Call of Duty 4: ModTools Content: Difference between revisions

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Xmodels: After Modtools are installed 'C:\Program Files\Activision\Call of Duty 4 - Modern Warfare\main\xmodel\' should contain all the extracted model files.
Xmodels: After the Modtools are installed, 'C:\Program Files\Activision\Call of Duty 4 - Modern Warfare\main\xmodel\' should contain all the extracted model files.


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Inside '''bin\'''
   
   


  CoD4Radiant.exe
  bin\CoD4Radiant.exe
Level editor. Create custom .map files for single player or multiplayer.
Level editor. Create custom .map files for single player or multiplayer.


On running CoD4Radiant for the first time, you will need to load the included cod4.prj project file which is located in "\bin".
On running CoD4Radiant for the first time, you will need to load the included cod4.prj project file which is located in "\bin".


'''Note: all files below are in the specified subfolder of the Call Of Duty 4 folder.'''


  CoD4_EffectsEd.exe
  bin\CoD4_EffectsEd.exe
The CoD4 effect editor. Create and modify your own effects.
The CoD4 effect editor. Create and modify your own effects.


On running CoD4_EffectsEd for the first time, you will be asked to browse to the location the game is installed. The default location is "Program Files\Activision\Call of Duty 4 - Modern Warfare".
On running CoD4_EffectsEd for the first time, you will be asked to browse to the location the game is installed. The default location is "C:\Program Files\Activision\Call of Duty 4 - Modern Warfare". For Steam users, this directory is: "C:\steam\steamapps\common\call of duty 4\".


   
   


  CoD4CompileTools.exe
  bin\CoD4CompileTools\CoD4CompileTools.exe
Graphical UI tool that is handy for compiling and running maps.
Graphical UI tool that is handy for compiling and running maps.


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  asset_manager.exe
  bin\asset_manager.exe


Tool used for adding/modifying assets to the game. See the [[Call of Duty 4: Maya|Maya documentation]] for sample usage.
Tool used for adding/modifying assets to the game. See the [[Call of Duty 4: Maya|Maya documentation]] for sample usage.
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  cod4map.exe
  bin\cod4map.exe
Compiles the .map file and creates a .d3dbsp. Referenced by CoD4CompileTools.exe, but can be called manually as well.
Compiles the .map file and creates a .d3dbsp. Referenced by CoD4CompileTools.exe, but can be called manually as well.


   
   


  cod4rad.exe
  bin\cod4rad.exe
Calculates lighting for a map and writes to the .d3dbsp. Referenced by CoD4CompileTools.exe, but can be called manually as well.
Calculates lighting for a map and writes to the .d3dbsp. Referenced by CoD4CompileTools.exe, but can be called manually as well.






  cod4rad64.exe
  bin\cod4rad64.exe
64-bits version of the above.
64-bits version of the above.


   
   


  converter.exe
  bin\converter.exe
Converts data from asset manager to game data. If you add something to asset_manager, you must then run converter before seeing your assets in the game.
Converts data from asset manager to game data. If you add something to asset_manager, you must then run converter before seeing your assets in the game.






  linker_pc.exe
  bin\linker_pc.exe
Linker PC is the piece of software that will actually gather all the needed resources for your Map and create a FastFile (.ff)
Linker PC is the piece of software that will process the required resources for a mod/map and compress them into a FastFile (.ff).






  bin\maya\
  bin\maya\
In here you will find the Maya 8 model and animation export Plugins. See the [[Call of Duty 4: Maya|Maya documentation]] for information on how to setup these Plugins with your Maya software.
In here you will find the Maya 8 model and animation export Plugins. See the [[Call of Duty 4: Maya|Maya documentation]] for information on how to setup these Plugins with Maya 7 or 8.5.


   
   
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  devraw\maps\
  devraw\
CoD4EffectsEd.exe looks in this folder for effectsEd_box.d3dbsp which is the bsp the editor loads. You can replace this bsp with another if you'd like CoD4EffectsEd.exe to use a different bsp.
CoD4EffectsEd.exe looks in this folder for effectsEd_box.d3dbsp which is the bsp the editor loads. You can replace this bsp with another if you'd like CoD4EffectsEd.exe to use a different bsp.


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  map_source\
  map_source\
Included is the source for two official maps (Blackout, Single-player & Backlot, Multi-player) and this is where they are located, along with all the prefabs they reference. There is also a multiplayer test map (mp_test.map) included which contains the basics for any multiplayer map that can be helpful for testing. Finally a test map for single player is also included for your benefit (test_traverses.map)
Included is the source for two official maps (Blackout - Single-player & Backlot - Multi-player) and this is where they are located, along with all the prefabs they reference. There is also a multiplayer test map (mp_test.map) included which contains the basics for any multiplayer map that can be helpful for testing. Finally a test map for single player is also included for your benefit (test_traverses.map)


   
   

Latest revision as of 20:48, 4 November 2008

What's included

Xmodels: After the Modtools are installed, 'C:\Program Files\Activision\Call of Duty 4 - Modern Warfare\main\xmodel\' should contain all the extracted model files.



bin\CoD4Radiant.exe

Level editor. Create custom .map files for single player or multiplayer.

On running CoD4Radiant for the first time, you will need to load the included cod4.prj project file which is located in "\bin".

Note: all files below are in the specified subfolder of the Call Of Duty 4 folder.

bin\CoD4_EffectsEd.exe

The CoD4 effect editor. Create and modify your own effects.

On running CoD4_EffectsEd for the first time, you will be asked to browse to the location the game is installed. The default location is "C:\Program Files\Activision\Call of Duty 4 - Modern Warfare". For Steam users, this directory is: "C:\steam\steamapps\common\call of duty 4\".


bin\CoD4CompileTools\CoD4CompileTools.exe

Graphical UI tool that is handy for compiling and running maps.

On running CoD4CompileTools for the first time you must click the "browse" button in the upper left corner and browse to the location the game is installed. The default location is "Program Files\Activision\Call of Duty 4 Modern Warfare".


bin\asset_manager.exe

Tool used for adding/modifying assets to the game. See the Maya documentation for sample usage.


bin\cod4map.exe

Compiles the .map file and creates a .d3dbsp. Referenced by CoD4CompileTools.exe, but can be called manually as well.


bin\cod4rad.exe

Calculates lighting for a map and writes to the .d3dbsp. Referenced by CoD4CompileTools.exe, but can be called manually as well.


bin\cod4rad64.exe

64-bits version of the above.


bin\converter.exe

Converts data from asset manager to game data. If you add something to asset_manager, you must then run converter before seeing your assets in the game.


bin\linker_pc.exe

Linker PC is the piece of software that will process the required resources for a mod/map and compress them into a FastFile (.ff).


bin\maya\

In here you will find the Maya 8 model and animation export Plugins. See the Maya documentation for information on how to setup these Plugins with Maya 7 or 8.5.


collmaps\

This is where collision map files are stored. Their filenames correspond to the xmodel name in the xmodel folder. By default, static models do not have collision, they get their collision data from these collmaps that we have made.


devraw\

CoD4EffectsEd.exe looks in this folder for effectsEd_box.d3dbsp which is the bsp the editor loads. You can replace this bsp with another if you'd like CoD4EffectsEd.exe to use a different bsp.


map_source\

Included is the source for two official maps (Blackout - Single-player & Backlot - Multi-player) and this is where they are located, along with all the prefabs they reference. There is also a multiplayer test map (mp_test.map) included which contains the basics for any multiplayer map that can be helpful for testing. Finally a test map for single player is also included for your benefit (test_traverses.map)


xmodel_export\

The base character and hotbox model is located here. See included Maya documentation for explanation of this.