Call of Duty 5: Fixing Physic Preset: Difference between revisions

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(New page: Image:Nutshell.png Ok this is pretty messy, but Treyarch don't seem to feel obliged to give us something that works so here goes. This tutorial assumes you have a model to convert in A...)
 
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[[Image:Nutshell.png]] Ok this is pretty messy, but Treyarch don't seem to feel obliged to give us something that works so here goes. This tutorial assumes you have a model to convert in Asset Manager.
__NOTOC__
{{Note|Ok this is pretty messy, but Treyarch don't seem to feel obliged to give us something that works so here goes. This tutorial assumes you have a model to convert in Asset Manager.}}


*Step 1.
==Step 1==


Open cod5\deffiles\xmodel.gdf in a hex/plain text editor. Delete the line near the bottom of the file which reads: reldir("share/main/physic/"). This will allow you to select any file as a physics preset, instead of having to get one from cod5\share\main which doesn't exist.
Open <code>cod5\deffiles\xmodel.gdf</code> in a hex/plain text editor. Delete the line near the bottom of the file which reads:


*Step 2.
<code>reldir("share/main/physic/")</code>


Open cod5\deffiles\xmodel.dll in a hex editor, search for  
This will allow you to select any file as a physics preset, instead of having to get one from <code>cod5\share\main</code> which doesn't exist.
 
 
==Step 2==
 
Open <code>cod5\deffiles\xmodel.dll</code> in a hex editor, search for  


  %main/physic/%s
  %main/physic/%s
Line 17: Line 23:
This will stop the converter looking in main/physic/C:\blahblah\cod5, which is just messed up.
This will stop the converter looking in main/physic/C:\blahblah\cod5, which is just messed up.


*Step 3.


Convert your model in Asset Manager, oh and make sure you've given it a physics preset in cod5\raw\physic.
==Step 3==
 
Convert your model in Asset Manager, oh and make sure you've given it a physics preset in <code>cod5\raw\physic</code>.
 


*Step 4.
==Step 4==


In cod5\raw\xmodel, find the model you just converted and open it in a hex editor. Near the top you should see something like:  
In <code>cod5\raw\xmodel</code>, find the model you just converted and open it in a hex editor. Near the top you should see something like:  


  =³Araw\physic\barrel_metal
  =³Araw\physic\barrel_metal
Line 31: Line 39:
  \\\\\\\\\\\\\\barrel_metal
  \\\\\\\\\\\\\\barrel_metal


and there are always three characters before raw\ which you need to select whilst editing it too. Those three chars are what you see when the original 'no physics preset' error comes up.
and there are always three characters before <code>raw\</code> which you need to select whilst editing it too. Those three chars are what you see when the original 'no physics preset' error comes up.
 
 
==Step 5==


Now, compile your mod.ff and you're done!
Now, compile your mod.ff and you're done!
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''By NovemberDobby''
''By NovemberDobby''
[[Category:Call of Duty 5]]
[[Category:Modtools]]
[[Category:Modelling]]

Latest revision as of 23:43, 17 July 2009

Ok this is pretty messy, but Treyarch don't seem to feel obliged to give us something that works so here goes. This tutorial assumes you have a model to convert in Asset Manager.

Step 1

Open cod5\deffiles\xmodel.gdf in a hex/plain text editor. Delete the line near the bottom of the file which reads:

reldir("share/main/physic/")

This will allow you to select any file as a physics preset, instead of having to get one from cod5\share\main which doesn't exist.


Step 2

Open cod5\deffiles\xmodel.dll in a hex editor, search for

%main/physic/%s

and replace it with

%s///////////%s

This will stop the converter looking in main/physic/C:\blahblah\cod5, which is just messed up.


Step 3

Convert your model in Asset Manager, oh and make sure you've given it a physics preset in cod5\raw\physic.


Step 4

In cod5\raw\xmodel, find the model you just converted and open it in a hex editor. Near the top you should see something like:

=³Araw\physic\barrel_metal

change that to this:

\\\\\\\\\\\\\\barrel_metal

and there are always three characters before raw\ which you need to select whilst editing it too. Those three chars are what you see when the original 'no physics preset' error comes up.


Step 5

Now, compile your mod.ff and you're done!

You need to repeat Step 3 every time you re-convert the xmodel_export file in Asset Manager, but not every time you compile the mod fastfile.


By NovemberDobby