Call of Duty 5: Technical Reference: Difference between revisions
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*[[Call of Duty 4: .MAP file structure|.MAP file structure]] | *[[Call of Duty 4: .MAP file structure|.MAP file structure]] | ||
*[[Call of Duty 5: FastFile Format|FastFile Format]] | *[[Call of Duty 5: FastFile Format|FastFile Format]] | ||
**[[Call of Duty 5: FastFile Decompiler|Fast File Decompiler Tool]] | |||
*[[Call of Duty 5: Audio References|Audio Overview/References]] | *[[Call of Duty 5: Audio References|Audio Overview/References]] | ||
*[[Call of Duty 5: Audio System Parameters|Audio System Parameters Explained]] | *[[Call of Duty 5: Audio System Parameters|Audio System Parameters Explained]] |
Revision as of 14:01, 30 July 2009
** The Articles below are always subject to change, please check often **
Multiplayer Resources
- Missing Prefabs
- Multiplayer Weapons
- Multiplayer Perks
- Multiplayer Maps
- Multiplayer Maps Overhead
- Multiplayer Minimaps
- Multiplayer Stock loadscreens
- Multiplayer Weapons Chart
- Multiplayer In-Game Commands and Binds
- Multiplayer Weapon's Files for modding
- Multiplayer Player Models
- Adding Waterfall to MP
Radiant Resources
Scripting Resources
Other Resources
- Asset Manager Explained
- Demo Player
- Gameplay standards
- Gameflow Guidelines
- Stock Vision Files
- Maps Worldspawn
- World Models
- Player Models Joints & Tags
- Other Models Joints & Tags
- Squads Infos
- Zone File
- Ripped 1.1 files
- Ripped 1.2 files
- Ripped 1.3 files
- Ripped 1.4 files
- Regolith's Xmodel Exporter **NEW**
- Running Custom Maps on MAC
- Tools for Modding/Mapping
Misc. Technical Resources
- Custom Sound
- Reskinning Weapons
- A Study on FPS and its effect on the Game
- Anatomy of a Combat Zone by J.Bridge
- D3DBSP File format
- .MAP file structure
- FastFile Format
- Audio Overview/References
- Audio System Parameters Explained
- Player Profile Backup
- Texturing Explained
- Font System Explained
- Engine Limitation List **NEW**
- Menu Scripting **NEW**