Call of Duty 5: Creating Collmaps for Models: Difference between revisions

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[[Image:Nutshell.png]] This tutorial will show you how to create your own Collision Map files so that models are clipped when in game.
{{Note|This tutorial will show you how to create your own Collision Map files so that models are clipped when in game.}}


=Background Informations=
=Background Informations=


With Call of Duty World at War we got a number of "clipped" models; There are 814 with the modtools; The number of models available to us is however considerably more than that, we have 5519 xmodels at our disposal; <br>
With Call of Duty World at War we got a number of "clipped" models. There are 814 with the modtools. The number of models available to us is however considerably more than that, we have 5519 xmodels at our disposal.
 


*Collmaps are found here:
*Collmaps are found here:
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  ..\Call of Duty - World at War\raw\xmodel
  ..\Call of Duty - World at War\raw\xmodel


The Xmodels used for mapping are compared to the collmaps (corresponding names) and if a collmap is there for it the model will receive a clip during BSP Compile;<br>
The Xmodels used for mapping are compared to the collmaps (corresponding names) and if a collmap is there for it the model will receive a clip during BSP Compile.


So the result when mapping is that some models will inevitably not be clipped and therefore will not collide with players in game. This might be actually a good thing for some models such as grass/small bushes and other small items as it would impair the gameplay. It is however a problem for larger items like tress or furniture.
So the result when mapping is that some models will inevitably not be clipped and therefore will not collide with players in game. This might be actually a good thing for some models such as grass/small bushes and other small items as it would impair the gameplay. It is however a problem for larger items like tress or furniture.


=Create a Collmap in Radiant=
=Create a Collmap in Radiant=
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[[Image: prefab_berlin_fusebox02.jpg|200px]]
[[Image: prefab_berlin_fusebox02.jpg|200px]]


*Open Radiant, Right-clic on the 2D Window > Misc > Model
*Open Radiant, Right-clic on the 2D Window > Misc > Model
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*Browse to the Xmodel folder '''..\Call of Duty - World at War\raw\xmodel''' and pick the prefab_berlin_fusebox02
*Browse to the Xmodel folder '''..\Call of Duty - World at War\raw\xmodel''' and pick the prefab_berlin_fusebox02
*The model will now show on the screen, with it selected, press '''N''' to bring up the entity properties
*The model will now show on the screen, with it selected, press '''N''' to bring up the entity properties
*Change the origin to 0 0 0 and press enter then N again to go back to 2d/3d view
*Change the origin to 0 0 0 and press enter then N again to go back to 2D/3D view




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*Now we must clip the model using the appropriate Tool Texture Clip. For this i suggest looking up the [[Call of Duty 5: Tool Textures|Tool Textures]] Article to select the correct clip;
*Now we must clip the model using the appropriate Tool Texture Clip. For this i suggest looking up the [[Call of Duty 5: Tool Textures|Tool Textures]] Article to select the correct clip;
*For this example i will select clip_nosight_metal will be ideal  
*For this example i will select clip_nosight_metal will be ideal<br><br>[[Image:Clip nosight metal.jpg]]


[[Image:Clip nosight metal.jpg]]


*Go to Textures > Usage > Select '''Tools'''
*Go to Textures > Usage > Select '''Tools'''
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*Now clip the object using the selected texture by creating brush(es) around it<br>
*Now clip the object using the selected texture by creating brush(es) around it<br>


<font color="red">
[[Image:Warning.png]] DO NOT USE MESHES/PATCHES/PRIMITIVES only Brush is acceptable. The brushes can be cut however and multiple;
</font>


{{Warning|DO NOT USE MESHES/PATCHES/PRIMITIVES only Brush is acceptable. The brushes can be cut however and multiple.|red}}




[[Image:collmaps_4.png|500px]]
[[Image:collmaps_4.png|500px]]




Line 74: Line 73:


*Save!
*Save!
<br><br>
 
You can now simply call the Misc>Model prefab_berlin_fusebox02 while mapping without having to worry about the clipping which will be automatically applied upon Compile!
 
You can now simply call the Misc > Model prefab_berlin_fusebox02 while mapping without having to worry about the clipping which will be automatically applied upon Compile!
 


=Collmaps Download=
=Collmaps Download=


*I did a few collmaps (32) to get you started!
*I did a few collmaps (>50) to get you started!
*To use simply download and unpack in your CODWAW Root and use models listed below as normal, without clipping them.
*To use simply download and unpack in your CODWAW Root and use models listed below as normal, without clipping them.
{{Color|''***'Updated 29/08/2009 ***'''|blue}}
<br>
<br>
'''Updated 11/03/2009'''
{{Download|http://wiki.modsrepository.com/codww_files/codww_collmaps_extra.zip|DOWNLOAD HERE}}
<br>
<pre>
static_seelow_sandbag
static_berlin_palette
static_berlin_train_signal
static_berlin_train_signalight
static_berlin_train_signal_d
foliage_cod5_tree_ficus_01_large
foliage_cod5_bush_elm_1
see_work_bench
see_table_rnd_med
static_berlin_dresser_open_1
static_berlin_chair_highback2
static_berlin_stove_large
lights_lampara
static_seelow_waterpump
static_berlin_coffee_table_sm_ber2
static_berlin_dresser1
prefab_berlin_fusebox02
static_berlin_hat_rack
static_berlin_footlocker
static_berlin_crate_metal
static_berlin_sink_bathroom02
static_okinawa_int_table_sm
foliage_cod5_tree_pine_02_med
dest_merchantship_aft_gun1_yaw
foliage_cod5_tree_birch_06
prefab_berlin_table_lg
static_berlin_stove_potbelly
static_berlin_wood_ammobox_02
train_wheels
anim_lights_searchlight_on
foliage_cod5_tree_birch_04
prefab_berlin_trainyard_cargo_lift
vehicle_ger_tracked_panzer4_static_D
foliage_cod5_tree_bch_02_bare
static_berlin_stone_bench
foliage_cod5_tree_oak_01_large
static_berlin_grandfather_clock
vehicle_ger_tracked_king_tiger_d
</pre>




[[Image:data.png]] [http://wiki.modsrepository.com/codww_files/codww_collmaps_extra.zip DOWNLOAD HERE]
--[[User:Zeroy|Zeroy.]] 18:36, 27 February 2009 (UTC)


--[[User:Zeroy|Zeroy.]] 18:36, 27 February 2009 (UTC)
[[Category:Call of Duty 5]]  
[[Category:Call of Duty 5]]  
[[Category:Basic Editing]]
[[Category:Basic Editing]]

Latest revision as of 16:33, 15 March 2012

This tutorial will show you how to create your own Collision Map files so that models are clipped when in game.

Background Informations

With Call of Duty World at War we got a number of "clipped" models. There are 814 with the modtools. The number of models available to us is however considerably more than that, we have 5519 xmodels at our disposal.


  • Collmaps are found here:
..\Call of Duty - World at War\raw\collmaps
  • Xmodel are found here:
..\Call of Duty - World at War\raw\xmodel

The Xmodels used for mapping are compared to the collmaps (corresponding names) and if a collmap is there for it the model will receive a clip during BSP Compile.

So the result when mapping is that some models will inevitably not be clipped and therefore will not collide with players in game. This might be actually a good thing for some models such as grass/small bushes and other small items as it would impair the gameplay. It is however a problem for larger items like tress or furniture.


Create a Collmap in Radiant

In this example we are going to create a Collmap for the following model:

prefab_berlin_fusebox02


  • Open Radiant, Right-clic on the 2D Window > Misc > Model



  • Browse to the Xmodel folder ..\Call of Duty - World at War\raw\xmodel and pick the prefab_berlin_fusebox02
  • The model will now show on the screen, with it selected, press N to bring up the entity properties
  • Change the origin to 0 0 0 and press enter then N again to go back to 2D/3D view



  • Now we must clip the model using the appropriate Tool Texture Clip. For this i suggest looking up the Tool Textures Article to select the correct clip;
  • For this example i will select clip_nosight_metal will be ideal


  • Go to Textures > Usage > Select Tools



  • Now clip the object using the selected texture by creating brush(es) around it


DO NOT USE MESHES/PATCHES/PRIMITIVES only Brush is acceptable. The brushes can be cut however and multiple.



You are almost done, now saving!

  • Deselect all and go to File > Save As... > Browse to :
..\Call of Duty - World at War\raw\collmaps
  • The name of the file you are saying must now correspond EXACTLY to the model name, in our example i input:
prefab_berlin_fusebox02.map
  • Save!


You can now simply call the Misc > Model prefab_berlin_fusebox02 while mapping without having to worry about the clipping which will be automatically applied upon Compile!


Collmaps Download

  • I did a few collmaps (>50) to get you started!
  • To use simply download and unpack in your CODWAW Root and use models listed below as normal, without clipping them.

***'Updated 29/08/2009 ***'
DOWNLOAD HERE


--Zeroy. 18:36, 27 February 2009 (UTC)