User contributions for Zeroy
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12 November 2008
- 17:2517:25, 12 November 2008 diff hist +28 m Call of Duty 5: Squads No edit summary current
- 17:2317:23, 12 November 2008 diff hist +1,188 N Call of Duty 5: Prefab New page: Image:Nutshell.png A prefab is like a small map and used mostly for buildings and scripts. When you create a prefab and use it in another map, the changes will pass over. For example... current
- 17:1817:18, 12 November 2008 diff hist +15 m Call of Duty 5: Mapping MP →Basic Editing
- 17:1717:17, 12 November 2008 diff hist 0 N File:Texture3.jpg No edit summary current
- 17:1717:17, 12 November 2008 diff hist 0 N File:Texture2.jpg No edit summary current
- 17:1717:17, 12 November 2008 diff hist 0 N File:Texture1.jpg No edit summary current
- 17:1717:17, 12 November 2008 diff hist +3,577 N Call of Duty 5: Texturing New page: Image:Nutshell.png This tutorial goes through the INs and OUTs of texturing in Radiant. == Intorduction: Caulk == Everything should first be made in caulk because when the map is ran...
- 17:1417:14, 12 November 2008 diff hist −25 m Call of Duty 5: Mapping MP →Basic Editing
- 17:1317:13, 12 November 2008 diff hist +14,037 Nm Call of Duty 5: Radiant Tips New page: <br>Image:Nutshell.png Some Tips & Tricks to better use of Radiant :) =To Do First Time= *Open the preferences (/edit menu or 'P') *Change the model origin size and the prefab orig...
- 17:1217:12, 12 November 2008 diff hist +16 m Call of Duty 5: Mapping MP →Tips & Troubleshooting
- 12:3712:37, 12 November 2008 diff hist −7 m Call of Duty 5: Adding Flares →In Radiant current
- 12:3612:36, 12 November 2008 diff hist 0 N File:Flare Setup.gif No edit summary current
- 12:3612:36, 12 November 2008 diff hist −7 m Call of Duty 5: Adding Flares →In Radiant
- 12:3612:36, 12 November 2008 diff hist +1,686 N Call of Duty 5: Adding Flares New page: Image:Nutshell.png This tutorial explains how to add triggered Flares in MP Levels. == In Radiant == *Make a ''trigger_multiple'' and give it a targetname of '''flare_trigger'''. *Pl...
- 12:3312:33, 12 November 2008 diff hist +50 m Call of Duty 5: Mapping MP →Advanced Editing
- 12:3112:31, 12 November 2008 diff hist +1,927 N Call of Duty 5: MP - Adding Turrets New page: Image:Nutshell.png Tutorial on how to add a Turret (mounted MG) to your Levels. ''To place a turret in your MP level:'' Right click in the 2D window and choose '''Misc/Turret'''. The...
- 12:2812:28, 12 November 2008 diff hist +67 m Call of Duty 5: Mapping MP →Basic Editing
- 12:2712:27, 12 November 2008 diff hist 0 m Call of Duty 5: Shootable Pipes →Implementation
- 12:2612:26, 12 November 2008 diff hist +2 m Call of Duty 5: Shootable Pipes →Implementation
- 12:2612:26, 12 November 2008 diff hist +5 m Call of Duty 5: Shootable Pipes →Exploding Pipe (Optional)
- 12:2612:26, 12 November 2008 diff hist +2,128 N Call of Duty 5: Shootable Pipes New page: Image:Nutshell.png This tutorial will explain how to add Pipes which emit an FX (Steam, water or fire) when shoot at. =Implementation= To start, build your pipe however you want and ...
- 12:2112:21, 12 November 2008 diff hist −255 m Call of Duty 5: Mapping MP →Advanced Editing
- 12:2112:21, 12 November 2008 diff hist +61 m Call of Duty 5: Mapping MP →Advanced Editing
- 12:1712:17, 12 November 2008 diff hist +74 m Call of Duty 5: Mapping MP →Basic Editing
- 12:1612:16, 12 November 2008 diff hist +4 m Call of Duty 5: Primary Light →Delay current
- 12:1612:16, 12 November 2008 diff hist +1 m Call of Duty 5: Primary Light →Delay
- 12:1512:15, 12 November 2008 diff hist 0 N File:Dynamic Lights.jpg No edit summary current
- 12:1512:15, 12 November 2008 diff hist +1,813 N Call of Duty 5: Primary Light New page: Image:Nutshell.png A quick tutorial to place and use Flickering/Strobing Lights in Levels. =Setup= Right click in the 2D window and choose Light. Check the '''PRIMARY_OMNI''' and '''...
- 12:1012:10, 12 November 2008 diff hist −16 m Call of Duty 5: Mapping MP →Scripts & Mapping
- 09:3609:36, 12 November 2008 diff hist +12 m Call of Duty 5: Squads →Introduction
- 09:3509:35, 12 November 2008 diff hist +755 Nm Call of Duty 5: Squads New page: Image:Nutshell.png For the first time in the Call of Duty Series, Treyarch's COD:WW introduces Squad functions, here is an overview of what it is and what it does. == Introduction == ...
- 09:3409:34, 12 November 2008 diff hist +41 m Call of Duty 5: Technical Reference →Technical References
11 November 2008
- 21:0421:04, 11 November 2008 diff hist +274 m Call of Duty 5: Getting Server Running No edit summary
- 20:3020:30, 11 November 2008 diff hist 0 File:Cod5weapons.jpg uploaded a new version of "Image:Cod5weapons.jpg"
- 19:4419:44, 11 November 2008 diff hist +1 m MediaWiki:Sidebar No edit summary
- 19:4319:43, 11 November 2008 diff hist +168 m Call of Duty 5: Sounds →Radiant
- 19:4219:42, 11 November 2008 diff hist −1 m Call of Duty 5: Sounds →Radiant
- 19:4219:42, 11 November 2008 diff hist +2,495 Nm Call of Duty 5: Sounds New page: ===Sound Prep=== '''1.''' Create your sound aliases file and convert your sounds if you have custom sounds. <br> '''2.''' Rename your sound aliases file to mp_yourmapname.csv and save it ...
- 19:4019:40, 11 November 2008 diff hist +122 m Call of Duty 5: From Radiant to Maya No edit summary
- 19:3919:39, 11 November 2008 diff hist +1,502 N Call of Duty 5: From Radiant to Maya New page: <br> Image:Nutshell.png First of all, it's not possible to pull an entire Radiant map into Maya all at once. Maya has trouble running the mel scripts that gets generated in Radiant wh...
- 19:3719:37, 11 November 2008 diff hist +74 m Call of Duty 5: Mapping MP →Modelling / Skinning
- 19:2119:21, 11 November 2008 diff hist +7 m Call of Duty 5: Starting Mods No edit summary
- 19:2019:20, 11 November 2008 diff hist +2 m Call of Duty 5: Starting Mods No edit summary
- 19:2019:20, 11 November 2008 diff hist +2 Call of Duty 5: Starting Mods No edit summary
- 19:2019:20, 11 November 2008 diff hist +71 m Call of Duty 5: Starting Mods No edit summary
- 19:0619:06, 11 November 2008 diff hist +6 m Call of Duty 5: Starting Mods No edit summary
- 19:0619:06, 11 November 2008 diff hist +50 m Call of Duty 5: Starting Mods No edit summary
- 19:0519:05, 11 November 2008 diff hist +355 N Call of Duty 5: Starting Mods New page: Image:Warning.png Since Patch 1.1 release 11/11/2008 the fs_game is set to default to fs_localAppData. This means that to run your Mods you need to place the .CFG and .IWD fies h...
- 19:0119:01, 11 November 2008 diff hist +56 m Call of Duty 5: Modding →Others
- 18:3718:37, 11 November 2008 diff hist −8 m Call of Duty 5: Getting Server Running →Server Config