gt;
&lt;br /&gt;
 54 units wide/ 92 units high (inside the frame)&lt;br /&gt;
&lt;br /&gt;
* Double door:&lt;br /&gt;
&lt;br /&gt;
 108 units wide/ 92 units high (inside the frame)&lt;br /&gt;
&lt;br /&gt;
* Window:&lt;br /&gt;
&lt;br /&gt;
 52 wide/68 high (inside the frame)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Doors==&lt;br /&gt;
&lt;br /&gt;
* Create a brush 54 units wide &amp;amp; 92 units high and place over one of the wall, starting from floor level on:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_14.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* With this new brush selected on top of the wall, Hit the CSG Substract Button on toolbar [[Image:csgs.png]], then hit Suppress to delete the brush, the door space is now cut into the wall!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_15.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
&lt;br /&gt;
For the windows do exactly like for the door but change the brush size to 52 units wide &amp;amp; 68 units high:&lt;br /&gt;
&lt;br /&gt;
 [[Image:Warning.png]] Note that for good Mantle, windows should be place at 32 Units from the floor.&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_16.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Texturing=&lt;br /&gt;
&lt;br /&gt;
First you will need to select a texture. Treyarch have created sections/category of textures, when its not the best it does help to pinpoint what you need. Let&#039;s pick an &#039;Exterior Wall&#039; Texture, &lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_17.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In the 3D View, using CRTL+SHIFT (hold them) and LMB select all the exterior faces of the room&lt;br /&gt;
&lt;br /&gt;
{{Info|If you do not use CRTL+SHIFT+LMB but simply SHIFT+LMB then you will select the all brush, all faces would then be textured.}}&lt;br /&gt;
&lt;br /&gt;
* Click on the texture of your choice, in this example i used &#039;&#039;&#039;berlin_wall_brick_clean_plain3&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_18.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Info|You can now adjust the texture placement by using ALT+RMB and drag the texture around.}}&lt;br /&gt;
&lt;br /&gt;
* To do the roof &amp;amp; insides of the room repeat the above steps but select appropriate textures:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_19.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Info|On the above picture i added a Trim on bottom by cutting a line on each wall brush on Bottom.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Windows &amp;amp; Doors Trims=&lt;br /&gt;
&lt;br /&gt;
Now to create some window prefabs trims. In past version of Radiant the Tools always included some doors and windows prefabs of different size, sadly not this time. Oh well, let&#039;s create them ourselves!&lt;br /&gt;
&lt;br /&gt;
* Typically all you need to do is to create small woodden brushes of 1-2 units thick and place around the door and windows place in the walls, in this example i used the texture &#039;&#039;berlin_trim_wood_plain2&#039;&#039; and used brushes of 1 units thick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_20.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Info|Tip: Once you created one set of trimmings, just select all the brushes and clone (Spcebar) then drag the lot over the next window, door.}}&lt;br /&gt;
&lt;br /&gt;
* Result:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_21.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Models=&lt;br /&gt;
&lt;br /&gt;
To make the room a bit more lively you can place Models in it&lt;br /&gt;
&lt;br /&gt;
{{Warning|misc_prefabs has dissapeared from COD4 Modtools as now most Xmodels are already clipped!}}&lt;br /&gt;
&lt;br /&gt;
* Anywhere inside the 2D view use the RMB and select Misc &amp;gt; Models then Browse to&lt;br /&gt;
&lt;br /&gt;
 C:\Program Files\Activision\Call of Duty - World at War\raw\xmodel\&lt;br /&gt;
&lt;br /&gt;
And pick a model of your choice. Now move your model to where you want it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_23.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* If the model should be on the floor then use the drop model tool from toolbar after making sure you have the &#039;&#039;Force drop height to 0&#039;&#039; selected too: [[Image:zero_drop.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_24.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Place a few more models around, a light fitting as well:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_25.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Light=&lt;br /&gt;
&lt;br /&gt;
*To create a light right click on the 2D view and select &amp;quot;light&amp;quot;. &lt;br /&gt;
*If your light is too small or too big you can open the entity editor with &amp;quot;n&amp;quot; and type in the Key / Value of radius. A number of other things can be changed there like Intensity or color of the light&lt;br /&gt;
*Select and move the light to match with where the Light fitting Model is:&lt;br /&gt;
&lt;br /&gt;
{{Info|Althought not accurate for shadows you can use the Light preview by pressing F8}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_26.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Reflection probe=&lt;br /&gt;
&lt;br /&gt;
As seen in the [[Call of Duty 5: Reflection Probes|Adding Reflection Probes]] tutorial, you need to place at least one probe in the room:&lt;br /&gt;
&lt;br /&gt;
* Right click on 2D view inside the room and select Reflection probe&lt;br /&gt;
* place the probe in the middle of the room:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_27.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Saving the room as prefabs=&lt;br /&gt;
&lt;br /&gt;
Now that the room is ready for test let&#039;s save it as a prefab for re-use in a Map/Level:&lt;br /&gt;
&lt;br /&gt;
* Select all items on the editor by pressing &#039;&#039;I&#039;&#039;&lt;br /&gt;
* Go to File &amp;gt; Save Selected As &amp;gt; Browse to _prefabs and save as room.map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_28.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Test the room=&lt;br /&gt;
&lt;br /&gt;
==Create a new map==&lt;br /&gt;
&lt;br /&gt;
* open the launcher and click on &#039;&#039;CREATE MAP&#039;&#039;&lt;br /&gt;
* name the map mp_room (select Multiplayer)&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_29.png]]&lt;br /&gt;
&lt;br /&gt;
==Place prefab in the map==&lt;br /&gt;
&lt;br /&gt;
* Open Radiant and go File &amp;gt; open &amp;gt; mp_room&lt;br /&gt;
* For the test delete all nodes, script_origin and DOM flag to leave only the SPAWNS Entities, Global intermission and Reflection probe:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_30.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* To place the room prefab Right-click on the 2D view &amp;gt; Misc &amp;gt; prefab &amp;gt; Browse to the prefab created earlier&lt;br /&gt;
* Once the prefab is in the map, place it on the ground and away from the Spawns:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_31.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* You noticed the mp_room floor and walls are using a &#039;&#039;Case Tool&#039;&#039; textures, lets replace this by something more appropriate then SAVE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_32.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Compile and Run the Map=&lt;br /&gt;
&lt;br /&gt;
* In the launcher select your map mp_room and select the following options:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_33.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* If sall went well (i&#039;m sure it did!) then you should end up in your mp_room map and the prefab should be there!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:first_room_34.png|600px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Warning|A few Models picked for this example werent actually clipped and the skybox will be missing from the Map test but this is only a demo :)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Downloading the prefab=&lt;br /&gt;
&lt;br /&gt;
{{Download|http://wiki.modsrepository.com/codww_files/room_prefab_codww.zip|HERE|If you have difficulties or just to compare you can download the &#039;&#039;&#039;room.map&#039;&#039;&#039; prefab and the map &#039;&#039;&#039;mp_room.map&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Zeroy|Zeroy.]] 13:01, 25 November 2008 (UTC)&lt;br /&gt;
[[index.php?title=Category:Call of Duty 5]] &lt;br /&gt;
[[index.php?title=Category:Basic Editing]]&lt;br /&gt;
[[index.php?title=Category:Mapping]]&lt;br /&gt;
[[index.php?title=Category:Brush Work]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Placing_Models&amp;diff=17357</id>
		<title>Call of Duty 5: Placing Models</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Placing_Models&amp;diff=17357"/>
		<updated>2026-04-17T21:56:49Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Add model. ==&lt;br /&gt;
&lt;br /&gt;
Right click on the grid to bring up your entity menu. &lt;br /&gt;
&lt;br /&gt;
*Scroll to &amp;quot;misc&amp;quot; then click on &amp;quot;model&amp;quot;. &lt;br /&gt;
Browse to &amp;quot;raw/xmodels/&amp;quot; if your not already there. Select any model from inside this folder. Once opened it will be placed in your map. &lt;br /&gt;
&lt;br /&gt;
*Press &amp;quot;n&amp;quot; to bring up the entity editor and you can use some commands to further edit the model. &lt;br /&gt;
*Key / Value of modelscale / # &lt;br /&gt;
*The # is the decimal value of a percent like .5 and 1.25. &lt;br /&gt;
&lt;br /&gt;
[[Image:models_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Add script model ==&lt;br /&gt;
&lt;br /&gt;
The only difference is that when you right click on the grid you go to &amp;quot;script&amp;quot; -&amp;gt; &amp;quot;model&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sources: [http://wiki.treyarch.com/wiki/Adding_models_and_prefabs Treyarch´s Wiki]&lt;br /&gt;
&lt;br /&gt;
[[index.php?title=Category:Call of Duty 5]]&lt;br /&gt;
[[index.php?title=Category:Radiant]]&lt;br /&gt;
[[index.php?title=Category:Mapping]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=CODWAW&amp;diff=17356</id>
		<title>CODWAW</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=CODWAW&amp;diff=17356"/>
		<updated>2026-04-17T21:56:32Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Call of Duty 5: Mapping MP|MP Mapping]]&lt;br /&gt;
* [[Call of Duty 5: Custom Nazi Zombie Maps|Zombie Mapping]]&lt;br /&gt;
* [[Call of Duty 5: Mapping SP|SP/COOP Mapping]]&lt;br /&gt;
* [[Call of Duty 5: Modding|Modding]]&lt;br /&gt;
* [[Call of Duty 5: Servers|Server Admin Help]]&lt;br /&gt;
* [[Call of Duty 5: Video Mapping Tutorials|Video Mapping Tutorials]]&lt;br /&gt;
* [[Call of Duty 5: Technical Reference|Technical Reference]]&lt;br /&gt;
* [[Call of Duty 5:FAQS|FAQs]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=COD2&amp;diff=17355</id>
		<title>COD2</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=COD2&amp;diff=17355"/>
		<updated>2026-04-17T21:56:16Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Call of Duty 2: Technical Reference|Technical Reference]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Mapping:_Reference_resources&amp;diff=17354</id>
		<title>Mapping: Reference resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Mapping:_Reference_resources&amp;diff=17354"/>
		<updated>2026-04-17T21:56:02Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#TwitterFBLike:|small}}&lt;br /&gt;
{{banner_google}}&lt;br /&gt;
{{Note|Collection of Sites for Mapping reference}}&lt;br /&gt;
[[File:mapping_resources.png|250px|right]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
= Weapon Modelling References =&lt;br /&gt;
&lt;br /&gt;
* [https://www.flickr.com/photos/deicidenbf/ Tons of weapon closeups]&lt;br /&gt;
* [http://www.the-blueprints.com/ Blueprint Site]&lt;br /&gt;
&lt;br /&gt;
= Game Design Resources =&lt;br /&gt;
[[Image:Tutorials.png|right]]&lt;br /&gt;
*[http://www.gamasutra.com/blogs/BobbyRoss/20140720/221342/The_Visual_Guide_to_Multiplayer_Level_Design.php The Visual Guide to Multiplayer Level Design by Bobby Ross]&lt;br /&gt;
*[http://www.google.com/intl/en_us/help/maps/streetview/ Google Maps with Street view]&lt;br /&gt;
&lt;br /&gt;
= WW1 References =&lt;br /&gt;
[[Image:Design.png|right]]&lt;br /&gt;
* [http://www.gwpda.org/photos/greatwar.htm Color Gallery #1]&lt;br /&gt;
* [http://www.greatwar.nl/frames/default-color.html Color Gallery #2]&lt;br /&gt;
* [http://www.old-picture.com/ Old Pictures from 1850-1940]&lt;br /&gt;
&lt;br /&gt;
= WW2 References =&lt;br /&gt;
[[Image:Design.png|right]]&lt;br /&gt;
== Western Europe ==&lt;br /&gt;
*General:&amp;lt;br&amp;gt;&lt;br /&gt;
**[http://www.lonesentry.com/ Photographs, Documents, and Research on WW2]&lt;br /&gt;
**[http://fulgerica.com/en/2007/10/08/world-war-2-in-colors/ WW2 in Color Gallery #1]&lt;br /&gt;
**[http://ww2db.com/photo.php WW2 Gallery #2]&lt;br /&gt;
*France:&amp;lt;br&amp;gt;&lt;br /&gt;
**[http://www.normandy1944.info/php/plogger/index.php D-day Resources]&lt;br /&gt;
**[http://www.history.army.mil/reference/bulge/images.htm Battle of the Bulge (Ardennes Offensive)]&lt;br /&gt;
**[http://www.ibiblio.org/hyperwar/USA/USA-A-Utah/ D-Day Maps + Illustrations]&lt;br /&gt;
**[http://acidcow.com/pics/3772-normandy_1944_then_and_now_204_pics.html Normandy 1944. Then and Now]&lt;br /&gt;
**[http://www.6juin1944.com/album/thennow/index.php 6th June 1944]&lt;br /&gt;
**[http://www.6juin1944.com/album/villes/index.php Destroyed Towns]&lt;br /&gt;
*Great Britain:&amp;lt;br&amp;gt;&lt;br /&gt;
**[http://images.google.com/hosted/life/l?imgurl=0c9584cc2eef7077&amp;amp;q=battle%20of%20britain%20source:life&amp;amp;prev=/images%3Fq%3Dbattle%2Bof%2Bbritain%2Bsource:life%26hl%3Den%26sa%3DX%26biw%3D1680%26bih%3D905%26tbs%3Disch:1,ic:color# London Blitz Google/Life Gallery]&lt;br /&gt;
*Germany:&amp;lt;br&amp;gt;&lt;br /&gt;
**[http://www.militaryphotos.net/forums/showthread.php?151191-Old-pictures-Nazi-Deutschland-WWII Forum Gallery #1]&lt;br /&gt;
**[http://www.7grad.org/Exkursionen/Westwall/westwall.html Western Wall]&lt;br /&gt;
*Others:&amp;lt;br&amp;gt;&lt;br /&gt;
**[http://www.hill107.net/battle-of-arnhem-resources/archive-photos/ The Battles of Arnhem and Crete]&lt;br /&gt;
== Eastern Europe ==&lt;br /&gt;
*Russia:&amp;lt;br&amp;gt;&lt;br /&gt;
**[http://www.user.dccnet.com/russianfront/mainpage.html The Russian Front Gallery]&lt;br /&gt;
**[http://www.wwii-photos-maps.com/stalingradassortedmaps/ Stalingrad Assorted Map - Unit Maps / OKH / Russian Tactical Maps]&lt;br /&gt;
**[http://www.wwii-photos-maps.com/stalingradaerialscans/ Stalingrad Aerial Scans]&lt;br /&gt;
**[http://www.wwii-photos-maps.com/russiancityphotos/ Russian City Still Photos]&lt;br /&gt;
&lt;br /&gt;
= Korean War =&lt;br /&gt;
[[Image:Design.png|right]]&lt;br /&gt;
*General:&amp;lt;br&amp;gt;&lt;br /&gt;
**[http://www.army.mil/cmh/photos/Korea/kor1950/kor1950.htm 1950]&lt;br /&gt;
**[http://www.army.mil/cmh/photos/Korea/kor1951/kor1951.htm 1951]&lt;br /&gt;
**[http://www.army.mil/cmh/photos/Korea/kor1952/kor1952.htm 1952]&lt;br /&gt;
&lt;br /&gt;
= Cold War References =&lt;br /&gt;
[[Image:Design.png|right]]&lt;br /&gt;
*General:&amp;lt;br&amp;gt;&lt;br /&gt;
**[http://www.fotosearch.com/photos-images/cold-war.html Cold war stock photos and images]&lt;br /&gt;
*Cuba Missiles Crysis:&amp;lt;br&amp;gt;&lt;br /&gt;
**[http://www.gwu.edu/~nsarchiv/nsa/cuba_mis_cri/photos.htm The photographs]&lt;br /&gt;
*Vietnam Resources:&amp;lt;br&amp;gt;&lt;br /&gt;
**[http://www.landscaper.net/galleries.htm Vietnam War galleries #1]&lt;br /&gt;
**[http://wardogs.com/galery.html Vietnam War galleries #2]&lt;br /&gt;
**[http://www.pbase.com/rcalmes/vietnam Richard Calmes / Vietnam 68-69]&lt;br /&gt;
&lt;br /&gt;
= Gulf War =&lt;br /&gt;
[[Image:Design.png|right]]&lt;br /&gt;
*General:&amp;lt;br&amp;gt;&lt;br /&gt;
**[http://www.evidence.org.kw/index.php First Gulf War, Kuwait City]&lt;br /&gt;
**[http://www.history.army.mil/photos/gulf_war/index.htm Gulf War Galleries #1]&lt;br /&gt;
&lt;br /&gt;
= Afghanistan =&lt;br /&gt;
[[Image:Design.png|right]]&lt;br /&gt;
*General:&amp;lt;br&amp;gt;&lt;br /&gt;
**[http://www.flickr.com/photos/theatrum-belli/with/4976135409/ Opex French]&lt;br /&gt;
&lt;br /&gt;
= Abandoned places =&lt;br /&gt;
[[Image:Design.png|right]]&lt;br /&gt;
*General:&amp;lt;br&amp;gt;&lt;br /&gt;
**[http://www.urbanghostsmedia.com Urban Ghosts Media]&lt;br /&gt;
**[http://www.forbidden-places.net/explo1.php Forbidden Places]&lt;br /&gt;
**[http://www.uer.ca/locations/newlist.asp Urban Exploration Resource]&lt;br /&gt;
**[http://urbanexplorers.net/ Urban Explorer&#039;s Network]&lt;br /&gt;
**[http://weburbanist.com/2009/03/01/deserted-europe-20-hauntingly-abandoned-buildings/ Deserted Europe]&lt;br /&gt;
**[http://www.offroaders.com/album/centralia/links/ghost-towns.html Ghost Towns]&lt;br /&gt;
**[http://www.offroaders.com/album/centralia/links/Defunct_Amusement_Parks.html Defunct Amusement Parks]&lt;br /&gt;
**[http://www.abandoned-places.com/ Massive collection of abandoned places]&lt;br /&gt;
**[http://www.thecoolist.com/abandoned-places-10-creepy-beautiful-modern-ruins/ 10 creepy ruins]&lt;br /&gt;
**[http://weburbanist.com/2008/02/27/7-abandoned-wonders-of-the-european-union-from-deserted-castles-retrofuturistic-factories/ Europe Abandoned places]&lt;br /&gt;
**[http://weburbanist.com/abandoned-buildings-towns-and-cities/ Directory of Sites for Abandoned Places]&lt;br /&gt;
**[http://crasstalk.com/2011/12/five-interesting-abandoned-places-3/ 5 abandoned places]&lt;br /&gt;
**[http://www.28dayslater.co.uk/forums/index.php The UK UE Urbex Urban Exploration Forums]&lt;br /&gt;
*USA:&amp;lt;br&amp;gt;&lt;br /&gt;
**[http://www.offroaders.com/album/centralia/links/area-51.html Area 51]&lt;br /&gt;
**[http://www.forgottendetroit.com/ Forgotten Detroit]&lt;br /&gt;
**[http://www.infiltration.org/resources-newyork.html New York]&lt;br /&gt;
*Russia:&amp;lt;br&amp;gt;&lt;br /&gt;
**[http://weburbanist.com/2008/01/27/7-abandoned-wonders-of-the-former-soviet-union-from-submarine-stations-to-unfinished-structures/ Abandoned places #1]&lt;br /&gt;
**[http://www.abandoned.ru/ Abandoned places #2]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Modern =&lt;br /&gt;
* [http://www.skyscrapercity.com/ SkyScrapers]&lt;br /&gt;
{{donation}}&lt;br /&gt;
&lt;br /&gt;
[[index.php?title=Category:Radiant]]&lt;br /&gt;
[[index.php?title=Category:Technical References]]&lt;br /&gt;
[[index.php?title=Category:Mapping]]&lt;br /&gt;
[[index.php?title=Category:Tips]]&lt;br /&gt;
[[index.php?title=Category:Level Design]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_World_Models&amp;diff=17353</id>
		<title>Call of Duty 4: World Models</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_World_Models&amp;diff=17353"/>
		<updated>2026-04-17T21:55:22Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:CoD5 Model preview.png|right|400px]]&lt;br /&gt;
[[Image:Nutshell.png]] Model pics are previews, shown when choosing World Models (misc_model) in Radiant.&lt;br /&gt;
&lt;br /&gt;
*The model pictures are included with the Mod Tools, located in \Docs\model_pics\&lt;br /&gt;
&lt;br /&gt;
[[index.php?title=Category:Mapping]]&lt;br /&gt;
[[index.php?title=Category:Models]]&lt;br /&gt;
[[index.php?title=Category:Technical Reference]]&lt;br /&gt;
[[index.php?title=Category:Call of Duty 4]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_2:_World_Models_Prefabs&amp;diff=17352</id>
		<title>Call of Duty 2: World Models Prefabs</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_2:_World_Models_Prefabs&amp;diff=17352"/>
		<updated>2026-04-17T21:55:00Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Nutshell.png]] Models/Prefabs pics are previews, shown when choosing World Models (misc_model) in Radiant.&lt;br /&gt;
&lt;br /&gt;
*The models/Prefabs can be downloaded as a ZIP archive [http://wiki.modsrepository.com/cod2_files/cod2modelshots_v1.1.zip HERE]&lt;br /&gt;
&lt;br /&gt;
[[index.php?title=Category:Call of Duty 2]]&lt;br /&gt;
[[index.php?title=Category:Mapping]]&lt;br /&gt;
[[index.php?title=Category:Models]]&lt;br /&gt;
[[index.php?title=Category:Technical Reference]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=COD4&amp;diff=17351</id>
		<title>COD4</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=COD4&amp;diff=17351"/>
		<updated>2026-04-17T21:54:34Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Call of Duty 4: mapping mp|Mapping (MP)]]&lt;br /&gt;
* [[Call of Duty 4: mapping sp|Mapping (SP)]]&lt;br /&gt;
* [[Call of Duty 4: Modding|Modding]]&lt;br /&gt;
* [[Call of Duty 4: Servers|Server Admin Help]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=MediaWiki:Sidebar&amp;diff=17350</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=MediaWiki:Sidebar&amp;diff=17350"/>
		<updated>2026-04-17T21:54:12Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Navigation&lt;br /&gt;
** mainpage|Home&lt;br /&gt;
** CODBO3|Call of Duty BO3&lt;br /&gt;
** COD1UO|Call of Duty &amp;amp; UO&lt;br /&gt;
** COD2|Call of Duty 2&lt;br /&gt;
** COD4|Call of Duty 4 MW&lt;br /&gt;
** CODWAW|Call of Duty WaW&lt;br /&gt;
** CODMW3|Call of Duty MW3&lt;br /&gt;
** CODBO|Call of Duty BlackOps&lt;br /&gt;
&lt;br /&gt;
* Special&lt;br /&gt;
** helppage|help&lt;br /&gt;
** Special:AllPages|All pages&lt;br /&gt;
** randompage-url|Random page&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** Howto Video|How-to Videos&lt;br /&gt;
** Howto TwitterFBLike|How-to Twitter Facebook Like&lt;br /&gt;
** Special:Categories|All Categories&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Scripting_Reference&amp;diff=17349</id>
		<title>Call of Duty 4: Scripting Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Scripting_Reference&amp;diff=17349"/>
		<updated>2025-03-14T09:19:43Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: /* External */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==External==&lt;br /&gt;
* Main&lt;br /&gt;
[[Image:Geographylogo.png]] [https://scripts.zeroy.com/ Zeroy&#039;s Site]&amp;lt;br&amp;gt;&lt;br /&gt;
* [https://www.ugx-mods.com/script/ Alternate Site] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_2:_Viewsleeves_Tutorial&amp;diff=17348</id>
		<title>Call of Duty 2: Viewsleeves Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_2:_Viewsleeves_Tutorial&amp;diff=17348"/>
		<updated>2025-02-26T00:14:05Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: /* Downloading the Assets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This tutorial will show you how to get your weapon model in the game and how to animate it.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Before we start we assume you have the xmodel and xamin exporters installed and know how to use it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Downloading the Assets ==&lt;br /&gt;
&lt;br /&gt;
*First you want to download the View sleeves supplied by IW which can be located View Sleves [http://wiki.zeroy.com/cod2_files/cod2_viewsleeve_files.zip Local Download].&lt;br /&gt;
*Here are the Rig files also [http://wiki.modsrepository.com/cod2_files/cod2_viewsleeves_rig.zip Local Download]&lt;br /&gt;
*Now you want to extract the contents of the zip file so you have a folder structure like so:&lt;br /&gt;
&lt;br /&gt;
 C:\trees\cod2_animation_source\viewmodels&lt;br /&gt;
&lt;br /&gt;
== FileNames ==&lt;br /&gt;
&lt;br /&gt;
*In this folder you will see 2 files and a folder called &amp;quot;american&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 ViewModel_DefMesh.mb&lt;br /&gt;
 ViewModel_Rig.mb&lt;br /&gt;
&lt;br /&gt;
if we go into the american folder we will see the folder called thompson.&lt;br /&gt;
&lt;br /&gt;
Lets copy that folder to the C:\trees\cod2_animation_source\viewmodels folder and &lt;br /&gt;
rename it to 30cal (name it what ever you like i have choose this as this is based on &lt;br /&gt;
hand animations for the 30cal.&lt;br /&gt;
&lt;br /&gt;
So now our directory looks like&lt;br /&gt;
&lt;br /&gt;
C :\trees\cod2_animation_source\viewmodels\30cal&lt;br /&gt;
&lt;br /&gt;
in this folder you will see 4 files&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Definitions courtesy of JackTheRiper)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 trees\cod2_animation_source\viewmodels\[teamname]\[weaponname]\viewmodel_[weaponname].mb &lt;br /&gt;
&lt;br /&gt;
- The third person weapon file (exported as weapon_[weaponname])&lt;br /&gt;
&lt;br /&gt;
 trees\cod2_animation_source\viewmodels\[teamname]\[weaponname]\viewmodel_[weaponname]_gunsleeves.mb &lt;br /&gt;
&lt;br /&gt;
- No idea what it&#039;s for&lt;br /&gt;
&lt;br /&gt;
 trees\cod2_animation_source\viewmodels\[teamname]\[weaponname]\[weaponname].VMGun &lt;br /&gt;
&lt;br /&gt;
- The first person weapon file (exported as viewmodel_[weaponname])&lt;br /&gt;
&lt;br /&gt;
 trees\cod2_animation_source\viewmodels\[teamname]\[weaponname]\viewmodelanimation_[weaponname].mb &lt;br /&gt;
&lt;br /&gt;
- References the rig and the .VMGun file (used for making the custom anims)&lt;br /&gt;
&lt;br /&gt;
*Ok so going with what Jack said about each file we need to edit the the VMGun file. This dosent seem like a file used in Maya since its not on the export list but don&#039;t worrie it its. From what i can see it is just an .mb file with a different extension. Ok so we just want to rename our files now as we don&#039;t need them named as thompson that will get confusing for you when you go to try and find them. So just change thompson with your weapon name so i renamed them to 30cal.&lt;br /&gt;
&lt;br /&gt;
== In Maya ==&lt;br /&gt;
&lt;br /&gt;
*Ok so we open the 30cal.VMGun file with Maya and you should see the thompson with a bone structure.&lt;br /&gt;
*All we need to do is select the mesh and delete it.&lt;br /&gt;
*If you are having trouble moving about click &#039;&#039;View &amp;gt; Default Home&#039;&#039; this will reset the cam to be looking at 0 0 0&lt;br /&gt;
*So now once we have deleted everything we should just have the bones and cameras left.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:viewsleeves_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Now hopefully you have made your weapon model somewhere else. (if not go back and do it now before you can continue)&lt;br /&gt;
*Once you know where your file is click &#039;&#039;File &amp;gt; Import... &amp;gt; and find your file&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:viewsleeves_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Now you might notice you gun seems to small that&#039;s alright u can edit it to the right size you can edit models in the file just like any other file.&lt;br /&gt;
&lt;br /&gt;
*Once your happy with size of you model u need to &amp;quot;Skin&amp;quot; it. Which simply means attach the model to the bones.&lt;br /&gt;
&lt;br /&gt;
*What we do is select the root joint &amp;quot;J_Gun&amp;quot; and then select the main part of our weapon model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:viewsleeves_3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Now look for the drop down box at the top of may that should say for you &amp;quot;Modelling&amp;quot;. Which is normally the default. &lt;br /&gt;
&lt;br /&gt;
 You need to change this to &#039;&#039;Animation&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Once that&#039;s done you will notice the top bar will have new options and lost some options. That&#039;s the whole point &lt;br /&gt;
&lt;br /&gt;
*Click &#039;&#039;Skin &amp;gt; Bind Skin &amp;gt; and click the box of smooth bind&#039;&#039;&lt;br /&gt;
*Change your settings to look like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:viewsleeves_9.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Then click Smooth Bind. You wont have to change these settings again. so can just click smooth bind from now on without having to click the box.&lt;br /&gt;
&lt;br /&gt;
*Now you should see something like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:viewsleeves_5.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Now that&#039;s your model connected!&lt;br /&gt;
&lt;br /&gt;
*Since the 30cal doesn&#039;t have a clip (Yet - I&#039;m going to make a belt for it - Not in this tutorial I wont be showing you how to bind the clip but it is very simple. Just select the J_Clip bone and move it to around were the top-middle of your clip part is on your model click your clip part of you model then bind it that&#039;s it done &lt;br /&gt;
&lt;br /&gt;
*We need to move the Tag_Flash and Tag_Brass.&lt;br /&gt;
&lt;br /&gt;
 Tag_Flash is the fire-like FX at the end of your guns barrel.&lt;br /&gt;
 Tag_Brass is were the bullet casings will come out of your gun.&lt;br /&gt;
&lt;br /&gt;
This is really simple to do all you have to do is click on the bone and move it to the position of were you want them to appear. Job Done.&lt;br /&gt;
&lt;br /&gt;
*Save this file and that&#039;s us done with it for now.&lt;br /&gt;
*Open the &#039;&#039;viewmodel_animation_30cal.mb&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
you will notice it looking something like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:viewsleeves_6.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Click one of the windows except for the first person view one.&lt;br /&gt;
*Click Panels &amp;gt; Perspective &amp;gt; Persp then Press &#039;&#039;Space&#039;&#039; to go full view of that window.&lt;br /&gt;
*Ok so now we will notice is that it has the thompson and we don&#039;t want this. so click &#039;&#039;file &amp;gt; Preference Editor...&#039;&#039;&lt;br /&gt;
*You will get a window like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:viewsleeves_7.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Click the &amp;quot;VM_GunRN thompson.VMGun&amp;quot; Now you will notices the N/A&#039;s have changed to actual information. Click the text box and change the location to &lt;br /&gt;
 &lt;br /&gt;
 C:/trees/cod2_animation_source/viewmodels/30cal/30cal.VMGun&lt;br /&gt;
&lt;br /&gt;
{{Warning|Don&#039;t forget to change the names of the folders and the VMGun file to the name of yours.}}&lt;br /&gt;
&lt;br /&gt;
*Once you&#039;ve typed in your new location just hit &#039;&#039;Enter&#039;&#039;. and close the window now you will notice he is now holding the 30cal.&lt;br /&gt;
*Now with mine you will notice there is only the bones and mesh. we want to be able to see the bone controllers all we need to do is click &#039;&#039;Show &amp;gt; All&#039;&#039;&lt;br /&gt;
*Now it looks like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:viewsleeves_8.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
&lt;br /&gt;
*Now the animating begins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m only going to be showing how to make a key frame with your animations if u want to learn better look up some Maya tutorials.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*So now click one of the circles around one of the hands.&lt;br /&gt;
&lt;br /&gt;
*Now if u don&#039;t notice any red lines appearing on the timeline that&#039;s either because:&lt;br /&gt;
&lt;br /&gt;
1. you don&#039;t have the timeline up&lt;br /&gt;
2. don&#039;t know what the hell a timeline is &lt;br /&gt;
3. or you have it set to a too small amount of frames.&lt;br /&gt;
&lt;br /&gt;
*If your answer was 1 you click &#039;&#039;Display &amp;gt; UI Elements &amp;gt; Time Slider&#039;&#039;&lt;br /&gt;
*If your answer was 2 Its this thing-a-ma-bob&lt;br /&gt;
*If our answer was 3 u will notice 2 boxes, a grey area with a brighter greyer slider thing and then 2 more boxes. In box number 2 type in 0.00 and in box number 3 type 350.00 and now u should notice the red lines. If not you probably have deselected the Circles.&lt;br /&gt;
&lt;br /&gt;
*Ok so now that we have the timeline sorted lets get to work on getting that hand in the right place. All we have to do is use the move tool and move the circles to the place were we want the hand.&lt;br /&gt;
&lt;br /&gt;
*Before you start moving stuff I recommend moving to frame 0 so can set it as the default position of were u want the hands to be. So now move your hand to were u want it on the gun once your happy with the place press &amp;quot;S&amp;quot; on your keyboard. &lt;br /&gt;
&lt;br /&gt;
*Now you have saved that frame. If your not happy with the way his fingers are just click the joints to them and rotate them to the way you want.&lt;br /&gt;
&lt;br /&gt;
{{Info|After changing something always press &amp;quot;S&amp;quot; on the frame u want the movement to be &lt;br /&gt;
saved on. {{Key|S}} is the key that will set a &amp;quot;Key Frame&amp;quot; which makes the animation recognise you want this bone to be in that place at this point of the animation.}}&lt;br /&gt;
&lt;br /&gt;
*Move stuff about till your happy with all your types of animations.&lt;br /&gt;
&lt;br /&gt;
 i.e. Bash, Shoot, put away, take out, etc.&lt;br /&gt;
&lt;br /&gt;
*Now the big moment allot of people want to know:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HOW TO EXPORT IT!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
*Now this bit was tricky to get right but i have managed it.&lt;br /&gt;
*I will be exporting the bash animation i made for the 30cal so stick with me on this.&lt;br /&gt;
*Open the Hyper Graph windows which can be opened via &amp;quot;Window &amp;gt; hyper graph&amp;quot;&lt;br /&gt;
*Select EVERYTHING in this window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:viewsleeves_10.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Then click COD Tools &amp;gt; Animation Exporter&lt;br /&gt;
*Click &amp;quot;Add New Entry&amp;quot;.&lt;br /&gt;
*You will get more options now.&lt;br /&gt;
*Tick the tickable box. in the text area type&lt;br /&gt;
&lt;br /&gt;
 C:/trees/cod2_animation_source/viewmodels/[yourweaponname]/viewmodel_[yourweaponname]_melee&lt;br /&gt;
&lt;br /&gt;
And then in the start and end times type in when the animation starts and when it ends.&lt;br /&gt;
&lt;br /&gt;
*Now with everything still selected in the Hyper Graph click &#039;&#039;Set Export Nodes&#039;&#039; and now u can click &#039;&#039;Export Selected Entries&#039;&#039; and it may hopefully export you don&#039;t get a message on success in a pop up but if you look in the log in the bottom corner you will get a message like this.&lt;br /&gt;
&lt;br /&gt;
 Exporting from frame [270] to [290] to file &lt;br /&gt;
 [C:/trees/cod2_animation_source/viewmodels/30cal/viewmodel_30cal_melee.XANIM_EXPORT] &lt;br /&gt;
 took: 0.712000 secs&lt;br /&gt;
&lt;br /&gt;
==&amp;gt; That means it was successful.&lt;br /&gt;
&lt;br /&gt;
*Now this part does cause bother.&lt;br /&gt;
*You also need to export an xmodel as a guideline of what bones aren&#039;t actually needed for the animation to work.&lt;br /&gt;
&lt;br /&gt;
*Open the Model Exporter &#039;&#039;COD Tools &amp;gt; Model Exporter&#039;&#039;&lt;br /&gt;
*Now you will notice everything gets deselected this is something to do with the exporter. I don&#039;t know what but it annoys the hell out of me. So you need to select everything again. Before you go and jump the gun there is a problem with a certain object in the actual file that needs to be deselected from the objects being used it looks like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:viewsleeves_11.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*It can be located here:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:viewsleeves_12.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*This little bugger causes this error during the exporting of the xmodel file:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:viewsleeves_13.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Do fix this just hold {{Key|Ctrl}} and drag over the two boxs to deselect them, so now that we have that error fix now we can move on.&lt;br /&gt;
*Click &amp;quot;Add New Entry&amp;quot; and tick the tickable box and type this in to the text area.&lt;br /&gt;
&lt;br /&gt;
 C:/trees/cod2_animation_source/viewmodels/[yourweaponname]/viewmodelanimation_[yourweaponname]&lt;br /&gt;
&lt;br /&gt;
and click &amp;quot;Set Exports&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Warning|THIS BIT MUST BE DONE!|red}}&lt;br /&gt;
&lt;br /&gt;
*You must tick &amp;quot;Force Export Selected Joints&amp;quot;. If you don&#039;t you will not get a lot of the major joints like Tag_Camera and Tag_Cambone&lt;br /&gt;
&lt;br /&gt;
*That&#039;s it ready now we click &amp;quot;Export Selected Entries&amp;quot; You will be asked do you wish to continue? just click &amp;quot;Yes&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*It will reach 100% and down the bottom right corner you will see a box that says &lt;br /&gt;
&lt;br /&gt;
 Successfully exported &lt;br /&gt;
 C:/trees/cod2_animation_source/viewmodels/30cal/viewmodelanimation_30call.XMODEL_EXPORT&lt;br /&gt;
&lt;br /&gt;
*That is us done with Maya now to hunt for our files and move them to the correct places.&lt;br /&gt;
&lt;br /&gt;
*Find your &amp;quot;viewmodel_[weaponnamehere]_melee.XANIM_EXPORT&amp;quot;&lt;br /&gt;
*Place it in this directory: (Based on default cod2 installation)&lt;br /&gt;
&lt;br /&gt;
 C:\Program Files\Activision\Call of Duty 2\xanim_export&lt;br /&gt;
&lt;br /&gt;
*Open the &amp;quot;viewmodelanimation_[weaponnamehere].XMODEL_EXPORT&amp;quot; with notepad and you will find this section here&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NUMBONES 122&lt;br /&gt;
BONE 0 -1 &amp;quot;rig:controlWrist&amp;quot;&lt;br /&gt;
BONE 1 -1 &amp;quot;rig:controlWrist1&amp;quot;&lt;br /&gt;
BONE 2 -1 &amp;quot;rig:DefMesh:tag_view&amp;quot;&lt;br /&gt;
BONE 3 -1 &amp;quot;VM_Gun:J_Gun&amp;quot;&lt;br /&gt;
BONE 4 2 &amp;quot;rig:DefMesh:tag_cambone&amp;quot;&lt;br /&gt;
BONE 5 2 &amp;quot;rig:DefMesh:tag_torso&amp;quot;&lt;br /&gt;
BONE 6 0 &amp;quot;rig:Index_FK_LE_0&amp;quot;&lt;br /&gt;
BONE 7 1 &amp;quot;rig:Index_FK_RI_0&amp;quot;&lt;br /&gt;
BONE 8 0 &amp;quot;rig:Mid_FK_LE_0&amp;quot;&lt;br /&gt;
BONE 9 1 &amp;quot;rig:Mid_FK_RI_0&amp;quot;&lt;br /&gt;
BONE 10 0 &amp;quot;rig:Pinky_FK_LE_0&amp;quot;&lt;br /&gt;
BONE 11 1 &amp;quot;rig:Pinky_FK_RI_0&amp;quot;&lt;br /&gt;
BONE 12 0 &amp;quot;rig:Ring_FK_LE_0&amp;quot;&lt;br /&gt;
BONE 13 1 &amp;quot;rig:Ring_FK_RI_0&amp;quot;&lt;br /&gt;
BONE 14 0 &amp;quot;rig:Thumb_FK_LE_0&amp;quot;&lt;br /&gt;
BONE 15 1 &amp;quot;rig:Thumb_FK_RI_0&amp;quot;&lt;br /&gt;
BONE 16 3 &amp;quot;VM_Gun:J_Bolt&amp;quot;&lt;br /&gt;
BONE 17 3 &amp;quot;VM_Gun:J_Clip&amp;quot;&lt;br /&gt;
BONE 18 3 &amp;quot;VM_Gun:tag_brass&amp;quot;&lt;br /&gt;
BONE 19 3 &amp;quot;VM_Gun:tag_flash&amp;quot;&lt;br /&gt;
BONE 20 5 &amp;quot;rig:DefMesh:J_Shoulder_LE&amp;quot;&lt;br /&gt;
BONE 21 5 &amp;quot;rig:DefMesh:J_Shoulder_RI&amp;quot;&lt;br /&gt;
BONE 22 4 &amp;quot;rig:DefMesh:tag_camera&amp;quot;&lt;br /&gt;
BONE 23 5 &amp;quot;rig:DefMesh:tag_weapon&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You need to remove all the bits that say &amp;quot;rig:&amp;quot;, &amp;quot;rig:DefMesh:&amp;quot;, &amp;quot;VM_Gun:&amp;quot; no i know &lt;br /&gt;
this is a horrible thing making you have to through 122 bones removing crap from the &lt;br /&gt;
name. but that&#039;s were the tools in notepad come handy! . This is a little tool not &lt;br /&gt;
many pp know off that notepad has. if you press {{Key|Ctrl+H}} a window will open that allows &lt;br /&gt;
you to take a certain piece of text that is in the notepad document copied several &lt;br /&gt;
times. what you do is take the first box and type each code that we want to remove in &lt;br /&gt;
&amp;quot;rig:&amp;quot; (without quotations) and in the second box we leave that blank now we just click &lt;br /&gt;
replace all and there gone!  do this for each bit of code we don&#039;t want.&lt;br /&gt;
&lt;br /&gt;
{{Warning|I recommend copying that section of the code out of the notepad and putting it in a blank one as doing this method in a 12mb+ file will lag the hell out of your computer.}}&lt;br /&gt;
&lt;br /&gt;
*Save and close the file.&lt;br /&gt;
*Copy the file to this location:&lt;br /&gt;
&lt;br /&gt;
 C:\Program Files\Activision\Call of Duty 2\model_export&lt;br /&gt;
&lt;br /&gt;
*And that&#039;s us ready for compiling the animation&lt;br /&gt;
*I have supplied this file to give you a good guideline on how to compile them you can download the GDT file GDT File download link. Open this file with the CoD2 Assets Manager.&lt;br /&gt;
&lt;br /&gt;
*Now you will see that there are 3 items in this GDT file you don&#039;t need them all they are just a guideline on how to make your own.&lt;br /&gt;
&lt;br /&gt;
*What you can do is take my original ones and copy them or rename them to the way you want.&lt;br /&gt;
&lt;br /&gt;
== Compiling ==&lt;br /&gt;
&lt;br /&gt;
ok so lets compile this animation.&lt;br /&gt;
&lt;br /&gt;
*Select the &amp;quot;viewmodel_thompson_melee&amp;quot; and &amp;quot;click Copy Entry&amp;quot; no rename it to:&lt;br /&gt;
&lt;br /&gt;
 viewmodel_[yourweaponname]_melee &lt;br /&gt;
&lt;br /&gt;
This part is what the animation file is going to be called so make sure you make it something you can understand what the animation does.&lt;br /&gt;
&lt;br /&gt;
*In the file name box and the model box simply just change thompson to your weapon name. Then press F10 and it will compile it. Now just open up your weapon file that controls everything the gun does like the model it uses how much ammo is in each clip. You know the file I&#039;m on about  its located in &amp;quot;weapons\mp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Look for the melee animation code and just type in the name of the animation you just compiled and load of the up the game get your weapon on and bash! your weapon should now play the animation you need &lt;br /&gt;
&lt;br /&gt;
*Now you just need to export all of the other animations for the gun and you have a fully animated weapon now &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hope this tutorial helps you guys with your modding needs&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Copyright © 2007 - SevenSniff&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[index.php?title=Category:Call of Duty 2]]&lt;br /&gt;
[[index.php?title=Category:Modtools]]&lt;br /&gt;
[[index.php?title=Category:Advanced Editing]]&lt;br /&gt;
[[index.php?title=Category:Modelling]]&lt;br /&gt;
[[index.php?title=Category:Maya]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_duty_bo3:_Rain&amp;diff=17347</id>
		<title>Call of duty bo3: Rain</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_duty_bo3:_Rain&amp;diff=17347"/>
		<updated>2025-02-25T23:31:42Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: /* Assets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intro ==&lt;br /&gt;
&lt;br /&gt;
Several elements are needed to add rain into a MP/ZM map:&lt;br /&gt;
&lt;br /&gt;
* Clientscript for rain on player (rather than placing rain FXs in the map)&lt;br /&gt;
* Weathergrime Volume (controls size and pitch of rain drop impacts)&lt;br /&gt;
* Volume decals with special raindrop material&lt;br /&gt;
* Outdoor Occlusion Volume to kill rain FX indoors&lt;br /&gt;
&lt;br /&gt;
 NOTE: This is not a super-mega step-by-step hold-your-hand type tutorial, its for advanced Radiant users to an extend&lt;br /&gt;
&lt;br /&gt;
== Clientscript ==&lt;br /&gt;
&lt;br /&gt;
* Script is included in the assets on last part &lt;br /&gt;
* Here is the main script that controls the player Rain:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function rain_player( localclientnum )&lt;br /&gt;
{&lt;br /&gt;
    self endon( &amp;quot;disconnect&amp;quot; );&lt;br /&gt;
    self endon( &amp;quot;entityshutdown&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
    self.rain_fx_tag = Spawn( localClientNum, self.origin, &amp;quot;script_model&amp;quot; );&lt;br /&gt;
    self.rain_fx_tag setModel(&amp;quot;tag_origin&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
    self.rain_fx = PlayFxOnTag( localClientNum, level._effect[ &amp;quot;player_rain&amp;quot; ], self.rain_fx_tag, &amp;quot;tag_origin&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
    SetFXIgnorePause( localClientNum, self.rain_fx, true );&lt;br /&gt;
    SetFXOutdoor( localClientNum , self.rain_fx);&lt;br /&gt;
&lt;br /&gt;
    while(1)&lt;br /&gt;
    {&lt;br /&gt;
        waitrealtime( 0.1 );&lt;br /&gt;
        if(level.rain_fx_enabled)&lt;br /&gt;
        {&lt;br /&gt;
            if(!isdefined(self.rain_fx))&lt;br /&gt;
            {&lt;br /&gt;
                self.rain_fx = PlayFxOnTag( localClientNum, level._effect[ &amp;quot;player_rain&amp;quot; ], self.rain_fx_tag, &amp;quot;tag_origin&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
                SetFXIgnorePause( localClientNum, self.rain_fx, true );&lt;br /&gt;
                SetFXOutdoor( localClientNum , self.rain_fx);&lt;br /&gt;
            }&lt;br /&gt;
            self.rain_fx_tag.origin = self.origin;&lt;br /&gt;
        } else {&lt;br /&gt;
            if(isdefined(self.rain_fx))&lt;br /&gt;
            {&lt;br /&gt;
                DeleteFX( localclientnum, self.rain_fx );&lt;br /&gt;
                self.rain_fx = undefined;&lt;br /&gt;
            }&lt;br /&gt;
        }&lt;br /&gt;
        &lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weathergrime Volume ==&lt;br /&gt;
&lt;br /&gt;
* The volume decal will not display anything until the rain setting in the weathergrime volume is &amp;gt; 0 &lt;br /&gt;
* The higher the rain setting (0-1) the more rain drops will appear&lt;br /&gt;
* You must also set the WeatherPitch to 90 which indicates the rain is coming from above&lt;br /&gt;
* The tiling will dictate how the drops are set on the volume decals&lt;br /&gt;
&lt;br /&gt;
== Volume Decals ==&lt;br /&gt;
&lt;br /&gt;
* You must place a volume decal on every surface where rain drops should appear&lt;br /&gt;
* There are 2 stock materials for raindrops:&lt;br /&gt;
&lt;br /&gt;
 t7_decal_raindrops&lt;br /&gt;
 t7_decal_raindrops_fast&lt;br /&gt;
&lt;br /&gt;
* You must rotate the volume decal as per usual to get the material to show&lt;br /&gt;
* If Weathergrime Volume is properly setup you should see the rain drops in Radiant&lt;br /&gt;
* You can use the feathering to attenuate raindrops on the non Z axis (depending how you rotate the decal)&lt;br /&gt;
&lt;br /&gt;
== Outdoor volume ==&lt;br /&gt;
&lt;br /&gt;
* In radiant you have to add an outdoor volume covering your whole playable area. ( Make sure to check enabled0-3, else the rain goes through your brushes still )&lt;br /&gt;
* The Pitch is set for Rain straight down, this can set set also for angled  Rain&lt;br /&gt;
* Make a copy of zm_usermap.gsc and copy that into your map folder. Make sure to include it into your zone.&lt;br /&gt;
* Open the file and find this line:&lt;br /&gt;
&lt;br /&gt;
 level util::set_lighting_state( 1 );&lt;br /&gt;
&lt;br /&gt;
And replace with this:&lt;br /&gt;
&lt;br /&gt;
 level util::set_lighting_state( 0 );&lt;br /&gt;
&lt;br /&gt;
== Snow? ==&lt;br /&gt;
&lt;br /&gt;
[https://wiki.ardivee.com/article/snow/ This way ]&lt;br /&gt;
&lt;br /&gt;
== Credits == &lt;br /&gt;
&lt;br /&gt;
Ardivee&amp;lt;br&amp;gt;&lt;br /&gt;
ZeRoY&amp;lt;br&amp;gt;&lt;br /&gt;
Treyarch&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_duty_bo3:_FreerunZ&amp;diff=17346</id>
		<title>Call of duty bo3: FreerunZ</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_duty_bo3:_FreerunZ&amp;diff=17346"/>
		<updated>2025-02-25T23:30:03Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:frz_thumb.png|right|250px]]&lt;br /&gt;
== Presentation ==&lt;br /&gt;
&lt;br /&gt;
FreerunZ is a mod created to replicate the Blackops3 Freerun Gameplay Mode available in the Bonus section of the game. It is essentially a timed based Parkour style gametype where the player has to try and get from A to B in the fastest time. As the mod evolves we are hoping to bring new features like Enemy AI, Multiplayer races, Vehicles and more.&lt;br /&gt;
&lt;br /&gt;
== Getting the mod, demo map and source map ==&lt;br /&gt;
&lt;br /&gt;
* You can get the FreerunZ mod from Steam Workshop [http://steamcommunity.com/sharedfiles/filedetails/?id=776053440 HERE]&lt;br /&gt;
* You can get the demo Map FreerunZ from Steam Workshop [http://steamcommunity.com/sharedfiles/filedetails/?id=776054977 HERE]&lt;br /&gt;
* You can get the source map [http://www.zeroy.com/br/works/frz_demo_oct16.zip HERE]&lt;br /&gt;
&lt;br /&gt;
 Note: You must own Call of Duty Blackops 3 to play this and have Multiplayer installed. Online &amp;amp; Offline mode possible&lt;br /&gt;
&lt;br /&gt;
== Freerun type map building ==&lt;br /&gt;
&lt;br /&gt;
=== Whats needed? ===&lt;br /&gt;
&lt;br /&gt;
For freerunZ to work you must create your Multiplayer map in a certain way, mostly the requirement elements are as follow:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Start Trigger&lt;br /&gt;
* End Trigger&lt;br /&gt;
* Checkpoint Triggers (required for using Target shooting)&lt;br /&gt;
* Weapon Pickup (if using Target shooting)&lt;br /&gt;
* Reset Triggers (death &amp;gt; restart)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Optional Items include:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Ammo pickup&lt;br /&gt;
* Perk Pickup&lt;br /&gt;
* Health pickup&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As mentioned above you must a Multiplayer map as the base, Zombie mode isn&#039;t supported&lt;br /&gt;
&lt;br /&gt;
 All triggers used in the map making are &#039;&#039;&#039;Trigger_Multiple&#039;&#039;&#039; except for the target trigger which is a &#039;&#039;&#039;trigger_damage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also the pickup items prefabs can be found under the prefab browser, under MP:&lt;br /&gt;
&lt;br /&gt;
[[File:pickups.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
&lt;br /&gt;
In terms of layout you would build your map much like in the Official Maps, Start &amp;gt; Parkour &amp;gt; End. Multiple paths are possible also, so long as there are only one Start and End Triggers.&lt;br /&gt;
Wall running can be used and so you can integrate that in your level (as seen on Example map provided).&lt;br /&gt;
&lt;br /&gt;
=== Building the map ===&lt;br /&gt;
&lt;br /&gt;
As with any other MP Map, you will need the entities present in the template, I therefore strongly suggest you start your level from the Template provided. You can always increase the volume sizes to match size of your map at a later stage.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
&lt;br /&gt;
* FreerunZ uses 2 type of spawns, info_player_start and mp_dm_spawn. info_player_start is used as the very first spawn at start of the map while the mp_dm_spawn are used to respawn player on fall/fail or manual reset to checkpoint.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* In the template map you have you can delete all the spawn leaving only the info_player_start. This will be your start for the player on spawn. Add the following targetname for it: &#039;&#039;&#039;fr_start_00&#039;&#039;&#039;&lt;br /&gt;
[[File:player_start.png|500px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Next you will need a mp_dm_spawn at the same location as the info_player_start, like so:&lt;br /&gt;
[[File:dm_spawn.png|500px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Subsequent mp_dm_spawn will be required behind checkpoints of your choosing to avoid the player having to respawn each time at the start of the race&lt;br /&gt;
&lt;br /&gt;
==== Start and End Triggers ====&lt;br /&gt;
&lt;br /&gt;
* Only one of each, targetname are as follow:&lt;br /&gt;
&lt;br /&gt;
Start trigger_multiple&lt;br /&gt;
&lt;br /&gt;
 targetname = fr_start_00&lt;br /&gt;
&lt;br /&gt;
[[File:start_trig.jpg|500px]]&lt;br /&gt;
&lt;br /&gt;
End trigger_multiple&lt;br /&gt;
 &lt;br /&gt;
 targetname = fr_end_00&lt;br /&gt;
&lt;br /&gt;
[[File:end_trig.png|500px]]&lt;br /&gt;
&lt;br /&gt;
 NOTE: Be sure to make the trigger big enough so that the player has no choice but to go through those.&lt;br /&gt;
&lt;br /&gt;
==== Checkpoints and Reset Triggers ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Checkpoints&#039;&#039;&#039; are placed directly after difficult obstacles or Targets shooting walls since its the common place for players to fail, just drop a trigger_multiple and add the following:&lt;br /&gt;
&lt;br /&gt;
 targetname = fr_checkpoint&lt;br /&gt;
&lt;br /&gt;
[[File:checkpoint_trig.png|500px]]&lt;br /&gt;
&lt;br /&gt;
 NOTE: you can have as many checkpoint as you like but remember that only those with a mp_dm_spawn right next to them will be used as respawn checkpoints&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Reset Triggers&#039;&#039;&#039; should cover any area that you consider a fail for the player, can be below the ground, in the air, on the sides. Just drag a trigger_multiple and add the following:&lt;br /&gt;
&lt;br /&gt;
 targetname = fr_die&lt;br /&gt;
&lt;br /&gt;
[[File:reset_trig.png|500px]]&lt;br /&gt;
&lt;br /&gt;
Placement example in demo map:&lt;br /&gt;
&lt;br /&gt;
[[File:reset_trig_place.jpg|500px]]&lt;br /&gt;
&lt;br /&gt;
==== Shootable Targets ====&lt;br /&gt;
&lt;br /&gt;
* This is the more complex part of the build, take your time and follow the instructions carefully or check the map source if unsure. &lt;br /&gt;
&lt;br /&gt;
 NOTE: when you copy / paste between map file Radiant will sometimes disconnect entities!!&lt;br /&gt;
&lt;br /&gt;
* Start by placing a weapon pickup, and add the weapon you wish to spawn (list [[BO3 MP Weapon List|HERE]]) using the following added KVP:&lt;br /&gt;
&lt;br /&gt;
 script_parameters = weapon_name+attachment+camo&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[[File:weapon_pickup.png|500px]]&lt;br /&gt;
&lt;br /&gt;
* You can now also add the first target to that weapon pickup prefab by adding another KVP:&lt;br /&gt;
&lt;br /&gt;
 target = target_a&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Subsequent targets will be _b, _c, etc...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Next you need to add the wall/blocker. This is done using a script_brushmodel (in entity browser), place, make it clip and structural, add texture of your choice; Then add the following:&lt;br /&gt;
&lt;br /&gt;
 targetname = blocker_a&lt;br /&gt;
&lt;br /&gt;
[[File:blocker.png|500px]]&lt;br /&gt;
&lt;br /&gt;
* Next is a visual target which is what the player sees and aim / shoot at, again its a script_brushmodel and you can texture it as you please, then add the following KVPs:&lt;br /&gt;
&lt;br /&gt;
 target = blocker_a&lt;br /&gt;
 targetname = target_a&lt;br /&gt;
 script_noteworthy = fr_target_visual&lt;br /&gt;
&lt;br /&gt;
[[File:target_visual.png|500px]]&lt;br /&gt;
&lt;br /&gt;
* Lastly you need a trigger_damage for the hit to register, drag and drop trigger_damage from Entity Browser, it must be the same size as the above visual brush; Add following KVPs to it:&lt;br /&gt;
&lt;br /&gt;
 target = blocker_a&lt;br /&gt;
 targetname = target_a&lt;br /&gt;
 script_noteworthy = fr_target&lt;br /&gt;
&lt;br /&gt;
[[File:damage_trig.png|500px]]&lt;br /&gt;
&lt;br /&gt;
Showing both visual and target trigger:&lt;br /&gt;
&lt;br /&gt;
[[File:target_align.png|200px]]&lt;br /&gt;
&lt;br /&gt;
* A checkpoint trigger must be added immediately behind the blocker wall to remove the player&#039;s weapon, in the end you should end up with something like so:&lt;br /&gt;
&lt;br /&gt;
[[File:target_align_checkpoint.png|200px]]&lt;br /&gt;
&lt;br /&gt;
==== Clips ====&lt;br /&gt;
&lt;br /&gt;
* It is important to clip the map as much is possible to prevent players from going places they arent suppose to, you can use the tool texture &amp;quot;clip&amp;quot; for this, as shown here:&lt;br /&gt;
&lt;br /&gt;
[[File:clip.png|500px]]&lt;br /&gt;
&lt;br /&gt;
==== Credits ====&lt;br /&gt;
&lt;br /&gt;
[https://twitter.com/TheRealZeRoY ZeRoY]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://twitter.com/dtzxporter DTZxPorter]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Dynamic_Entities_:_Ropes&amp;diff=17345</id>
		<title>Call of Duty 5: Dynamic Entities : Ropes</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Dynamic_Entities_:_Ropes&amp;diff=17345"/>
		<updated>2025-01-21T13:09:54Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: /* Download prefab */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:nutshell.png]] This tutorial will show how to create ropes in COD:WAW.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
The ropes created using the method that follow can be used in a variety of mapping situation:&lt;br /&gt;
&lt;br /&gt;
*Between 2 posts&lt;br /&gt;
*Telephone/electrical cabling&lt;br /&gt;
*Dangling objects&lt;br /&gt;
&lt;br /&gt;
Theory: The rope is created within radiant, a &#039;&#039;rope&#039;&#039; entity is placed then a &#039;&#039;info_null&#039;&#039; sets the end of the rope and potential model target.&lt;br /&gt;
&lt;br /&gt;
 [[Image:Warning.png]] &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;IMPORTANT NOTE: After tests i discovered that for a basic rope you do not need to actually input any parameters! &lt;br /&gt;
 Simply create the ROPE entity and the Info Null then connect them! &lt;br /&gt;
 Also, in normal situations with parameters, dont set the lenght and this will avoid the &#039;kinks&#039; in the ropes.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Valid Keys ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;length&amp;lt;/font&amp;gt; - This will set the length of the rope, it will be auto calculated if not set.&lt;br /&gt;
*&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;length_scale&amp;lt;/font&amp;gt; - This will sale the length of the rope giving it some more slack.&lt;br /&gt;
*&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;target&amp;lt;/font&amp;gt; - Specify info_null node to set the end point of the rope.  info_null can then target a dyn_model/brushmodel or script_model/brushmodel to hook the rope to it.&lt;br /&gt;
*&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;target2&amp;lt;/font&amp;gt; - Can be set to target a dyn_model/brushmodel or script_model/brushmodel to hook the rope to it.&lt;br /&gt;
*&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;health&amp;lt;/font&amp;gt; - Specify health on the rope and it will break if the dyn_model/brushmodel it is attached to takes damage. dyn ent must have health set also.&lt;br /&gt;
*&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;width&amp;lt;/font&amp;gt; - Cet the width of the rope.&lt;br /&gt;
*&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;force_scale&amp;lt;/font&amp;gt; - Defaults to 1, decrease to have wind, bullets and grenades affect the rope less.&lt;br /&gt;
*&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;material&amp;lt;/font&amp;gt; - Assign a material to use for rendering the rope, if not specified it will use a default rope texture.&lt;br /&gt;
&lt;br /&gt;
=== Materials to use ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Within the Parameters above the valid Material names are:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
techrope_global_black&lt;br /&gt;
techrope_powerlines&lt;br /&gt;
techrope_lightbrown_rope&lt;br /&gt;
techrope_vine&lt;br /&gt;
techrope_whiterope&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rope between 2 posts==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This example will explain how to add dynamic ropes between 2 posts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
*In Radiant, create the 2 posts:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:rope_poles_1.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*In the 2D view, right-click &amp;gt; rope then place the new Entity where you need the rope to start:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:rope_poles_2.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Deselect all and now still in the 2D view, right-click &amp;gt; info &amp;gt; null and place where you need the end of the rope to be;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:rope_poles_3.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Take a note of the distance between the center of &#039;&#039;both new Entities&#039;&#039;, in this example it is 64 Units:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:rope_poles_4.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Now Select the &#039;&#039;Rope Entity&#039;&#039; then the &#039;&#039;info_null&#039;&#039; and press W to connect them together.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:rope_poles_5.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Now select only the &#039;&#039;Rope Entity&#039;&#039; and press N to bring the parameters, for this example i use those:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:rope_poles_6.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Information.png]] Note that the length input is 100, this is to allow for a curve in the rope as the distance between the 2 posts is 64 Units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Save the lot as a prefab and add to your maps!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:rope_poles_7.png|500px]]&lt;br /&gt;
&lt;br /&gt;
===Download prefab===&lt;br /&gt;
&lt;br /&gt;
[[Image:Data.png]] Download the prefab for this example [http://wiki.zeroy.com/codww_files/rope_posts_prefabs.zip HERE]&lt;br /&gt;
&lt;br /&gt;
==Electrical cables==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The example below will show how to add dynamic electric cables between to Light Models.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
This is pretty much the same as above except for the values of the rope Entity, for this example i use those:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:rope_poles_9.png]]&lt;br /&gt;
&lt;br /&gt;
*In Radiant:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:rope_poles_8.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*In Game:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:rope_poles_10.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]] The parameter for material doesnt seem to work and so the only rope texture i could get is the default one.&lt;br /&gt;
&lt;br /&gt;
===Download Prefab===&lt;br /&gt;
&lt;br /&gt;
[[Image:Data.png]] Download the prefab for this example [http://wiki.modsrepository.com/codww_files/rope_cables_prefabs.zip HERE]&lt;br /&gt;
&lt;br /&gt;
==Rope for Dangling Objects==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The example below will show how to get a dangling fish on a rope.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
*In radiant, in the 2d View right-click where you want the rope to start and select &#039;&#039;&#039;rope&#039;&#039;&#039; as shown below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:rope_1.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Deselect all and now create the info_null:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:rope_2.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Noe deselect all again then select the rope entity first then the info_null and press W to connect them together:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:rope_3.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Now selecting only the rope entity, press N to bring up the parameters for the rope;&lt;br /&gt;
&lt;br /&gt;
*For this example here are the values used:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:rope_4.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The rope is now ready, lets attach a model on the end&lt;br /&gt;
*In the 2d View, right-click &amp;gt; Misc &amp;gt; Model, for this example i selected &#039;&#039;static_peleliu_dead_fish02&#039;&#039;&lt;br /&gt;
*Place the fish/model on the middle of the info_null which represents the end of the rope:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:rope_5.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Make the fish/model a dyn_model by Right-click in 2D view &amp;gt; Dyn &amp;gt; Model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:rope_6.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*With the model still selected, press N and tick the box for AUTO_GEN_PHYS_PRESET:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:rope_7.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Deselect all, now we need to create a Dynamic Constraints Entity for the Fish/Model (also see [[Call of Duty 5: Dynamic Entities and Constraints|HERE]])&lt;br /&gt;
*In the 2D view, right-click and select &#039;&#039;dyn &amp;gt; pointconstraint&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:rope_8.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Place the new Entity just underneath where the &#039;&#039;rope&#039;&#039; Entity is&lt;br /&gt;
*With the newly created Entity selected, also select the Fish/Model and connect them by pressing &#039;&#039;&#039;W&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:rope_9.png|400px]]&lt;br /&gt;
&lt;br /&gt;
*Final step is to connect the end of the rope (info_null) with the Fish/Model, select the info_null first then the Fish/Model and press &#039;&#039;W&#039;&#039; to connect&lt;br /&gt;
&lt;br /&gt;
*Now you can save this as a prefab and use in your Maps/Levels!&lt;br /&gt;
&lt;br /&gt;
[[Image:rope_10.png|400px]]&lt;br /&gt;
&lt;br /&gt;
===Download Prefab===&lt;br /&gt;
&lt;br /&gt;
[[Image:Data.png]] Download the prefab for this example [http://wiki.modsrepository.com/codww_files/rope_fish_prefabs.zip HERE]&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Advanced Editing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Zeroy|Zeroy.]] 01:28, 21 December 2008 (UTC)&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Scripting_Reference&amp;diff=17344</id>
		<title>Call of Duty 4: Scripting Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Scripting_Reference&amp;diff=17344"/>
		<updated>2024-08-15T15:14:08Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Modules==&lt;br /&gt;
{{CoD4_Modules}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td valign=&amp;quot;bottom&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size:1.4em;font-weight:bold;&amp;quot;&amp;gt;Select a module above to show a list of functions in that category!&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; [[File:Arrow_angled_up.png]]&amp;lt;/td&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External==&lt;br /&gt;
* Main&lt;br /&gt;
[[Image:Geographylogo.png]] [https://scripts.zeroy.com/ Zeroy&#039;s Site]&amp;lt;br&amp;gt;&lt;br /&gt;
* [https://www.ugx-mods.com/script/ Alternate Site] &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Scripting_Reference&amp;diff=17343</id>
		<title>Call of Duty 4: Scripting Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Scripting_Reference&amp;diff=17343"/>
		<updated>2024-08-15T15:06:38Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Modules==&lt;br /&gt;
{{CoD4_Modules}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td valign=&amp;quot;bottom&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size:1.4em;font-weight:bold;&amp;quot;&amp;gt;Select a module above to show a list of functions in that category!&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; [[File:Arrow_angled_up.png]]&amp;lt;/td&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External==&lt;br /&gt;
* Main&lt;br /&gt;
[[Image:Geographylogo.png]] [https://scripts.zeroy.com/ Zeroy&#039;s Site]&amp;lt;br&amp;gt;&lt;br /&gt;
* [https://wiki.zeroy.com/scripts/ Alternate Site Local]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* StandAlone version (By Zeroy)&lt;br /&gt;
[[Image:Geographylogo.png]] [http://files.filefront.com/cod4+scripts+standalonezip/;11612460;/fileinfo.html HERE]&lt;br /&gt;
&lt;br /&gt;
[[index.php?title=Category:Call of Duty 4]]&lt;br /&gt;
[[index.php?title=Category:Scripting]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_FastFile_Decompiler&amp;diff=17342</id>
		<title>Call of Duty 5: FastFile Decompiler</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_FastFile_Decompiler&amp;diff=17342"/>
		<updated>2024-06-21T15:26:17Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This tutorial will show you how to use &#039;&#039;Aintnomeinteam&#039;s&#039;&#039; very useful fast file decompiler.}}&lt;br /&gt;
&lt;br /&gt;
==Fastfile Decompiler==&lt;br /&gt;
&lt;br /&gt;
You can use this tool to pull important and useful information out of a fast file in order for you to follow as an example on how to do specific things in maps.&lt;br /&gt;
&lt;br /&gt;
* Download the fast file decompiler from {{Download|1=http://wiki.zeroy.com/codww_files/CODWW_FastFile_Extraction_Tool_V2.zip|2=HERE (Local copy)}}.&lt;br /&gt;
&lt;br /&gt;
* Go to the root directory and get the nazi_zombie_asylum.ff file, this is located in &#039;&#039;c:/program files/activision/codwaw/zone/english&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Copy this file&lt;br /&gt;
&lt;br /&gt;
* Place the copy of the nazi_zombie_asylum.ff on your desktop, you will need it later. &lt;br /&gt;
&lt;br /&gt;
* Unzip the decompiler tools.&lt;br /&gt;
&lt;br /&gt;
* Move the nazi_zombie_asylum.ff into the folder where you unzipped the decompiler.&lt;br /&gt;
&lt;br /&gt;
[[image:ff_1.JPG|500px]]&lt;br /&gt;
&lt;br /&gt;
* Run the decompiler, select decompile fastfile&lt;br /&gt;
&lt;br /&gt;
[[image:ff_2.JPG|500px]]&lt;br /&gt;
&lt;br /&gt;
* Select the nazi_zombie_asylum.ff, this will run and create an nazi_zombie_asylum.ff.dump file&lt;br /&gt;
&lt;br /&gt;
[[image:ff_3.JPG|500px]]&lt;br /&gt;
&lt;br /&gt;
* Now run the decompiler again and select text files&lt;br /&gt;
&lt;br /&gt;
* Choose the nazi_zombie_asylum.ff.dump &lt;br /&gt;
&lt;br /&gt;
[[image:ff_4.JPG|500px]]&lt;br /&gt;
&lt;br /&gt;
* This will create a list folders with different gsc files in it.&lt;br /&gt;
&lt;br /&gt;
[[image:ff_5.JPG|500px]]&lt;br /&gt;
&lt;br /&gt;
* Once you have this you can pull out the wall_hop_zombie traverse that is in the traverse folder inside the animscript folder. You will need this so you do not run into errors. Inside these files are a lot of helpful gsc files for you to look at and compare to yours in order to get maps to work properly. These are for reference and guidance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*You can also use the above actions to decompile the ff file and choose extract sounds. This will pull all the new sounds out of the map and allow you to use them. These sounds were mistakenly left out of the update.&lt;br /&gt;
&lt;br /&gt;
{{Info|There are some missing animations that were forgotten with the 1.2 patch for the mod tools. You will have to perform a work around to rectify this and we will post a tutorial once it is finished.}}&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_FastFile_Decompiler&amp;diff=17341</id>
		<title>Call of Duty 5: FastFile Decompiler</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_FastFile_Decompiler&amp;diff=17341"/>
		<updated>2024-06-21T15:25:20Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: /* Fastfile Decompiler */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This tutorial will show you how to use &#039;&#039;Aintnomeinteam&#039;s&#039;&#039; very useful fast file decompiler.}}&lt;br /&gt;
&lt;br /&gt;
==Fastfile Decompiler==&lt;br /&gt;
&lt;br /&gt;
You can use this tool to pull important and useful information out of a fast file in order for you to follow as an example on how to do specific things in maps.&lt;br /&gt;
&lt;br /&gt;
* Download the fast file decompiler from {{Download|1=http://wiki.zeroy.com/codww_files/CODWW_FastFile_Extraction_Tool_V2.zip|2=HERE (Local copy)}}.&lt;br /&gt;
&lt;br /&gt;
* Go to the root directory and get the nazi_zombie_asylum.ff file, this is located in &#039;&#039;c:/program files/activision/codwaw/zone/english&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Copy this file&lt;br /&gt;
&lt;br /&gt;
* Place the copy of the nazi_zombie_asylum.ff on your desktop, you will need it later. &lt;br /&gt;
&lt;br /&gt;
* Unzip the decompiler tools.&lt;br /&gt;
&lt;br /&gt;
* Move the nazi_zombie_asylum.ff into the folder where you unzipped the decompiler.&lt;br /&gt;
&lt;br /&gt;
[[image:ff_1.JPG|500px]]&lt;br /&gt;
&lt;br /&gt;
* Run the decompiler, select decompile fastfile&lt;br /&gt;
&lt;br /&gt;
[[image:ff_2.JPG|500px]]&lt;br /&gt;
&lt;br /&gt;
* Select the nazi_zombie_asylum.ff, this will run and create an nazi_zombie_asylum.ff.dump file&lt;br /&gt;
&lt;br /&gt;
[[image:ff_3.JPG|500px]]&lt;br /&gt;
&lt;br /&gt;
* Now run the decompiler again and select text files&lt;br /&gt;
&lt;br /&gt;
* Choose the nazi_zombie_asylum.ff.dump &lt;br /&gt;
&lt;br /&gt;
[[image:ff_4.JPG|500px]]&lt;br /&gt;
&lt;br /&gt;
* This will create a list folders with different gsc files in it.&lt;br /&gt;
&lt;br /&gt;
[[image:ff_5.JPG|500px]]&lt;br /&gt;
&lt;br /&gt;
* Once you have this you can pull out the wall_hop_zombie traverse that is in the traverse folder inside the animscript folder. You will need this so you do not run into errors. Inside these files are a lot of helpful gsc files for you to look at and compare to yours in order to get maps to work properly. These are for reference and guidance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*You can also use the above actions to decompile the ff file and choose extract sounds. This will pull all the new sounds out of the map and allow you to use them. These sounds were mistakenly left out of the update.&lt;br /&gt;
&lt;br /&gt;
{{Info|There are some missing animations that were forgotten with the 1.2 patch for the mod tools. You will have to perform a work around to rectify this and we will post a tutorial once it is finished.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.customcod.com/wiki/index.php?title=Fastfile_Decompiler SOURCES]&lt;br /&gt;
&lt;br /&gt;
[[index.php?title=Category:Call of Duty 4]]&lt;br /&gt;
[[index.php?title=Category:Call of Duty 5]]&lt;br /&gt;
[[index.php?title=Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_7:_Rawfiles_Rips&amp;diff=17340</id>
		<title>Call of Duty 7: Rawfiles Rips</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_7:_Rawfiles_Rips&amp;diff=17340"/>
		<updated>2024-06-21T15:12:49Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ripitraw.jpg|100px|right]]&lt;br /&gt;
* [http://wiki.zeroy.com/codbo_files/gsc_rip_1.3.4_FULL_cod_black_ops.zip GSC Rip 1.3.4 Tool download - full update]&lt;br /&gt;
* [http://wiki.zeroy.com/codbo_files/gsc_rip_1.3.3_cod_black_ops.zip GSC Rip 1.3.3 Tool download - update from 1.3.2 FULL only]&lt;br /&gt;
* [http://wiki.zeroy.com/codbo_files/gsc_rip_1.3.3_FULL_cod_black_ops.zip GSC Rip 1.3.3 Tool download - full update]&lt;br /&gt;
* [http://wiki.zeroy.com/codbo_files/gsc_rip_1.3.2_cod_black_ops.zip GSC Rip 1.3.2 Tool download - update from 1.3 FULL only]&lt;br /&gt;
* [http://wiki.zeroy.com/codbo_files/gsc_rip_1.3_FULL_cod_black_ops.zip.filepart GSC Rip 1.3 Tool download - full update] - [http://www.gamefront.com/files/20407544/gsc_rip_1.3_FULL_cod_black_ops.zip Mirror]&lt;br /&gt;
* [http://wiki.zeroy.com/codbo_files/gsc_rip_1.3_cod_black_ops.zip GSC Rip 1.3 Tool download - update from 1.2 only] - [http://www.gamefront.com/files/20407540/gsc_rip_1.3_cod_black_ops.zip Mirror]&lt;br /&gt;
* [http://wiki.zeroy.com/codbo_files/gsc_rip_1.2_cod_black_ops.zip GSC Rip 1.2 Tool download]&lt;br /&gt;
* [http://wiki.zeroy.com/codbo_files/gsc_rip_1.1_cod_black_ops.zip GSC Rip 1.1 Tool download]&lt;br /&gt;
* [http://wiki.zeroy.com/codbo_files/gsc_rip_1.0_cod_black_ops.zip GSC Rip 1.0 Tool download]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Thanks to Gagarin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Zeroy|Zeroy]] 21:29, 4 October 2011 (IST)&lt;br /&gt;
[[index.php?title=Category:Call of Duty 7]]&lt;br /&gt;
[[index.php?title=Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_7:_Rawfiles_Rips&amp;diff=17339</id>
		<title>Call of Duty 7: Rawfiles Rips</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_7:_Rawfiles_Rips&amp;diff=17339"/>
		<updated>2024-06-21T15:12:14Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: changed domain for D/L links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ripitraw.jpg|100px|right]]&lt;br /&gt;
* [http://wiki.zeroy.com/codbo_files/gsc_rip_1.3.4_FULL_cod_black_ops.zip GSC Rip 1.3.4 Tool download - full update]&lt;br /&gt;
* [http://wiki.zeroy.com/codbo_files/gsc_rip_1.3.3_cod_black_ops.zip GSC Rip 1.3.3 Tool download - update from 1.3.2 FULL only]&lt;br /&gt;
* [http://wiki.zeroy.com/codbo_files/gsc_rip_1.3.3_FULL_cod_black_ops.zip GSC Rip 1.3.3 Tool download - full update]&lt;br /&gt;
* [http://wiki.zeroy.com/codbo_files/gsc_rip_1.3.2_cod_black_ops.zip GSC Rip 1.3.2 Tool download - update from 1.3 FULL only]&lt;br /&gt;
* [http://wiki.modsrepository.com/codbo_files/gsc_rip_1.3_FULL_cod_black_ops.zip.filepart GSC Rip 1.3 Tool download - full update] - [http://www.gamefront.com/files/20407544/gsc_rip_1.3_FULL_cod_black_ops.zip Mirror]&lt;br /&gt;
* [http://wiki.zeroy.com/codbo_files/gsc_rip_1.3_cod_black_ops.zip GSC Rip 1.3 Tool download - update from 1.2 only] - [http://www.gamefront.com/files/20407540/gsc_rip_1.3_cod_black_ops.zip Mirror]&lt;br /&gt;
* [http://wiki.zeroy.com/codbo_files/gsc_rip_1.2_cod_black_ops.zip GSC Rip 1.2 Tool download]&lt;br /&gt;
* [http://wiki.zeroy.com/codbo_files/gsc_rip_1.1_cod_black_ops.zip GSC Rip 1.1 Tool download]&lt;br /&gt;
* [http://wiki.zeroy.com/codbo_files/gsc_rip_1.0_cod_black_ops.zip GSC Rip 1.0 Tool download]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Thanks to Gagarin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Zeroy|Zeroy]] 21:29, 4 October 2011 (IST)&lt;br /&gt;
[[index.php?title=Category:Call of Duty 7]]&lt;br /&gt;
[[index.php?title=Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=MediaWiki:Sidebar&amp;diff=17338</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=MediaWiki:Sidebar&amp;diff=17338"/>
		<updated>2024-03-08T21:09:33Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Navigation&lt;br /&gt;
** mainpage|Home&lt;br /&gt;
** CODBO3|Call of Duty BO3&lt;br /&gt;
** COD1UO|Call of Duty &amp;amp; UO&lt;br /&gt;
** COD2|Call of Duty 2&lt;br /&gt;
** COD4|Call of Duty 4 MW&lt;br /&gt;
** CODWAW|Call of Duty WaW&lt;br /&gt;
** CODMW3|Call of Duty MW3&lt;br /&gt;
** CODBO|Call of Duty BlackOps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* External&lt;br /&gt;
** https://discord.gg/T8F9czmh|Discord&lt;br /&gt;
** http://gallery.zeroy.com/gallery3/index.php|COD4 XModels&lt;br /&gt;
** http://gallery.zeroy.com/gallery4/index.php|COD2 XModels Gallery&lt;br /&gt;
&lt;br /&gt;
* Special&lt;br /&gt;
** helppage|help&lt;br /&gt;
** Special:AllPages|All pages&lt;br /&gt;
** randompage-url|Random page&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** Howto Video|How-to Videos&lt;br /&gt;
** Howto TwitterFBLike|How-to Twitter Facebook Like&lt;br /&gt;
** Special:Categories|All Categories&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=MediaWiki:Sidebar&amp;diff=17337</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=MediaWiki:Sidebar&amp;diff=17337"/>
		<updated>2024-03-08T21:08:34Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Navigation&lt;br /&gt;
** mainpage|Home&lt;br /&gt;
** CODBO3|Call of Duty BO3&lt;br /&gt;
** COD1UO|Call of Duty &amp;amp; UO&lt;br /&gt;
** COD2|Call of Duty 2&lt;br /&gt;
** COD4|Call of Duty 4 MW&lt;br /&gt;
** CODWAW|Call of Duty WaW&lt;br /&gt;
** CODMW3|Call of Duty MW3&lt;br /&gt;
** CODBO|Call of Duty BlackOps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* External&lt;br /&gt;
** https://discord.gg/T8F9czmh|Discord&lt;br /&gt;
** http://gallery.zeroy.com/gallery3/index.php|COD4 XModels&lt;br /&gt;
** http://gallery.zeroy.com/gallery2/index.php|CODWAW XModels&lt;br /&gt;
** http://gallery.zeroy.com/gallery4/index.php|COD2 XModels Gallery&lt;br /&gt;
&lt;br /&gt;
* Special&lt;br /&gt;
** helppage|help&lt;br /&gt;
** Special:AllPages|All pages&lt;br /&gt;
** randompage-url|Random page&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** Howto Video|How-to Videos&lt;br /&gt;
** Howto TwitterFBLike|How-to Twitter Facebook Like&lt;br /&gt;
** Special:Categories|All Categories&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_Resources&amp;diff=17336</id>
		<title>Call of Duty bo3: Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_Resources&amp;diff=17336"/>
		<updated>2023-12-30T11:32:15Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: /* Chat rooms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Chat rooms ==&lt;br /&gt;
&lt;br /&gt;
* Discord Chat for mappers, modders, scripters, etc... : https://discord.gg/YTHupx4 [[File:discord_logo.png|right|300px]]&lt;br /&gt;
* [https://wiki.ardivee.com/ Ardivee&#039;s WIKI]&lt;br /&gt;
&lt;br /&gt;
== Various ==&lt;br /&gt;
&lt;br /&gt;
* [[Authoring Textures BO3|Authoring Textures for BlackOps 3]]&lt;br /&gt;
* [[Animstable / Archetype in BO3|Animstable / Archetype in BO3]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Template:Donation&amp;diff=17335</id>
		<title>Template:Donation</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Template:Donation&amp;diff=17335"/>
		<updated>2023-12-27T23:04:14Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;border: 1px; text-align: left; background: #777777; width=&amp;quot;200px&amp;quot;;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table frame=&amp;quot;border&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td BGCOLOR=&amp;quot;#ffffff&amp;quot;&amp;gt;Would you like to support this Wiki? Click [https://streamlabs.com/zeroy/tip Streamlabs]!.&amp;lt;br&amp;gt;&lt;br /&gt;
Your donation will support this Wiki development and help with keeping this site online.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Template:Donation&amp;diff=17334</id>
		<title>Template:Donation</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Template:Donation&amp;diff=17334"/>
		<updated>2023-12-27T23:03:09Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;border: 1px; text-align: left; background: #777777; width=&amp;quot;200px&amp;quot;;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table frame=&amp;quot;border&amp;quot; align=&amp;quot;left&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td width=&amp;quot;130px&amp;quot;; BGCOLOR=&amp;quot;#ffffff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td BGCOLOR=&amp;quot;#ffffff&amp;quot;&amp;gt;Would you like to support this Wiki? Click on the PayPal button to donate any amount through [https://streamlabs.com/zeroy/tip Streamlabs].&amp;lt;br&amp;gt;&lt;br /&gt;
Your donation will support this Wiki development and help with keeping this site online.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_AlphaToolVideos&amp;diff=17333</id>
		<title>Call of Duty bo3: AlphaToolVideos</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_AlphaToolVideos&amp;diff=17333"/>
		<updated>2023-12-27T23:01:27Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Please note: the Modtools shown in the below videos are currently in Beta testing and therefore subject to change. The videos are provided as a showcase of the tools in their current form.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.youtube.com/playlist?list=PLtoqX1PLgwUOhbLeUQZm3XSZ9-7bl1ZvR Playlist HERE]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_AlphaToolVideos&amp;diff=17332</id>
		<title>Call of Duty bo3: AlphaToolVideos</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_AlphaToolVideos&amp;diff=17332"/>
		<updated>2023-12-27T23:00:46Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Please note: the Modtools shown in the below videos are currently in Beta testing and therefore subject to change. The videos are provided as a showcase of the tools in their current form.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.youtube.com/playlist?list=PLtoqX1PLgwUOhbLeUQZm3XSZ9-7bl1ZvR Playlist HERE]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;qINPAqmPXUY&amp;lt;/youtube&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_:_mapping_mp&amp;diff=17331</id>
		<title>Call of Duty : mapping mp</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_:_mapping_mp&amp;diff=17331"/>
		<updated>2023-12-27T23:00:01Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:cod_coduo_cover.jpeg|right]]&lt;br /&gt;
&lt;br /&gt;
= Basic =&lt;br /&gt;
&lt;br /&gt;
*[[Call of Duty : Map Editor Setup|Installing / Setting up the Map Editor]]&lt;br /&gt;
*[[Call of Duty : Radiant Guide|A Guide to CoD Radiants Interface]]&lt;br /&gt;
*[[Call of Duty : Texturing Methods|A Guide to Basic Texturing Methods]]&lt;br /&gt;
*[[Call of Duty : Brushes Building|Introduction to Building with Brushes]]&lt;br /&gt;
*[[Call of Duty : Lighting Methods|A Guide to Basic Lighting Methods]]&lt;br /&gt;
&lt;br /&gt;
= Advanced =&lt;br /&gt;
&lt;br /&gt;
*[[Call of Duty : Visual light compiling|Visual light compiling - Flare]]&lt;br /&gt;
&lt;br /&gt;
= Others =&lt;br /&gt;
&lt;br /&gt;
*[http://www.codjumper.com/forums/viewforum.php?f=18 CODJumper COD/UO Tutorials]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_VideosTut&amp;diff=17330</id>
		<title>Call of Duty bo3: VideosTut</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_VideosTut&amp;diff=17330"/>
		<updated>2023-12-27T22:59:26Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jbird&#039;s Tuts ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.youtube.com/playlist?list=PLnt_Nobu89HtwqIkEtRt4zj6RC_s-_f2q Playlist HERE]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;tj7guP_ZeUI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wakka&#039;s Tuts ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.youtube.com/playlist?list=PLsRDR3cRTp1KmXEwBzuv7q2BTHu9wZmvL Playlist HERE]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;x8cMkTSgCoI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_VideosTut&amp;diff=17329</id>
		<title>Call of Duty bo3: VideosTut</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_VideosTut&amp;diff=17329"/>
		<updated>2023-12-27T22:59:08Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jbird&#039;s Tuts ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.youtube.com/playlist?list=PLnt_Nobu89HtwqIkEtRt4zj6RC_s-_f2q Playlist HERE]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;watch?v=tj7guP_ZeUI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wakka&#039;s Tuts ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.youtube.com/playlist?list=PLsRDR3cRTp1KmXEwBzuv7q2BTHu9wZmvL Playlist HERE]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;watch?v=x8cMkTSgCoI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_VideosTut&amp;diff=17328</id>
		<title>Call of Duty bo3: VideosTut</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_VideosTut&amp;diff=17328"/>
		<updated>2023-12-27T22:58:36Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jbird&#039;s Tuts ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.youtube.com/playlist?list=PLnt_Nobu89HtwqIkEtRt4zj6RC_s-_f2q Playlist HERE]&lt;br /&gt;
&amp;lt;youtube&amp;gt;watch?v=tj7guP_ZeUI&amp;amp;list=PLnt_Nobu89HtwqIkEtRt4zj6RC_s-_f2q&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wakka&#039;s Tuts ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.youtube.com/playlist?list=PLsRDR3cRTp1KmXEwBzuv7q2BTHu9wZmvL Playlist HERE]&lt;br /&gt;
&amp;lt;youtube&amp;gt;watch?v=x8cMkTSgCoI&amp;amp;list=PLsRDR3cRTp1KmXEwBzuv7q2BTHu9wZmvL&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Main_Page&amp;diff=17327</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Main_Page&amp;diff=17327"/>
		<updated>2023-12-27T22:57:40Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOTITLE__&lt;br /&gt;
[[File:Wiki logo.png|left|420px]]&lt;br /&gt;
&amp;lt;!--[[Special:Userlogin|&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;Please, be sure to &amp;lt;u&amp;gt;SIGN UP&amp;lt;/u&amp;gt; to add to the to Wiki!&#039;&#039;&#039;]].&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;!--&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;!--&#039;&#039;&#039;Join Discord Chat for mappers, modders, scripters&#039;&#039;&#039; [https://discord.gg/YTHupx4 HERE]  [[File:discord_logo.png|150px]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Join Treyarch Official Discord Chat for gamers, modders&#039;&#039;&#039; [https://discord.gg/Treyarch HERE]  [[File:treyarch_header_logo.png|150px]]!--&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border:0; margin: 0;&amp;quot; width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;10&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;padding:0; border:1px solid #aaaaaa; margin-bottom:5px;&amp;quot; width=&amp;quot;50%&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 95%; padding:0.4em; background-color:#eeeeee; border-bottom:1px solid #aaaaaa; text-align: left;&amp;quot;&amp;gt;[[Image:Black_Ops_III_logo.png|225px]][[File:radiant1.jpg|right|180px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#ffffff; padding:0.2em 0.4em 0.2em 0.4em;&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 0; margin: 0;&amp;quot; cellpadding=&amp;quot;3&amp;quot; &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
*[[Call of Duty bo3: Mapping MP| Mapping MP]]&lt;br /&gt;
*[[Call of Duty bo3: Mapping ZM| Mapping Zombies]]&lt;br /&gt;
*[[Call of Duty bo3: Modding| Modding ZM &amp;amp; MP]]&lt;br /&gt;
*[[Call of Duty bo3: Resources| Links &amp;amp; Resources]]&lt;br /&gt;
*[[Call of Duty bo3: VideosTut| Video Tutorials]]&lt;br /&gt;
*[[Call of Duty bo3: AlphaToolVideos|Alpha Tool Videos]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;padding:0; border:1px solid #aaaaaa; margin-bottom:5px;&amp;quot; width=&amp;quot;50%&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 95%; padding:0.4em; background-color:#eeeeee; border-bottom:1px solid #aaaaaa; text-align: left;&amp;quot;&amp;gt;[[Image:Render_codwaw.png|150px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#ffffff; padding:0.2em 0.4em 0.2em 0.4em;&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 0; margin: 0;&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
*[[Call of Duty 5: Mapping MP|Mapping (MP)]]&lt;br /&gt;
*[[Call of Duty 5: Modding|Modding]]&lt;br /&gt;
*[[Call of Duty 5: Servers|Server Help]]&lt;br /&gt;
*[[Call of Duty 5: Mods|Mods]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;border:0; margin: 0;&amp;quot; width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;10&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;padding:0; border:1px solid #aaaaaa; margin-bottom:5px;&amp;quot; width=&amp;quot;50%&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 95%; padding:0.4em; background-color:#eeeeee; border-bottom:1px solid #aaaaaa; text-align: left;&amp;quot;&amp;gt;[[Image:Render_cod4.png|220px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#ffffff; padding:0.2em 0.4em 0.2em 0.4em;&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 0; margin: 0;&amp;quot; cellpadding=&amp;quot;3&amp;quot; &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
*[[Call of Duty 4: mapping mp|Mapping (MP)]]&lt;br /&gt;
*[[Call of Duty 4: Modding|Modding]]&lt;br /&gt;
*[[Call of Duty 4: Servers|Server Help]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;padding:0; border:1px solid #aaaaaa; margin-bottom:5px;&amp;quot; width=&amp;quot;50%&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 95%; padding:0.4em; background-color:#eeeeee; border-bottom:1px solid #aaaaaa; text-align: left;&amp;quot;&amp;gt;[[Image:cod2_logo.png|220px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#ffffff; padding:0.2em 0.4em 0.2em 0.4em;&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 0; margin: 0;&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
*[[Call of Duty 2: Technical Reference|Technical Reference]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;border:0; margin: 0;&amp;quot; width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;10&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;padding:0; border:1px solid #aaaaaa; margin-bottom:5px;&amp;quot; width=&amp;quot;50%&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 95%; padding:0.4em; background-color:#eeeeee; border-bottom:1px solid #aaaaaa; text-align: left;&amp;quot;&amp;gt;[[Image:Render_coduo.png|180px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#ffffff; padding:0.2em 0.4em 0.2em 0.4em;&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 0; margin: 0;&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
*[[Call of Duty : mapping mp|Mapping (MP)]]&lt;br /&gt;
*[[Call of Duty : Technical Reference|Technical Reference]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;padding:0; border:1px solid #aaaaaa; margin-bottom:5px;&amp;quot; width=&amp;quot;50%&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 95%; padding:0.4em; background-color:#eeeeee; border-bottom:1px solid #aaaaaa; text-align: left;&amp;quot;&amp;gt;[[Image:mw2logopng.png|180px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#ffffff; padding:0.2em 0.4em 0.2em 0.4em;&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 0; margin: 0;&amp;quot; cellpadding=&amp;quot;3&amp;quot; &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |  &lt;br /&gt;
*[http://callofduty.wikia.com/wiki/Call_of_Duty:_Modern_Warfare_2 General]&lt;br /&gt;
*[http://callofduty.wikia.com/wiki/Category:Call_of_Duty:_Modern_Warfare_2_Weapons Weapons]&lt;br /&gt;
&amp;lt;!--*[[Call of Duty 6: Faqs|FAQS]]&lt;br /&gt;
*[[Call of Duty 6: Articles|Articles]]&lt;br /&gt;
*[[Call of Duty 6: Videos|Videos]]!--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;border:0; margin: 0;&amp;quot; width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;10&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;padding:0; border:1px solid #aaaaaa; margin-bottom:5px;&amp;quot; width=&amp;quot;50%&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 95%; padding:0.4em; background-color:#eeeeee; border-bottom:1px solid #aaaaaa; text-align: left;&amp;quot;&amp;gt;[[Image:MW3_logo_Test.png|200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#ffffff; padding:0.2em 0.4em 0.2em 0.4em;&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 0; margin: 0;&amp;quot; cellpadding=&amp;quot;3&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
*[[Call of Duty 8: Servers|Server Help]]&lt;br /&gt;
*[[Call of Duty 8: Technical References|Technical References]]&lt;br /&gt;
*[[Call of Duty 8: Rcon Tool 3rd Party|Rcon/Query Tool 3rd Party]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; style=&amp;quot;padding:0; border:1px solid #aaaaaa; margin-bottom:5px;&amp;quot; width=&amp;quot;50%&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 95%; padding:0.4em; background-color:#eeeeee; border-bottom:1px solid #aaaaaa; text-align: left;&amp;quot;&amp;gt;[[Image:bo_logo.png|230px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:#ffffff; padding:0.2em 0.4em 0.2em 0.4em;&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 0; margin: 0;&amp;quot; cellpadding=&amp;quot;3&amp;quot; &lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
*[[Call of Duty 7: Servers|Server Help]]&lt;br /&gt;
*[[Call of Duty 7: Modding|Modding]]&lt;br /&gt;
*[[Call of Duty 7: Marketing|Medias]]&lt;br /&gt;
*[[Call of Duty 7:Rcon Tool 3rd Party|3rd Party Rcon Tools]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
{{:Popular_Articles}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;2&amp;quot;&amp;gt;&#039;&#039;&#039;For all things COD besides Modding, visit&#039;&#039;&#039; [http://callofduty.wikia.com/wiki/Call_of_Duty_Wiki The Call Of Duty Wiki].&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt; • [[Special:Search|SEARCH]] [[File:add_256.png|8px]] [[Special:Categories|BY CATEGORY]] [[File:add_256.png|8px]] [[Special:PopularPages|BY POPULARITY]] [[File:add_256.png|8px]] [[Special:RecentChanges|BY LATEST]] [[File:add_256.png|8px]] [[Special:Random|BY RANDOM]] [[File:add_256.png|8px]] [[Special:AllPages|BY ALL]] • &amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_6:_Faqs&amp;diff=17326</id>
		<title>Call of Duty 6: Faqs</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_6:_Faqs&amp;diff=17326"/>
		<updated>2023-12-27T22:56:40Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|&#039;&#039;&#039;Modern Warfare 2&#039;&#039;&#039;, the sequel to [[Call of Duty 4: FAQS|Call of Duty 4]] is in development and set to release on November 10, 2009. It was officially announced by Activision &amp;amp; Blizzard on December 3, 2008.}}&lt;br /&gt;
&lt;br /&gt;
==Title==&lt;br /&gt;
Due to the commercial success of [[Call of Duty 4: FAQS|Call of Duty 4]], which has sold over 12 million copies, [http://www.infinityward.com Infinity Ward] decided that the modern setting had become a &amp;quot;world of its own,&amp;quot; and they dropped the Call of Duty prefix from the title.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:MW2BoxArtTeaser.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
Box art concept design with the actual art barely visible to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Teaser Trailer==&lt;br /&gt;
&lt;br /&gt;
===Release===&lt;br /&gt;
On March 25, 2009, a few days after [http://www.gdconf.com/ GDC 2009] had begun, Infinity Ward launched [http://modernwarfare2.infinityward.com/ Modern Warfare 2&#039;s official site]. At its initial stage, the website only displayed a green wave with nothing else on the page. With days still to come in GDC 2009, gamers expected that site will be slowly be expanded upon. Sure enough, the first official teaser trailer posted later that night.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Speculation===&lt;br /&gt;
The first teaser trailer released truly was a teaser. Here, the purpose of the green wave is explained as it morphs into different silhouettes of people and objects, almost like a video in night vision goggles, but not as much can been seen. Players started to speculate some of the shapes that the wave changed into. The list included The U.S. Capitol Building, profiles of the main antagonists, an airport, civilians, perk icons (possibly including Stopping Power and Dead Silence), very urban streets and environments, a Blackhawk helicopter, snow terrain, men with scuba gear, a remake of Shipment, an oil rig, a Russian T-72, and even the now infamous teddy bear. Gamers also noted the presence of the airport and airplanes (including one that has crashed) could indicate the linking of Mile High Club to the next installment. Players also reasoned that the plane in Mile High Club may have crashed, and the game&#039;s events may pick up from there. One possibility is that the plane crashing may be a reference to the 9/11 terrorist attacks on the US. Also a ship is seen in the back ground at 1:24. A man with a british accent can be heard near the beginning.&lt;br /&gt;
&lt;br /&gt;
==Gamer Ideas==&lt;br /&gt;
On [http://twitter.infinityward.com/ twitter.infinityward.com], gamers can enter their ideas for Modern Warfare 2. Gamers can also vote on the ideas already added to the page. Infinity Ward will be putting the most popular ideas into the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fakes==&lt;br /&gt;
Several fake articles have been produced for this forthcoming game, most notably perhaps the article on [http://the-minusworld.com/2008/12/08/activision-announces-call-of-duty-4-part-ii-modern-warfare-2-world-at-war-again the-minusworld.com]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://www.computerandvideogames.com/article.php?id=203174 Call of Duty: Modern Warfare 2 confirmed]&lt;br /&gt;
* [http://twitter.infinityward.com Modern Warfare 2&#039;s Twitter]&lt;br /&gt;
* [http://modernwarfare2.infinityward.com/ The Official Site of Modern Warfare 2]&lt;br /&gt;
* [http://forums.infinityward.com/viewforum.php?f=13 Modern Warfare 2&#039;s Forum on Infinity Ward&#039;s website]&lt;br /&gt;
* [http://www.gamespot.com/news/6206807.html Modern Warfare 2 not to be &amp;quot;Call of Duty&amp;quot; branded]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
Content of this page from [http://callofduty.wikia.com/index.php?title=Modern_Warfare_2 Callofduty.Wikia.com]&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 6]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_6:_Faqs&amp;diff=17325</id>
		<title>Call of Duty 6: Faqs</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_6:_Faqs&amp;diff=17325"/>
		<updated>2023-12-27T22:56:11Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: /* Video */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|&#039;&#039;&#039;Modern Warfare 2&#039;&#039;&#039;, the sequel to [[Call of Duty 4: FAQS|Call of Duty 4]] is in development and set to release on November 10, 2009. It was officially announced by Activision &amp;amp; Blizzard on December 3, 2008.}}&lt;br /&gt;
&lt;br /&gt;
==Title==&lt;br /&gt;
Due to the commercial success of [[Call of Duty 4: FAQS|Call of Duty 4]], which has sold over 12 million copies, [http://www.infinityward.com Infinity Ward] decided that the modern setting had become a &amp;quot;world of its own,&amp;quot; and they dropped the Call of Duty prefix from the title.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:MW2BoxArtTeaser.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
Box art concept design with the actual art barely visible to the left.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Teaser Trailer==&lt;br /&gt;
&lt;br /&gt;
===Release===&lt;br /&gt;
On March 25, 2009, a few days after [http://www.gdconf.com/ GDC 2009] had begun, Infinity Ward launched [http://modernwarfare2.infinityward.com/ Modern Warfare 2&#039;s official site]. At its initial stage, the website only displayed a green wave with nothing else on the page. With days still to come in GDC 2009, gamers expected that site will be slowly be expanded upon. Sure enough, the first official teaser trailer posted later that night.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Speculation===&lt;br /&gt;
The first teaser trailer released truly was a teaser. Here, the purpose of the green wave is explained as it morphs into different silhouettes of people and objects, almost like a video in night vision goggles, but not as much can been seen. Players started to speculate some of the shapes that the wave changed into. The list included The U.S. Capitol Building, profiles of the main antagonists, an airport, civilians, perk icons (possibly including Stopping Power and Dead Silence), very urban streets and environments, a Blackhawk helicopter, snow terrain, men with scuba gear, a remake of Shipment, an oil rig, a Russian T-72, and even the now infamous teddy bear. Gamers also noted the presence of the airport and airplanes (including one that has crashed) could indicate the linking of Mile High Club to the next installment. Players also reasoned that the plane in Mile High Club may have crashed, and the game&#039;s events may pick up from there. One possibility is that the plane crashing may be a reference to the 9/11 terrorist attacks on the US. Also a ship is seen in the back ground at 1:24. A man with a british accent can be heard near the beginning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Video===&lt;br /&gt;
&amp;lt;youtube&amp;gt;yOLcn8ZXr9I&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gamer Ideas==&lt;br /&gt;
On [http://twitter.infinityward.com/ twitter.infinityward.com], gamers can enter their ideas for Modern Warfare 2. Gamers can also vote on the ideas already added to the page. Infinity Ward will be putting the most popular ideas into the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fakes==&lt;br /&gt;
Several fake articles have been produced for this forthcoming game, most notably perhaps the article on [http://the-minusworld.com/2008/12/08/activision-announces-call-of-duty-4-part-ii-modern-warfare-2-world-at-war-again the-minusworld.com]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://www.computerandvideogames.com/article.php?id=203174 Call of Duty: Modern Warfare 2 confirmed]&lt;br /&gt;
* [http://twitter.infinityward.com Modern Warfare 2&#039;s Twitter]&lt;br /&gt;
* [http://modernwarfare2.infinityward.com/ The Official Site of Modern Warfare 2]&lt;br /&gt;
* [http://forums.infinityward.com/viewforum.php?f=13 Modern Warfare 2&#039;s Forum on Infinity Ward&#039;s website]&lt;br /&gt;
* [http://www.gamespot.com/news/6206807.html Modern Warfare 2 not to be &amp;quot;Call of Duty&amp;quot; branded]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
Content of this page from [http://callofduty.wikia.com/index.php?title=Modern_Warfare_2 Callofduty.Wikia.com]&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 6]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty:_Blender_to_COD&amp;diff=17324</id>
		<title>Call of Duty: Blender to COD</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty:_Blender_to_COD&amp;diff=17324"/>
		<updated>2023-12-27T22:55:18Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Warning_forpro}}&lt;br /&gt;
&#039;&#039;By Irishstorm&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Note|This video tutorial will show you the basics of importing model made in Blender into CoD.}}&lt;br /&gt;
&lt;br /&gt;
{{Warning_advanced}}&lt;br /&gt;
&lt;br /&gt;
= Whats needed = &lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/ Blender 2.5 or later] (from 2.62 on there&#039;s no more limitation in material name length if importing from OBJ!)&lt;br /&gt;
* [http://code.google.com/p/blender-cod/ CoDEmanX&#039;s Blender plugin (BlenderCoD)] - More info: [[Call of Duty: Create Models with Blender (without Maya)|Create Models with Blender]]&lt;br /&gt;
&lt;br /&gt;
= Notes =&lt;br /&gt;
&lt;br /&gt;
* There&#039;s no need to do &amp;quot;Quads to Tris&amp;quot; before export, the addon will triangulate everything automatically!&lt;br /&gt;
* Texture doesn&#039;t matter, it gets written to export file but Asset Manager ignores it&lt;br /&gt;
* If you change to the &amp;quot;Scripting&amp;quot; view in Blender, in the upper part you find a log window. Scroll down before exporting to see when it&#039;s finished (green entry showing the time it took)&lt;br /&gt;
* You may run Blender from console (cmd) if you experience problems, the addon may print some info and warnings&lt;br /&gt;
&lt;br /&gt;
= The video =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;NDPLThWllu0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Modtools]]&lt;br /&gt;
[[Category:Advanced Editing]]&lt;br /&gt;
[[Category:Modelling]]&lt;br /&gt;
[[Category:Blender]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Weapon_Rigging_Tutorial&amp;diff=17323</id>
		<title>Call of Duty 4: Weapon Rigging Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Weapon_Rigging_Tutorial&amp;diff=17323"/>
		<updated>2023-12-27T22:55:00Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Video==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;OmnfM9fJiXk&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VIDEO ON RUSSIAN LANG ONLY.&#039;&#039;&#039; &#039;&#039;(sorry, but I dont know english so well to record video with it).&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s some kinda long, but should show almost of parts (rip (model, texture, sounds)/rig (how to avoid future errors a d etc)/export/setup (soundaliases, weaponfiles, how it&#039;s connecting themselves)) and include explanation (which you probably cant understand :&amp;lt; )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hope you&#039;ll enjoy it or it can help you somehow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Author==&lt;br /&gt;
&lt;br /&gt;
Thanks to Darkraptor for introducing to Maya, to hacker22 for help, to Hallullalu for fixes, to Susel for his help and support and all people who support me in my maya projects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Sanya|Sanya]] 05:46, 8 April 2012 (IST)&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty:_Blender_to_COD&amp;diff=17322</id>
		<title>Call of Duty: Blender to COD</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty:_Blender_to_COD&amp;diff=17322"/>
		<updated>2023-12-27T22:54:48Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Warning_forpro}}&lt;br /&gt;
&#039;&#039;By Irishstorm&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Note|This video tutorial will show you the basics of importing model made in Blender into CoD.}}&lt;br /&gt;
&lt;br /&gt;
{{Warning_advanced}}&lt;br /&gt;
&lt;br /&gt;
= Whats needed = &lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/ Blender 2.5 or later] (from 2.62 on there&#039;s no more limitation in material name length if importing from OBJ!)&lt;br /&gt;
* [http://code.google.com/p/blender-cod/ CoDEmanX&#039;s Blender plugin (BlenderCoD)] - More info: [[Call of Duty: Create Models with Blender (without Maya)|Create Models with Blender]]&lt;br /&gt;
&lt;br /&gt;
= Notes =&lt;br /&gt;
&lt;br /&gt;
* There&#039;s no need to do &amp;quot;Quads to Tris&amp;quot; before export, the addon will triangulate everything automatically!&lt;br /&gt;
* Texture doesn&#039;t matter, it gets written to export file but Asset Manager ignores it&lt;br /&gt;
* If you change to the &amp;quot;Scripting&amp;quot; view in Blender, in the upper part you find a log window. Scroll down before exporting to see when it&#039;s finished (green entry showing the time it took)&lt;br /&gt;
* You may run Blender from console (cmd) if you experience problems, the addon may print some info and warnings&lt;br /&gt;
&lt;br /&gt;
= The video =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;NDPLThWllu0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= German video =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;FGJbwyKTGAI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By MrSchulzi1996 for CoD2.&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Modtools]]&lt;br /&gt;
[[Category:Advanced Editing]]&lt;br /&gt;
[[Category:Modelling]]&lt;br /&gt;
[[Category:Blender]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Video_Mapping_Tutorials&amp;diff=17321</id>
		<title>Call of Duty 5: Video Mapping Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Video_Mapping_Tutorials&amp;diff=17321"/>
		<updated>2023-12-27T22:54:17Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
= Mapping General =&lt;br /&gt;
&lt;br /&gt;
== Tuts by CODMapper ==&lt;br /&gt;
&lt;br /&gt;
The following videos were created by &#039;&#039;&#039;BlackJackJonnyy&#039;&#039;&#039; &amp;amp; CODMapper, original thread [http://www.raidersmerciless.com/showthread.php?t=11039 HERE]&lt;br /&gt;
&lt;br /&gt;
=== Water &amp;amp; Alpha ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;-1HPTBO6PAk&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spiral Stairs ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;-lWb-oOUEIw&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightmaps ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;YdI1MASnjZI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tuts by BlackJackJonnyy ==&lt;br /&gt;
&lt;br /&gt;
=== Advanced Portaling using single cells ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;DUBhXeKkfGs&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wire under tension ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;jIOtEnk9SVo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Speed Mapping: The road ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;ADewcivBPGY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cliff path terrain Experiment ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;4kiZZLiqQf4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Broken Wall ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;A9dxR7mZVPI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Detailed Roof (includes naration) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;Z8HGAt9jaLI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Detailed Roof (includes naration) part 2 ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;boPkXvxYTC8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Detailed Curved Road ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;HO2ditdSL0o&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Detailed Arches (includes naration) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;zAHzbE5FkxE&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Using Cylinder (incudes naration) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;OEXDiiNQGtM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bends using Curve Meshes + Dome (includes naration) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;A7FXQ0frB0A&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Curved Walls w/ Curve Meshes (inlcudes naration) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;tie7j890IOQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mortar hole part 1 : Detail made easy (inlcudes naration) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;dGGEDrBbLxA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mortar hole part 2 : Detail made easy (inlcudes naration) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;mN1QEniYgdY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Concrete impact crater ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;3EmyjrIELjg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Vaulted curved tunnel (inlcudes naration) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;hP7XywT2ncI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Making a &amp;quot;Bessie&amp;quot; style bridge  ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;mbjXzRfgWFE&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced arches , end caps and bevels  ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;GxRJS9ixgsk&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trenches and Terrain ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;RVCf0ofmfHU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Terrain Series ===&lt;br /&gt;
&lt;br /&gt;
==== Advanced Terrain Series Part 1 ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;09Ysy6Wvl9o&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Advanced Terrain Series Part 2 ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;SH8ABbY5eas&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Advanced Terrain Series Part 3 ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;iBZvZ-v1sqQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Advanced Terrain Series Part 4 ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;_iC0kH89cf4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Advanced Terrain Series Part 5 ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;z831K7t1D_A&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Advanced Terrain Series Part 6 ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;VV-Xi2S7ui4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Advanced Terrain Series Part 7 ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;H3rSFrkbw7M&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Advanced Terrain Series Part 8 FINAL ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;rhiWg1ajK3k&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mapping Tricks =&lt;br /&gt;
&lt;br /&gt;
== ladders , prefabs , texturing and more ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;G1kvzMRwfrE&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mapping Portalling =&lt;br /&gt;
&lt;br /&gt;
== Basic portal cell creation ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;falGEVxe8gA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Basic building portaling ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;Z-xwlQvMbHA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advanced portaling  ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PART1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;youtube&amp;gt;Bjv0spc9zs4&amp;lt;/youtube&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PART2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;youtube&amp;gt;Uu1ibP4JAVc&amp;lt;/youtube&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PART3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;youtube&amp;gt;dvf59Vq3VPo&amp;lt;/youtube&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Single Player Videos =&lt;br /&gt;
&lt;br /&gt;
* [[Call of Duty 4: SP Video Tutorials|SP Video Tutorials *NEW*]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Zeroy|Zeroy]] 12:26, 17 July 2011 (IST)&lt;br /&gt;
[[Category:Call of Duty 5]] &lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Brush Work]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty:_Changing_LOD_distance_of_existing_model&amp;diff=17320</id>
		<title>Call of Duty: Changing LOD distance of existing model</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty:_Changing_LOD_distance_of_existing_model&amp;diff=17320"/>
		<updated>2023-12-27T22:53:51Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: /* Video */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Required ==&lt;br /&gt;
&lt;br /&gt;
* Tiny Hexer - Download from [http://www.softpedia.com/get/Others/Miscellaneous/tiny-hexer.shtml Mirror 1] or [http://www.chip.de/downloads/Tiny-Hexer-1.8.1.6_13014623.html Mirror 2]&lt;br /&gt;
&lt;br /&gt;
* Alternative: [http://www.sweetscape.com/010editor/ SweetScape 010 Editor] (Shareware)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
#Open an &#039;&#039;&#039;xmodel file&#039;&#039;&#039; in hex editor&lt;br /&gt;
#Look for xmodelsurfs names&lt;br /&gt;
#Position cursor at the beginning of such a name, e.g. &amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;HERE&amp;lt;/span&amp;gt;body_sp_zakaev_load01...&lt;br /&gt;
#Go &#039;&#039;&#039;back 4 bytes&#039;&#039;&#039;&lt;br /&gt;
#Open from menu if not already: Tools &amp;gt; &#039;&#039;&#039;Value Editor&#039;&#039;&#039; &amp;lt;br&amp;gt;- SweetScape 010 Editor: use the Inspector panel instead&lt;br /&gt;
#Change type to SINGLE &#039;&#039;&#039;Float&#039;&#039;&#039; (IEEE, 32 bits)&lt;br /&gt;
#Make sure &#039;&#039;&#039;Radix&#039;&#039;&#039; is set to &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
#Change value and hit enter to apply&lt;br /&gt;
#Save under &#039;&#039;&#039;different file&#039;&#039;&#039; name to xmodel folder&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;Ja0XyXGZCms&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:CoDEmanX|CoDEmanX]] 17:46, 11 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Video_Mapping_Tutorials&amp;diff=17319</id>
		<title>Call of Duty 5: Video Mapping Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Video_Mapping_Tutorials&amp;diff=17319"/>
		<updated>2023-12-27T22:53:04Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
= Mapping General =&lt;br /&gt;
&lt;br /&gt;
== Tuts by CODMapper ==&lt;br /&gt;
&lt;br /&gt;
The following videos were created by &#039;&#039;&#039;BlackJackJonnyy&#039;&#039;&#039; &amp;amp; CODMapper, original thread [http://www.raidersmerciless.com/showthread.php?t=11039 HERE]&lt;br /&gt;
&lt;br /&gt;
=== Water &amp;amp; Alpha ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;-1HPTBO6PAk&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spiral Stairs ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;-lWb-oOUEIw&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightmaps ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;YdI1MASnjZI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tuts by BlackJackJonnyy ==&lt;br /&gt;
&lt;br /&gt;
=== Advanced Portaling using single cells ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;DUBhXeKkfGs&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wire under tension ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;jIOtEnk9SVo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Speed Mapping: The road ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;ADewcivBPGY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cliff path terrain Experiment ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;4kiZZLiqQf4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Broken Wall ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;A9dxR7mZVPI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Detailed Roof (includes naration) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;Z8HGAt9jaLI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Detailed Roof (includes naration) part 2 ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;boPkXvxYTC8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Detailed Curved Road ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;HO2ditdSL0o&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Detailed Arches (includes naration) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;zAHzbE5FkxE&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Using Cylinder (incudes naration) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;OEXDiiNQGtM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bends using Curve Meshes + Dome (includes naration) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;A7FXQ0frB0A&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Curved Walls w/ Curve Meshes (inlcudes naration) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;tie7j890IOQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mortar hole part 1 : Detail made easy (inlcudes naration) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;dGGEDrBbLxA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mortar hole part 2 : Detail made easy (inlcudes naration) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;mN1QEniYgdY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Concrete impact crater ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;3EmyjrIELjg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Vaulted curved tunnel (inlcudes naration) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;hP7XywT2ncI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Making a &amp;quot;Bessie&amp;quot; style bridge  ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;mbjXzRfgWFE&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced arches , end caps and bevels  ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;GxRJS9ixgsk&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trenches and Terrain ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;RVCf0ofmfHU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Terrain Series ===&lt;br /&gt;
&lt;br /&gt;
==== Advanced Terrain Series Part 1 ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;09Ysy6Wvl9o&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Advanced Terrain Series Part 2 ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;SH8ABbY5eas&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Advanced Terrain Series Part 3 ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;iBZvZ-v1sqQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Advanced Terrain Series Part 4 ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;_iC0kH89cf4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Advanced Terrain Series Part 5 ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;z831K7t1D_A&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Advanced Terrain Series Part 6 ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;VV-Xi2S7ui4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Advanced Terrain Series Part 7 ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;H3rSFrkbw7M&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Advanced Terrain Series Part 8 FINAL ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;rhiWg1ajK3k&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mapping Tricks =&lt;br /&gt;
&lt;br /&gt;
== ladders , prefabs , texturing and more ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;G1kvzMRwfrE&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mapping Portalling =&lt;br /&gt;
&lt;br /&gt;
== Basic portal cell creation ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;falGEVxe8gA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Basic building portaling ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;Z-xwlQvMbHA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advanced portaling  ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PART1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;youtube&amp;gt;Bjv0spc9zs4&amp;lt;/youtube&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PART2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;youtube&amp;gt;Uu1ibP4JAVc&amp;lt;/youtube&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PART3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;youtube&amp;gt;dvf59Vq3VPo&amp;lt;/youtube&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Single Player Videos =&lt;br /&gt;
&lt;br /&gt;
* [[Call of Duty 4: SP Video Tutorials|SP Video Tutorials *NEW*]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{banner_google}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Zeroy|Zeroy]] 12:26, 17 July 2011 (IST)&lt;br /&gt;
[[Category:Call of Duty 5]] &lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Brush Work]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_SP_Video_Tutorials&amp;diff=17318</id>
		<title>Call of Duty 4: SP Video Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_SP_Video_Tutorials&amp;diff=17318"/>
		<updated>2023-12-27T22:52:47Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|Single Player Tutorial Videos by [http://twitter.com/#!/voidsource Voidsource]}}&lt;br /&gt;
&lt;br /&gt;
= AI actors, voice sounds &amp;amp; subtitles - Part 1 =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;q_7Iyt2paJU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= AI actors, voice sounds &amp;amp; subtitles - Part 2 =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;txu9FQIXfWw&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Spawning and using a seaknight w/ mark19 - Part 1 =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;APevP_7S8zY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Spawning and using a seaknight w/ mark19 - Part 2 =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;_ygpk0oj1Lg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Patrollers =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;3noGXeFDkMc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Using Flags - Part 1 =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;kGK8_EXYOoA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Using Flags - Part 2 =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;QJCbXVRbo3w&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Drones Setup =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;PpbJfYdIsvM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Placing multiple objects on compass pt.1 =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;gt35gnbLH8g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Placing multiple objects on compass pt.2 =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;MqaxCBwVTpw&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Call of Duty 5]] &lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Scripts]]&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Video_Mapping_Tutorials&amp;diff=17317</id>
		<title>Call of Duty 5: Video Mapping Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Video_Mapping_Tutorials&amp;diff=17317"/>
		<updated>2023-12-27T22:52:33Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#TwitterFBLike:|small}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{banner_google}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
= Mapping General =&lt;br /&gt;
&lt;br /&gt;
== Tuts by CODMapper ==&lt;br /&gt;
&lt;br /&gt;
The following videos were created by &#039;&#039;&#039;BlackJackJonnyy&#039;&#039;&#039; &amp;amp; CODMapper, original thread [http://www.raidersmerciless.com/showthread.php?t=11039 HERE]&lt;br /&gt;
&lt;br /&gt;
=== Water &amp;amp; Alpha ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;-1HPTBO6PAk&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spiral Stairs ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;-lWb-oOUEIw&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightmaps ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;YdI1MASnjZI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tuts by BlackJackJonnyy ==&lt;br /&gt;
&lt;br /&gt;
=== Advanced Portaling using single cells ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;DUBhXeKkfGs&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wire under tension ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;jIOtEnk9SVo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Speed Mapping: The road ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;ADewcivBPGY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cliff path terrain Experiment ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;4kiZZLiqQf4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Broken Wall ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;A9dxR7mZVPI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Detailed Roof (includes naration) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;Z8HGAt9jaLI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Detailed Roof (includes naration) part 2 ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;boPkXvxYTC8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Detailed Curved Road ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;HO2ditdSL0o&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Detailed Arches (includes naration) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;zAHzbE5FkxE&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Using Cylinder (incudes naration) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;OEXDiiNQGtM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bends using Curve Meshes + Dome (includes naration) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;A7FXQ0frB0A&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Curved Walls w/ Curve Meshes (inlcudes naration) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;tie7j890IOQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mortar hole part 1 : Detail made easy (inlcudes naration) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;dGGEDrBbLxA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mortar hole part 2 : Detail made easy (inlcudes naration) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;mN1QEniYgdY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Concrete impact crater ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;3EmyjrIELjg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Vaulted curved tunnel (inlcudes naration) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;hP7XywT2ncI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Making a &amp;quot;Bessie&amp;quot; style bridge  ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;mbjXzRfgWFE&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced arches , end caps and bevels  ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;GxRJS9ixgsk&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trenches and Terrain ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;RVCf0ofmfHU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Terrain Series ===&lt;br /&gt;
&lt;br /&gt;
==== Advanced Terrain Series Part 1 ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;09Ysy6Wvl9o&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Advanced Terrain Series Part 2 ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;SH8ABbY5eas&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Advanced Terrain Series Part 3 ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;iBZvZ-v1sqQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Advanced Terrain Series Part 4 ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;_iC0kH89cf4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Advanced Terrain Series Part 5 ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;z831K7t1D_A&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Advanced Terrain Series Part 6 ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;VV-Xi2S7ui4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Advanced Terrain Series Part 7 ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;H3rSFrkbw7M&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Advanced Terrain Series Part 8 FINAL ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;rhiWg1ajK3k&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mapping Tricks =&lt;br /&gt;
&lt;br /&gt;
== ladders , prefabs , texturing and more ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;G1kvzMRwfrE&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mapping Portalling =&lt;br /&gt;
&lt;br /&gt;
== Basic portal cell creation ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;falGEVxe8gA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Basic building portaling ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;Z-xwlQvMbHA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advanced portaling  ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PART1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;youtube&amp;gt;Bjv0spc9zs4&amp;lt;/youtube&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PART2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;youtube&amp;gt;Uu1ibP4JAVc&amp;lt;/youtube&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PART3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;youtube&amp;gt;dvf59Vq3VPo&amp;lt;/youtube&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Single Player Videos =&lt;br /&gt;
&lt;br /&gt;
* [[Call of Duty 4: SP Video Tutorials|SP Video Tutorials *NEW*]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{banner_google}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Zeroy|Zeroy]] 12:26, 17 July 2011 (IST)&lt;br /&gt;
[[Category:Call of Duty 5]] &lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Brush Work]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_SP_Video_Tutorials&amp;diff=17316</id>
		<title>Call of Duty 4: SP Video Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_SP_Video_Tutorials&amp;diff=17316"/>
		<updated>2023-12-27T22:52:14Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{banner_google}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Note|Single Player Tutorial Videos by [http://twitter.com/#!/voidsource Voidsource]}}&lt;br /&gt;
&lt;br /&gt;
= AI actors, voice sounds &amp;amp; subtitles - Part 1 =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;q_7Iyt2paJU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= AI actors, voice sounds &amp;amp; subtitles - Part 2 =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;txu9FQIXfWw&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Spawning and using a seaknight w/ mark19 - Part 1 =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;APevP_7S8zY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Spawning and using a seaknight w/ mark19 - Part 2 =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;_ygpk0oj1Lg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Patrollers =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;3noGXeFDkMc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Using Flags - Part 1 =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;kGK8_EXYOoA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Using Flags - Part 2 =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;QJCbXVRbo3w&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Drones Setup =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;PpbJfYdIsvM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Placing multiple objects on compass pt.1 =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;gt35gnbLH8g&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Placing multiple objects on compass pt.2 =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;MqaxCBwVTpw&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Call of Duty 5]] &lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Scripts]]&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Breakable_Brushes_Video&amp;diff=17315</id>
		<title>Call of Duty 4: Breakable Brushes Video</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Breakable_Brushes_Video&amp;diff=17315"/>
		<updated>2023-12-27T22:51:47Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|Videos by [http://www.youtube.com/user/WaR111 WaR111]}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;2Xf4KTxdGQA&amp;lt;/youtube&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;MOlj1g6cZHs&amp;lt;/youtube&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;Pb2N13MwmCs&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Video]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Ladders_Video&amp;diff=17314</id>
		<title>Call of Duty 4: Ladders Video</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Ladders_Video&amp;diff=17314"/>
		<updated>2023-12-27T22:51:14Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|Video by [http://www.youtube.com/user/WaR111 WaR111]}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;4pbYvJ5nSA0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 4]]&lt;br /&gt;
[[Category:Video]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Blender_Video_Tutorials&amp;diff=17313</id>
		<title>Blender Video Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Blender_Video_Tutorials&amp;diff=17313"/>
		<updated>2023-12-27T22:50:38Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Blender to CoD - Import, export and convert a model==&lt;br /&gt;
Model used: [http://thefree3dmodels.com/stuff/accessories/barrel/21-1-0-1488 Barrel]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;_kTR3eCZECE&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;9h486eO8JIc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Add a texture to an imported model==&lt;br /&gt;
Model used: [http://thefree3dmodels.com/stuff/vehicles/ford_mustang_1966_hirez/13-1-0-426 Ford Mustang]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;hSbo2aSjDTc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Remove geometry and remesh a model==&lt;br /&gt;
Model used: [http://thefree3dmodels.com/stuff/vehicles/ford_mustang_1966_hirez/13-1-0-426 Ford Mustang]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;wHzk22SEe2Q&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Split model into multiple objects==&lt;br /&gt;
This is especially required for complex CoD2 models!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;ZLISpG-tV1Y&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rescale and correct orientation==&lt;br /&gt;
&amp;lt;youtube&amp;gt;6OqRlYdcoGs&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Real world scale==&lt;br /&gt;
Correct model scale: cm to inches and proportional scaling to a reallife dimension&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;USPSDwzcss0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Placing a root and another tag==&lt;br /&gt;
The root bone&#039;s head will become the &#039;&#039;&#039;tag_origin&#039;&#039;&#039;, which will be the model&#039;s (0,0,0) coordiante and its origin.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;youtube&amp;gt;hWHvJgQJ5j8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Parenting a single bone (tag) and a mesh==&lt;br /&gt;
&amp;lt;youtube&amp;gt;qe1F5evl8ZA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:CoDEmanX|CoDEmanX]] 16:16, 16 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced Editing]]&lt;br /&gt;
[[Category:Modelling]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[Category:Modtools]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Zombie_Video_Tutorials&amp;diff=17312</id>
		<title>Call of Duty 5: Zombie Video Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Zombie_Video_Tutorials&amp;diff=17312"/>
		<updated>2023-12-27T22:49:18Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: /* Zombie Mapping */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Zombie Mapping==&lt;br /&gt;
&#039;&#039;&#039;PART 1&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;youtube&amp;gt;kq_uj-DbjRo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PART 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;youtube&amp;gt;7LPu_RmmgDc&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PART 3&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;youtube&amp;gt;8XxTEmW1Xeo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PART 4&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;youtube&amp;gt;-JvB9AfrFtM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PART 5&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;youtube&amp;gt;W3u_px-TSSI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PART 6&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;youtube&amp;gt;UPEwam9Z0N0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Custom Blocker==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;videoflash&amp;gt;eKUbZZWz6Gg&amp;lt;/videoflash&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Video]]&lt;br /&gt;
[[Category:Zombies]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Zombie_Video_Tutorials&amp;diff=17311</id>
		<title>Call of Duty 5: Zombie Video Tutorials</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Zombie_Video_Tutorials&amp;diff=17311"/>
		<updated>2023-12-27T22:48:43Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: /* Zombie Mapping */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Zombie Mapping==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;PART 1&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;youtube&amp;gt;kq_uj-DbjRo&amp;lt;/youtube&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;PART 2&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;youtube&amp;gt;7LPu_RmmgDc&amp;lt;/youtube&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;PART 3&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;youtube&amp;gt;8XxTEmW1Xeo&amp;lt;/youtube&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;PART 4&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;youtube&amp;gt;-JvB9AfrFtM&amp;lt;/youtube&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;PART 5&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;youtube&amp;gt;W3u_px-TSSI&amp;lt;/youtube&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;PART 6&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;youtube&amp;gt;UPEwam9Z0N0&amp;lt;/youtube&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Custom Blocker==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;videoflash&amp;gt;eKUbZZWz6Gg&amp;lt;/videoflash&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Video]]&lt;br /&gt;
[[Category:Zombies]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_duty_bo3:_spinning_models&amp;diff=17310</id>
		<title>Call of duty bo3: spinning models</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_duty_bo3:_spinning_models&amp;diff=17310"/>
		<updated>2023-12-27T22:45:01Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Radiant ==&lt;br /&gt;
&lt;br /&gt;
*In radiant, place your model then turn it into a script_model and add some KVPs:&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;targetname&#039;&#039; value: &#039;&#039;rotate_model&#039;&#039;&lt;br /&gt;
**&#039;&#039;script_noteworthy&#039;&#039; and value &#039;&#039;x&#039;&#039; &#039;&#039;y&#039;&#039; or &#039;&#039;z&#039;&#039; - depending on the axis of rotation (testing required)&lt;br /&gt;
**&#039;&#039;speed&#039;&#039; value: from 0 to 10 (0.5 is default)&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
&lt;br /&gt;
*Place in your Main function in MAP GSC:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
level thread rotate_fans();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Then this at end of the scripts: &lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;syntaxhighlight lang=&amp;quot;python&amp;quot;&amp;gt;&lt;br /&gt;
function rotate_fans()&lt;br /&gt;
{&lt;br /&gt;
	rotate_obj = getentarray(&amp;quot;rotate_model&amp;quot;,&amp;quot;targetname&amp;quot;);&lt;br /&gt;
	&lt;br /&gt;
	if(isdefined(rotate_obj))&lt;br /&gt;
		{&lt;br /&gt;
	 		for(i=0;i&amp;lt;rotate_obj.size;i++)&lt;br /&gt;
  				rotate_obj[i] thread rotate();&lt;br /&gt;
		}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
function rotate()&lt;br /&gt;
{&lt;br /&gt;
	if (!isdefined(self.speed))&lt;br /&gt;
 		self.speed = 0.5;&lt;br /&gt;
&lt;br /&gt;
	while(true)&lt;br /&gt;
		{&lt;br /&gt;
			if (self.script_noteworthy == &amp;quot;z&amp;quot;)&lt;br /&gt;
  				self rotateYaw(360,self.speed);&lt;br /&gt;
&lt;br /&gt;
 			else if (self.script_noteworthy == &amp;quot;x&amp;quot;)&lt;br /&gt;
  				self rotateRoll(360,self.speed);&lt;br /&gt;
&lt;br /&gt;
 			else if (self.script_noteworthy == &amp;quot;y&amp;quot;)&lt;br /&gt;
  				self rotatePitch(360,self.speed);&lt;br /&gt;
&lt;br /&gt;
			wait ((self.speed)-0.1);&lt;br /&gt;
		}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extra ==&lt;br /&gt;
&lt;br /&gt;
 If you want to have a dynamic light behind a rotating object, the shadow option must be changed to &amp;quot;always&amp;quot; in order for the model shadow to update in RealTime&lt;br /&gt;
&lt;br /&gt;
[[File:wiki_light_fan.jpg]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_duty_bo3:_spinning_models&amp;diff=17309</id>
		<title>Call of duty bo3: spinning models</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_duty_bo3:_spinning_models&amp;diff=17309"/>
		<updated>2023-12-27T22:43:37Z</updated>

		<summary type="html">&lt;p&gt;Zeroy: /* Scripting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Radiant ==&lt;br /&gt;
&lt;br /&gt;
*In radiant, place your model then turn it into a script_model and add some KVPs:&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;targetname&#039;&#039; value: &#039;&#039;rotate_model&#039;&#039;&lt;br /&gt;
**&#039;&#039;script_noteworthy&#039;&#039; and value &#039;&#039;x&#039;&#039; &#039;&#039;y&#039;&#039; or &#039;&#039;z&#039;&#039; - depending on the axis of rotation (testing required)&lt;br /&gt;
**&#039;&#039;speed&#039;&#039; value: from 0 to 10 (0.5 is default)&lt;br /&gt;
&lt;br /&gt;
== Scripting ==&lt;br /&gt;
&lt;br /&gt;
*Place in your Main function in MAP GSC:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
level thread rotate_fans();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Then this at end of the scripts: &lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;syntaxhighlight lang=&amp;quot;c++&amp;quot; style=&amp;quot;border: 3px dashed blue;&amp;quot;&amp;gt;&lt;br /&gt;
function rotate_fans()&lt;br /&gt;
{&lt;br /&gt;
	rotate_obj = getentarray(&amp;quot;rotate_model&amp;quot;,&amp;quot;targetname&amp;quot;);&lt;br /&gt;
	&lt;br /&gt;
	if(isdefined(rotate_obj))&lt;br /&gt;
		{&lt;br /&gt;
	 		for(i=0;i&amp;lt;rotate_obj.size;i++)&lt;br /&gt;
  				rotate_obj[i] thread rotate();&lt;br /&gt;
		}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
function rotate()&lt;br /&gt;
{&lt;br /&gt;
	if (!isdefined(self.speed))&lt;br /&gt;
 		self.speed = 0.5;&lt;br /&gt;
&lt;br /&gt;
	while(true)&lt;br /&gt;
		{&lt;br /&gt;
			if (self.script_noteworthy == &amp;quot;z&amp;quot;)&lt;br /&gt;
  				self rotateYaw(360,self.speed);&lt;br /&gt;
&lt;br /&gt;
 			else if (self.script_noteworthy == &amp;quot;x&amp;quot;)&lt;br /&gt;
  				self rotateRoll(360,self.speed);&lt;br /&gt;
&lt;br /&gt;
 			else if (self.script_noteworthy == &amp;quot;y&amp;quot;)&lt;br /&gt;
  				self rotatePitch(360,self.speed);&lt;br /&gt;
&lt;br /&gt;
			wait ((self.speed)-0.1);&lt;br /&gt;
		}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extra ==&lt;br /&gt;
&lt;br /&gt;
 If you want to have a dynamic light behind a rotating object, the shadow option must be changed to &amp;quot;always&amp;quot; in order for the model shadow to update in RealTime&lt;br /&gt;
&lt;br /&gt;
[[File:wiki_light_fan.jpg]]&lt;/div&gt;</summary>
		<author><name>Zeroy</name></author>
	</entry>
</feed>