Call of Duty 4: Update Zone File: Difference between revisions
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''By Daevius'' | |||
You should update your zone file whenever you have to add new assets, or your previous map gave errors since assets were missing. | You should update your zone file whenever you have to add new assets, or your previous map gave errors since assets were missing. | ||
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An example of a basic assets list: | An example of a basic assets list: | ||
<pre | <pre>ignore,code_post_gfx_mp | ||
ignore,common_mp | ignore,common_mp | ||
ignore,localized_code_post_gfx_mp | ignore,localized_code_post_gfx_mp | ||
Line 38: | Line 38: | ||
xmodel,body_mp_arab_regular_support | xmodel,body_mp_arab_regular_support | ||
xmodel,head_mp_arab_regular_asad</pre> | xmodel,head_mp_arab_regular_asad</pre> | ||
Note that in the above Zone File, the following: | |||
<pre>xmodel,body_mp_usmc_specops | |||
xmodel,head_mp_usmc_tactical_mich_stripes_nomex | |||
xmodel,body_mp_usmc_sniper | |||
xmodel,head_mp_usmc_tactical_baseball_cap | |||
xmodel,body_mp_usmc_recon | |||
xmodel,head_mp_usmc_nomex | |||
xmodel,body_mp_usmc_assault | |||
xmodel,head_mp_usmc_tactical_mich | |||
xmodel,body_mp_usmc_support | |||
xmodel,head_mp_usmc_shaved_head | |||
xmodel,body_mp_arab_regular_cqb | |||
xmodel,head_mp_arab_regular_headwrap | |||
xmodel,viewhands_desert_opfor | |||
xmodel,body_mp_arab_regular_sniper | |||
xmodel,head_mp_arab_regular_sadiq | |||
xmodel,body_mp_arab_regular_engineer | |||
xmodel,head_mp_arab_regular_ski_mask | |||
xmodel,body_mp_arab_regular_assault | |||
xmodel,head_mp_arab_regular_suren | |||
xmodel,body_mp_arab_regular_support | |||
xmodel,head_mp_arab_regular_asad</pre> | |||
Can be replaced by: | |||
include,mptypes_desert | |||
So the Final Zone File is: | |||
<pre>ignore,code_post_gfx_mp | |||
ignore,common_mp | |||
ignore,localized_code_post_gfx_mp | |||
ignore,localized_common_mp | |||
col_map_mp,maps/mp/[mapname].d3dbsp | |||
rawfile,maps/mp/[mapname].gsc | |||
impactfx,[mapname] | |||
sound,common,[mapname],!all_mp | |||
sound,generic,[mapname],!all_mp | |||
sound,voiceovers,[mapname],!all_mp | |||
sound,multiplayer,[mapname],!all_mp | |||
include,mptypes_desert</pre> | |||
After you have updated your zone file, you should always rebuild the Fast Files. | After you have updated your zone file, you should always rebuild the Fast Files. |
Revision as of 00:31, 16 October 2008
By Daevius
You should update your zone file whenever you have to add new assets, or your previous map gave errors since assets were missing.
On the left panel you'll see the assets that were missing the previous time you ran a map and an asset was missing. You simply copy paste the content of the left panel to the right panel, but avoid duplicated lines! Also be adviced, that whenever you run a map and it has NO missing assets, the missing assets list on the left is not updated, and still shows the missing assets from your previous compile or maybe even another map!
An example of a basic assets list:
ignore,code_post_gfx_mp ignore,common_mp ignore,localized_code_post_gfx_mp ignore,localized_common_mp col_map_mp,maps/mp/[mapname].d3dbsp rawfile,maps/mp/[mapname].gsc impactfx,[mapname] sound,common,[mapname],!all_mp sound,generic,[mapname],!all_mp sound,voiceovers,[mapname],!all_mp sound,multiplayer,[mapname],!all_mp xmodel,body_mp_usmc_specops xmodel,head_mp_usmc_tactical_mich_stripes_nomex xmodel,body_mp_usmc_sniper xmodel,head_mp_usmc_tactical_baseball_cap xmodel,body_mp_usmc_recon xmodel,head_mp_usmc_nomex xmodel,body_mp_usmc_assault xmodel,head_mp_usmc_tactical_mich xmodel,body_mp_usmc_support xmodel,head_mp_usmc_shaved_head xmodel,body_mp_arab_regular_cqb xmodel,head_mp_arab_regular_headwrap xmodel,viewhands_desert_opfor xmodel,body_mp_arab_regular_sniper xmodel,head_mp_arab_regular_sadiq xmodel,body_mp_arab_regular_engineer xmodel,head_mp_arab_regular_ski_mask xmodel,body_mp_arab_regular_assault xmodel,head_mp_arab_regular_suren xmodel,body_mp_arab_regular_support xmodel,head_mp_arab_regular_asad
Note that in the above Zone File, the following:
xmodel,body_mp_usmc_specops xmodel,head_mp_usmc_tactical_mich_stripes_nomex xmodel,body_mp_usmc_sniper xmodel,head_mp_usmc_tactical_baseball_cap xmodel,body_mp_usmc_recon xmodel,head_mp_usmc_nomex xmodel,body_mp_usmc_assault xmodel,head_mp_usmc_tactical_mich xmodel,body_mp_usmc_support xmodel,head_mp_usmc_shaved_head xmodel,body_mp_arab_regular_cqb xmodel,head_mp_arab_regular_headwrap xmodel,viewhands_desert_opfor xmodel,body_mp_arab_regular_sniper xmodel,head_mp_arab_regular_sadiq xmodel,body_mp_arab_regular_engineer xmodel,head_mp_arab_regular_ski_mask xmodel,body_mp_arab_regular_assault xmodel,head_mp_arab_regular_suren xmodel,body_mp_arab_regular_support xmodel,head_mp_arab_regular_asad
Can be replaced by:
include,mptypes_desert
So the Final Zone File is:
ignore,code_post_gfx_mp ignore,common_mp ignore,localized_code_post_gfx_mp ignore,localized_common_mp col_map_mp,maps/mp/[mapname].d3dbsp rawfile,maps/mp/[mapname].gsc impactfx,[mapname] sound,common,[mapname],!all_mp sound,generic,[mapname],!all_mp sound,voiceovers,[mapname],!all_mp sound,multiplayer,[mapname],!all_mp include,mptypes_desert
After you have updated your zone file, you should always rebuild the Fast Files.