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  • Like any other Call Of Duty Game, COD:WW uses the usual team split: ...all of Duty 5: Players_Model#MAPSTABLE.CSV|Mapstable]] Solution on the end of this tutorial. ...
    6 KB (887 words) - 14:49, 16 December 2010
  • To lighten up the upload of the files to your server note that the SP .ff files arent required to run a [[Call of Duty 5: Windows Patches|Patches: Windows Patches]] ...
    9 KB (1,297 words) - 13:03, 6 November 2009
  • *[[Call of Duty 5: Missing Prefabs|Missing Prefabs]] *[[Call of Duty 5: MP Weapons|Multiplayer Weapons]] ...
    4 KB (595 words) - 12:27, 10 August 2012
  • [[Image:Nutshell.png]] Since Call of Duty World At War is a '''Games For Windows''' title, custom content now needs t ...root directory of where your game is installed is the wrong way in Call of Duty World at War. Forcing the game to run mods from the game installation direc ...
    3 KB (598 words) - 15:03, 23 June 2010
  • *Give this pipe a targetname of <font color="blue">'''pipe_shootable'''</font>. ...ing through the pipe, give it a <font color="blue">'''script_noteworthy''' of either ''steam'', ''water'', or ''fire''</font>. ...
    2 KB (400 words) - 15:10, 16 December 2010
  • {{Note|Some Tips & Tricks to better use of Radiant}} ...I will talk about as well as allow you to customize colors (at the bottom of the ini) and some other things (currently the colors are in the registry so ...
    14 KB (2,618 words) - 13:36, 16 July 2010
  • {{Note|Thanks to Gagarin & Novemberdobby, here are the files rip from Call Of Duty: World at War version 1.1}} [[Category:Call of Duty 5]] ...
    745 bytes (108 words) - 14:52, 27 December 2023
  • [[Category:Call of Duty 5]] ...
    1 KB (166 words) - 06:59, 20 July 2009
  • [[Category:Call of Duty 5]] ...
    1 KB (184 words) - 17:56, 7 February 2012
  • ...="red">A Gallery of most models used in CODWaW is available [[Call of Duty 5: World Models|HERE]]</font> *Key / Value of modelscale / # ...
    863 bytes (143 words) - 21:46, 20 September 2009
  • '''''This document should help standardize the size and scale of MP/SP/Co-Op levels.''''' ...
    3 KB (420 words) - 16:39, 27 May 2020
  • The vision file is composed of 3 sections, '''r_glow''' ,'''r_film''' and '''r_reviveFX''' r_glowBloomDesaturation "X" // de-colourisation of the bloom effect ...
    3 KB (390 words) - 15:09, 16 December 2010
  • [[Category:Call of Duty 5]] ...
    492 bytes (72 words) - 23:49, 21 September 2009
  • To use the script we call in out .gsc file, we need to include it into our .ff file. Go to [root]/zon [[Category:Call of Duty 5]] ...
    4 KB (546 words) - 15:16, 16 December 2010
  • ...e converting of the texture into Call of Duty World at War: [[Call of Duty 5: Create Custom Textures|Create Custom Textures]] ...ding on your type of map, and creating a mapname.CSV file with the content of: ...
    2 KB (415 words) - 17:53, 7 February 2012
  • Color # # #: The color of the light. ...of the light. This variable uses a one pixel high texture to set the type of falloff you want. You can find existing def setting on the light.gdt file i ...
    8 KB (1,306 words) - 19:00, 10 April 2015
  • '''9/8/09 - Version 5.5.0.2''' '''8/26/09 - Version 5.5.0.1''' ...
    3 KB (517 words) - 15:52, 26 August 2011
  • ...h and clone it (press Space bar and re-align the new patch EXACTLY on topp of the original) ...and keep holding ALT and use LMB to make the _blend texture appear on top of the plain ...
    3 KB (446 words) - 23:28, 2 September 2015
  • [[Image:Nutshell.png]] As many of you have discovered, attempting to dynamically spawn your FX like we did in *That's a medium sized fire FX, and a smoke column billowing out of it. ...
    3 KB (449 words) - 15:42, 7 February 2012

Page text matches

  • As well as providing a quick way of moving animations from BO to (cod4 / cod5) and Vise Versa. I have created plugins for the following versions of Maya: ...
    1 KB (197 words) - 12:24, 10 August 2012
  • ...to start & use '''/viewpos 1''' in console. That'll give you the x y z yaw of your current location. ...a bit to the right with the mouse & took another screenshot. Do that 4 or 5 times, ...
    2 KB (283 words) - 21:41, 22 February 2012
  • ...following are some Level Design Documents by Adam Reynolds (Level designer of Asylum, Station, Makin and Verrückt for CODWAW)}} [[Category:Call of Duty]] ...
    2 KB (263 words) - 16:52, 22 February 2011
  • {{Note|This video tutorial will show you the basics of importing model made in Blender into CoD.}} * [http://www.blender.org/ Blender 2.5 or later] (from 2.62 on there's no more limitation in material name length ...
    1 KB (178 words) - 01:55, 28 December 2023
  • {{Note|There are now 2 type of scripted fog in COD:WW, here is a quick tutorial on how to use them and wha *The functions is of this form: ...
    3 KB (479 words) - 15:11, 16 December 2010
  • [[Category:Call of Duty 4]] [[Category:Call of Duty 5]] ...
    911 bytes (121 words) - 01:52, 28 December 2023
  • The vision file is composed of 3 sections, '''r_glow''' ,'''r_film''' and '''r_reviveFX''' r_glowBloomDesaturation "X" // de-colourisation of the bloom effect ...
    3 KB (390 words) - 15:09, 16 December 2010
  • ...es should go toghether in a <usermaps> folder commonly named after the Map of course so in our example, in a folder called '''mp_mapname''': [[Image:warning.png]] This is since [[Call of Duty 5: Windows Patches#1.4_Patch|CoD:WaW Patch 1.4]] released on 09th April 2009 ...
    2 KB (362 words) - 13:50, 1 October 2012
  • [[Image:Call-of-duty-4-logo-white.jpg‎|right]] * [[Call of Duty 4: needed|What's needed]] ...
    7 KB (1,047 words) - 14:57, 27 December 2023
  • *400 Fx Asset limit ([[Call of Duty 5: Fixing Exceeded 400Fxs assets|at least CoD5]]) *2048 Material assets ([[Call of Duty 5: Fixing 2048 materials Assets Error|see here for fix]]) ...
    2 KB (178 words) - 04:31, 19 September 2009
  • [[Category:Call of Duty 5]] ...
    564 bytes (79 words) - 23:53, 9 September 2009
  • **for a strobe light, give it a targetname of '''strobe_light''' **for a flickering light, give it a targetname of '''flicker_light''' ...
    2 KB (325 words) - 15:11, 16 December 2010
  • [[Category:Call of Duty 5]] ...
    492 bytes (72 words) - 23:49, 21 September 2009
  • ...a number of "clipped" models. There are 814 with the modtools. The number of models available to us is however considerably more than that, we have 5519 ..\Call of Duty - World at War\raw\collmaps ...
    3 KB (527 words) - 16:33, 15 March 2012
  • ...n of invisible walls that avoid tha players reach certains areas or limits of the maps, they can also be used in order to create collision around some mo ...lip textures to apply to it. Remember, they are invisible in game but most of them emmits sound when you walk over it. ...
    2 KB (389 words) - 17:33, 16 May 2016
  • ...snr=1_4_4__11 Steam] and [http://store.steampowered.com/app/42700/ Call of Duty Black Ops].<br> ...Upon installation through Steam, the tools will be placed in your Call of Duty: Black Ops game directory. ...
    2 KB (340 words) - 17:43, 29 June 2011
  • ...e converting of the texture into Call of Duty World at War: [[Call of Duty 5: Create Custom Textures|Create Custom Textures]] ...ding on your type of map, and creating a mapname.CSV file with the content of: ...
    2 KB (415 words) - 17:53, 7 February 2012
  • ...function of maps\mp\mp_yourmapname_fx.gsc, this is used for [[Call of Duty 5: FXs|FXs]]. **Calls the main() function of maps\mp\_load.gsc ...
    2 KB (384 words) - 14:53, 16 December 2010
  • [[Image:Nutshell.png]] Please find below the links to the different version of the Linux Binaries for CODWaW. * [[Image:data.png]][http://www.fileshack.com/file.x/13757/Call+of+Duty:+World+at+War+Linux+Dedicated+Server FileShack] ...
    2 KB (267 words) - 03:56, 4 January 2011
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