Call of Duty 4: mapping mp: Difference between revisions
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==Technical References== | ==Technical References== | ||
[[Image:Information.png|right]] | [[Image:Information.png|right]] | ||
* [[Call of Duty 4: d3dbsp|D3DBSP File format | * [[Call of Duty 4: d3dbsp|D3DBSP File format]] | ||
* [[Call of Duty 4: Demo Player|Demo Player]] | * [[Call of Duty 4: Demo Player|Demo Player]] | ||
* [[Call of Duty 4: Gameplay standards|Gameplay standards]] | * [[Call of Duty 4: Gameplay standards|Gameplay standards]] | ||
* [[Call of Duty 4: MAP file structure|.MAP file structure | * [[Call of Duty : Gameflow Guidelines|Gameflow Guidelines - All versions]] | ||
* [[Call of Duty 4: MAP file structure|.MAP file structure]] | |||
* [[Call of Duty 4: Map Overhead|MP Maps Overhead - COD4]] | * [[Call of Duty 4: Map Overhead|MP Maps Overhead - COD4]] | ||
* [[Call of Duty 4: MP Lights Settings|MP Maps Worldspawn]] | * [[Call of Duty 4: MP Lights Settings|MP Maps Worldspawn]] | ||
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* [[Objects]] | * [[Objects]] | ||
** [[Call of Duty 4: World Models|World Models]] | ** [[Call of Duty 4: World Models|World Models]] | ||
* [[Call of Duty 4: Partial Fastfile Decompile|Partial Fastfile Decompile | * [[Call of Duty 4: Partial Fastfile Decompile|Partial Fastfile Decompile]] | ||
* [[Radiant Editor]] | * [[Radiant Editor]] | ||
** [[Call of Duty 4: Radiant|FAQs]] | ** [[Call of Duty 4: Radiant|FAQs]] |
Revision as of 12:24, 6 November 2008
Getting Started
Basic Editing
- Making Your First Room + Texturing
- Creating and Using Prefabs
- Adding Light
- Adding Entities (like MP Spawns)
- Adding Models
- Adding a Skybox
- Building Stairs
- Using Water
- Curve and Terrain Patches
- Creating Arches
- Adding Decals
- Adding Reflection Probes
- Create a Gridfile
- Using Compile Tools
Advanced Editing
- Advanced Lighting
- Portals, How-to
- The Art of Detailing
- The Art of Decals
- Ambient and map Sounds
- Adding Sun/Moon
- Custom Textures
- Create a Transparent Minimap
- Create a Custom Skybox
- Making a Tunnel (Like mp_burg)
- Create a Vision File
- Using Hint Brushes
- Create Minefields
- Breakable Brushes
- Adding Godrays
- Mapicted Videos Tutorials
Modelling / Skinning
Scripts & Mapping
- Scripting: Rotating Brushes/Models
- Scripting: Moving Brushes
- Scripting: Bobbing Models
- Scripting: Elevators
- Scripting: Breakable Windows
- Scripting: Teleporters
- Scripting: Jump Pads
- Scripting: Vending Machines
- Scripting: Flapping Shutters
- Scripting: Primary Light Switch
Gametypes
Releasing a Map
- Test your map
- Create a Minimap
- Create a Loadscreen
- Create Helipath
- Map naming
- Create a Readme
- Releasing a Map
Tips & Troubleshooting
Technical References
- D3DBSP File format
- Demo Player
- Gameplay standards
- Gameflow Guidelines - All versions
- .MAP file structure
- MP Maps Overhead - COD4
- MP Maps Worldspawn
- MP Weapons
- Objects
- Partial Fastfile Decompile
- Radiant Editor
- Scripting Reference Cod4
- Skinning/Image Tool
- Stock Vision Files
- Tool Textures
- Zone File
- Xmodel Exporter
Upload Sites
- File Hosting Sites - A list of reliable websites that host user created maps
- News Site List - A list of websites for hype/advertisement and discussion
About Cod4 and its creators
Infinity Ward, located in Encino, California, is a computer game developer founded in 2002 by 22 former employees of 2015, developers of Medal of Honor: Allied Assault. Infinity Ward was acquired by Activision in October 2003.
Call of Duty 4: Modern Warfare is a first-person shooter video game developed by Infinity Ward and published by Activision for the PlayStation 3, Windows, and the Xbox 360. It was released on September 30, 2008 for Mac OS X. It is the fourth installment of the Call of Duty video game series, excluding expansion packs. The game breaks away from the World War II setting of previous games in the series and is instead set in modern times. The game is the first in the series to be rated Mature in North America. The title and game details were announced on April 25, 2007, and the game was released worldwide between November 6, 2007 and November 9, 2007. It became available on Steam on November 6, 2007 for pre-purchase, and was available to play on November 12, 2007. The game was in development for two years. It uses a proprietary game engine, and includes features that include true world-dynamic lightning, HDR lighting effects, dynamics shadows, and depth of field.