Call of Duty 5: Placing Models: Difference between revisions

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== Add model. ==
== Add model. ==
* <font color="red">A Gallery of most models used in CODWaW is available [[Call of Duty 5: World Models|HERE]]</font>


Right click on the grid to bring up your entity menu.  
Right click on the grid to bring up your entity menu.  
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[[Image:models_1.jpg]]
[[Image:models_1.jpg]]


Add script model.
== Add script model ==
 
The only difference is that when you right click on the grid you go to "script" -> "model".  
The only difference is that when you right click on the grid you go to "script" -> "model".  




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Sources: [http://wiki.treyarch.com/wiki/Adding_models_and_prefabs Treyarch´s Wiki]
 
 
== Add Prefab. ==
 
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 if you create a house prefab and use it 5 times in another map. If you make any changes to that house, all 5 uses have that change.
Right click on the grid to bring up your entity menu.
*Scroll to "misc" then click on "prefab".
 
Browse to "map_source/_prefabs" if your not already there.
Select any prefab from inside this folder. Once opened it will be placed in your map.
 
== Creating a Prefab. ==


Select the components you want to include in the prefab.
[[Category:Call of Duty 5]]
Go to "file -> Save selected" and save it in the _prefabs folder.
[[Category:Radiant]]
Or you can right click on the grid and go to "Prefab -> Save selected as new prefab".
[[Category:Mapping]]
Note: The origin of the prefab will be XYZ of 0 0 0 in the prefab .map.
*You can select all by pressing "i" and moving the group to the center of the grid.

Latest revision as of 21:46, 20 September 2009

Add model.

  • A Gallery of most models used in CODWaW is available HERE

Right click on the grid to bring up your entity menu.

  • Scroll to "misc" then click on "model".

Browse to "raw/xmodels/" if your not already there. Select any model from inside this folder. Once opened it will be placed in your map.

  • Press "n" to bring up the entity editor and you can use some commands to further edit the model.
  • Key / Value of modelscale / #
  • The # is the decimal value of a percent like .5 and 1.25.

Add script model

The only difference is that when you right click on the grid you go to "script" -> "model".


Sources: Treyarch´s Wiki