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  • * [[Call of Duty 5: Scripting Syntax And Grammar|Scripting Syntax And Grammar]] * [[Call of Duty 5: Scripting Basics|Scripting Basics]] ...
    2 KB (316 words) - 12:26, 10 August 2012
  • See also: [[Call of Duty 5: Dvars List|Dvars List]] ai_playerNearAccuracy "0.5" ...
    59 KB (6,020 words) - 19:41, 7 July 2014
  • Make sure you replace any reference to mp_yourmapsname with the name of your map, also! When editing files always because if I have a lot of the same fx in the map and I want to either change an fx or ...
    5 KB (873 words) - 14:31, 16 December 2010
  • * [[Call of Duty 5: Getting Server Running|Getting Server Running]] * [[Call of Duty 5: Advanced Server Config|Advanced Configuration files]] ...
    1 KB (157 words) - 19:52, 9 February 2012
  • {{Download|http://www.fileplanet.com/205214/200000/fileinfo/Call-of-Duty:-World-at-War---ModTools-Package-v1.4-Update|File Planet}}<br> ...load|http://www.bigdownload.com/games/call-of-duty-world-at-war/pc/call-of-duty-world-at-war-mod-tools-v14/|Big Download}}<br> ...
    6 KB (882 words) - 02:39, 18 February 2014
  • *The procuded files of 1 minutes corresponds to approximatly 2Mb. First you need to create your script_struct entity where you want the origin of the sound to come from. ...
    4 KB (661 words) - 15:01, 16 December 2010
  • ...ation are Guidelines and isnt the only way to go about mapping for Call of Duty World At War, but it's '''ONE''' way.}} The very first step of mapping is studying a map layout that will become your final release. ...
    7 KB (1,158 words) - 14:15, 30 November 2015
  • *Create a brush that will represent the total size of it. *The basic structure of the arch is done. ...
    2 KB (268 words) - 21:35, 24 January 2010
  • ...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
  • {{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
  • *Bullets whizzing by instead of the 'click' wait .5; ...
    4 KB (554 words) - 16:28, 23 February 2012
  • *[[Call of Duty 5: AWE5 mod|AWE5]] *[[Call of Duty 5: Vietnam mod|Vietnam Mod]] ...
    146 bytes (23 words) - 20:20, 9 February 2011
  • * [[Call of Duty 5: Scripting Syntax And Grammar|Scripting Syntax And Grammar]] * [[Call of Duty 5: Scripting Common Tasks|Scripting Common Tasks]] ...
    2 KB (253 words) - 19:51, 9 February 2012
  • [[Category:Call of Duty 5]] Wrecks, community member author of COD4 Map "Vertical" has worked on the map. Japanese/Marines ...
    2 KB (217 words) - 15:01, 23 June 2010
  • * [[Call of Duty 5: needed|What's needed (Modtools & Game Patches)]] ** [[Call of Duty 5: Modtools Helper|Modtools Helper by =IFIS=]] ...
    8 KB (1,121 words) - 14:58, 27 December 2023
  • [[Category:Call of Duty 5]] ...that movies do. To that end, we've come up with some new essential pieces of technology that are outlined here so you can mod them and hopefully do some ...
    5 KB (913 words) - 07:59, 12 March 2012
  • |Intensity of the sun (1 = fullbright, 2 = full overbright for something facing directly |Intensity of the sun used for radiosity. If not set, 'sunLight' is used for radiosity t ...
    16 KB (1,178 words) - 20:03, 13 March 2010
  • ...d just like any other Maya-exported xmodel, it can contain multiple pieces of geometry (including the sky dome itself), and may reference multiple materi :use one of the sky* settings. This determines the render order of the associated geometry. For example, the base skydome geometry should be r ...
    2 KB (395 words) - 08:14, 12 March 2012
  • 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
  • go to triggers use_touch create 2 of these 1 for the beginning and 1 for the end '''This elevator has doors on top floor and bottom floor to keep people out of elevator shaft. it also has doors that for the elevator to keep those who ...
    5 KB (593 words) - 15:14, 16 December 2010
  • This is a tip i found very handy for the scaling of your project early in the making. *Use the [[Call of Duty 5: Custom Textures|Custom Textures Creation Tutorial]] to import the picture ...
    953 bytes (154 words) - 18:37, 22 February 2011
  • *The following is a list of all usable destructibles in MP included in the pack below: * Browse to '''..\Call of Duty - World at War\map_source\_prefabs\destrutibles\''' and pick the desired pr ...
    3 KB (420 words) - 15:08, 16 December 2010
  • [[Image:Nutshell.png]] List of availiable Tool Textures in Radiant COD5. ...e able to shoot through it. If the player or NPC is to walk on the surface of clip, <strong>no sound will be made</strong>. Do not use it where a player ...
    19 KB (3,085 words) - 14:35, 15 July 2010
  • **'''DepthTest''' - Adjusts the rendering order of the material. Dont touch :) ...Color Map]] is the texture with the color and light reflection information of a surface. ...
    3 KB (450 words) - 14:10, 6 March 2012
  • C:\Program Files\Activision\Call of Duty - World at War\raw\maps\mp\ // This Script allows the use of breakable windows after a certain damage it will breaks ...
    6 KB (834 words) - 15:17, 16 December 2010
  • =Editing Terrain= CALL OF DUTY 4! *First I have make a section of terrain and apllied the ch_grass_01 texture. ...
    6 KB (979 words) - 21:57, 24 January 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
  • [[Image:Nutshell.png]] Please find below the links to the different version of the Windows Patches for CODWaW. * {{Download|1=http://games.softpedia.com/get/Patch/Call-of-Duty-5-World-at-War-Patch.shtml|2=Softpedia}} ...
    8 KB (1,140 words) - 16:53, 28 May 2011
  • **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
  • *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
  • {{note|List of stuff for menu editing}} [[Category:Call of Duty 5]] ...
    3 KB (333 words) - 23:26, 2 April 2012
  • ''The value can be any number, just make when you do this to the next part of the tutorial, they are the same number, this is so they are connected in so *Next you need to create the broken peices of the wall, so best way to do this is using the clipping tool... ...
    6 KB (960 words) - 16:02, 9 September 2009
  • [F] Ranks are now US Army instead of Marines (Icons + Text) ...public version of the multiplayer component of the Vietnam Mod for Call of Duty: World at War. The mod will take you to the Vietnam War, deep in Vietnam, w ...
    11 KB (1,656 words) - 15:01, 2 March 2010
  • *Updated to Patch 1.5 ''Control of these modes is at the top of '''awe.cfg'''.'' ...
    4 KB (644 words) - 19:41, 21 September 2016
  • Make sure you replace any reference to mp_yourmapsname with the name of your map, also! When editing files always make sure you make backup copies ...rent sound effect for each one in your soundalias it would try to play all of ...
    9 KB (1,351 words) - 17:40, 7 February 2012
  • ...ably the easiest sounds to add as there is very little involved in the way of editing. Make sure you replace any reference to mp_yourmapsname with the name of your map, also! When editing files always make sure you make backup copies ...
    3 KB (524 words) - 17:37, 7 February 2012
  • 102 bytes (16 words) - 18:35, 7 May 2016
  • <font size="4"><font color="yellow"><center>'''Latest Call of Duty Release Breaks New Ground and Uses Cores Wisely'''</center></font></font><b ...Boasting a track record that includes Spiderman 1 & 2 and over five years of simultaneous cross-platform releases, the Treyarch development team had the ...
    13 KB (2,194 words) - 19:20, 16 July 2010
  • *Choose between 3 different targetnames for them (can be any of them but changes must be reflected in the script in next Step): [[Image:Information.png]]Make a backup of your .MAP files before starting this Tutorial in case something goes wrong! ...
    9 KB (1,195 words) - 13:15, 14 September 2010
  • Extract this file to your \Call of Duty - World at War folder. ...000,10000,,,,,explosion,90,3d,,,,,all_mp,curve2,,,,exp_debris,,curve3,,,,0.5,,,,,,,,,50,95,0.25,1 ...
    3 KB (487 words) - 15:13, 16 December 2010
  • {{note|World at War SP Objective can be achieved in a variety of ways but the easiest is to add the objective to the list, set it as the cur // YOURMAPNAME_OPENDOOR will call on a string reference in raw\english\localizedstrings\yourlevelname.str ...
    4 KB (545 words) - 16:07, 13 January 2011
  • *T-junction is visible at the back of the house to show how much easier it is to deal with when only using 1 brus ...verse direction the portals may not be as effective. This is the hard part of portalling, to work out which cell is going to reduce the most verts.}} ...
    3 KB (451 words) - 13:50, 19 January 2011
  • The katana is broader in scope than the recoil of the knife. Available only in some Japanese classes. With the katana sword y ..."is essential to the game tactically. A mortar with 12 rounds. An increase of up to 850 meters and 90 degrees off, controlled by keyboard and mouse wheel ...
    6 KB (895 words) - 22:08, 9 February 2011
  • Step 5: Compile and enjoy // Strenght of the physics movement ...
    4 KB (477 words) - 02:48, 9 March 2011
  • '''Xmodel''' (Original from Call of Duty World at War, modified): '''Sounds''' (Original from Call of Duty 2, modified): ...
    5 KB (727 words) - 21:41, 20 March 2011
  • With the following youtube tutorial you will be able to make all of those work in about 15-20 min. [[Category:Call of Duty 5]] ...
    1 KB (187 words) - 14:58, 27 December 2023
  • ...clip filters for example locate ''RadiantFilters.txt'', its in ..\Call of Duty - World at War\bin\ - Simply add : [[Category:Call of Duty 5]] ...
    2 KB (220 words) - 00:36, 5 April 2011
  • ...her.cs.launcher file is mostly just calling every string, I will post more of the file later today. Here is part of the launcher.cs.launcher file, like stated above, its just calling strings. ...
    4 KB (488 words) - 15:47, 10 March 2012
  • [[Category:Call of Duty 5]] ...
    376 bytes (56 words) - 14:59, 23 June 2010
  • ...detailed alpha channel so its good for fading but only if there's a little of it. *Once "material" is highlighted then click on New Entry and fill in the name of your texture. ...
    4 KB (782 words) - 20:04, 25 May 2011
  • ...witch will not work if the ''Shadow'' option is turned off in GFX settings of the Game! [[Category:Call of Duty 5]] ...
    2 KB (344 words) - 15:15, 16 December 2010
  • ...lick in the 2D Grid and go to Info>>>Player>>>Start You will only need one of these due to the fact that the other spawn points will be Script_structs *Then give all 4 of the Script_structs the key and values as shown here... *Press N to bring up ...
    17 KB (2,742 words) - 15:02, 27 December 2023
  • C:\Program Files\Activision\Call of Duty - World at War\zone_source\mp_yourmapname.csv C:\Program Files\Activision\Call of Duty - World at War\zone_source\localized_mp_yourmapname.csv ...
    2 KB (376 words) - 17:41, 29 June 2011
  • This version is by coldair, I have made a couple of additions so people can see how to specify non standard sounds. // but will set a default angle of ( 0, 0, 0 ) if none is defined. ...
    10 KB (1,475 words) - 16:47, 9 October 2014
  • [[Category:Call of Duty 5]] ...
    564 bytes (79 words) - 23:53, 9 September 2009
  • == CAUSES OF THE PROBLEM == ...t work with the SQL .DLL for the COD5 tools. It therefore returns an error of a .DLL file mismatch; ...
    5 KB (839 words) - 17:52, 7 February 2012
  • The ropes created using the method that follow can be used in a variety of mapping situation: ...hin radiant, a ''rope'' entity is placed then a ''info_null'' sets the end of the rope and potential model target. ...
    6 KB (1,012 words) - 06:53, 11 September 2016
  • ...ho want to run your zombie map solo and still get your loadscreen in front of them while the game loads; Basically, setting it to 0 simply improves the compression quality of the picture. ...
    2 KB (416 words) - 15:00, 27 December 2023
  • * Browse to '''..\Call of Duty - World at War\map_source\_prefabs\MP\''' and pick the desired prefab * Open your Map Zone File (in ..\Call of Duty - World at War\zone_source\) and add the following lines: ...
    10 KB (1,518 words) - 15:06, 16 December 2010
  • [[Category:Call of Duty]] ...
    607 bytes (82 words) - 20:22, 23 February 2010
  • [[Image:Nutshell.png]] ''Treyarch have added a lot of custom audio technology to the COD 4 engine that you should understand when ...s significantly different from COD 4 in terms of overall power and control of audio in game and should allow you to do some awesome things for your mods. ...
    11 KB (1,958 words) - 16:12, 5 December 2011
  • - Open launcher.exe ( placed in Activision/Call of duty World at war/bin<br> Scroll down to the most lower point of the page. You will see this: ...
    22 KB (2,357 words) - 04:29, 1 March 2012
  • '''PART 5'''<br><youtube>W3u_px-TSSI</youtube> [[Category:Call of Duty 5]] ...
    468 bytes (67 words) - 01:49, 28 December 2023
  • *[[Call of Duty 4: Scripting Reference - Vehicles::AddVehicleToCompass|AddVehicleToCompass] *[[Call of Duty 4: Scripting Reference - Vehicles::AttachPath|AttachPath]] ...
    4 KB (463 words) - 13:14, 25 September 2009
  • ==== Advanced Terrain Series Part 5 ==== * [[Call of Duty 4: SP Video Tutorials|SP Video Tutorials *NEW*]] ...
    3 KB (372 words) - 01:54, 28 December 2023
  • Make sure you replace any reference to mp_yourmapsname with the name of your map, also! When editing files always make sure you make backup copies 5. Now deselect everything by pressing Esc. ...
    9 KB (1,402 words) - 17:41, 7 February 2012
  • {{Note|Tips & Tricks for better use of Radiant by Paulo88, Level Designer at [http://www.treyarch.com Treyarch]}} Whilst holding CTRL + LEFT MOUSE CLICK you can drag the edge of a brush.<br> ...
    6 KB (1,000 words) - 02:08, 31 May 2011
  • [[Category:Call of Duty 5]] ...
    1 KB (153 words) - 21:41, 25 July 2010
  • *Knowledge of photoshop or similar if you'd like to get the water looking right. Extract this file to your \Call of Duty - World at War folder. ...
    4 KB (785 words) - 14:42, 3 November 2010
  • Make a trigger of your choice and give it the Key Value Pair: [[Category:Call of Duty 5]] ...
    1 KB (190 words) - 17:41, 7 February 2012
  • {{note|List of Radiant Shorcuts}} [[Category:Call of Duty 5]] ...
    155 bytes (20 words) - 15:52, 24 May 2011
  • ...going to focus on the easiest: how to quickly and easily change the color of the texture.}} ...we can completely change the appearance (for example, by changing the type of sheet) ...
    3 KB (454 words) - 19:49, 21 April 2012
  • This CoD title does not support MP3, but different types of WAVE: uncompressed PCM, xWMA, ADPCM and WAVEbext.<br> ...ial characters might also cause problems. As the default installation path of the game contains spaces and renaming the directories would potentially bre ...
    7 KB (1,117 words) - 00:17, 26 April 2012
  • [[Category:Call of Duty 5]] [[Image:Nutshell.png]] The Environmental audio system is a collection of simple objects that allow you to detail out the audio in a map, in full Sur ...
    9 KB (1,475 words) - 08:01, 12 March 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]] This tutorial will show you the basics of importing a new weapon model into CoD5. ==Setup of Plugins== ...
    4 KB (611 words) - 16:29, 11 February 2012
  • * [[Call of Duty 5: Zombie Mapping 101|Beginner Mappers]] * [[Call of Duty 5: Zombie Mapping Advanced|Advanced Mappers]] ...
    744 bytes (101 words) - 15:00, 27 December 2023
  • ...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
  • ...st source to look at if you have questions regarding implementation of any of the script examples below as they are all taken from Verrückt. Custom zombie maps will need to have a prefix of '''nazi_zombie_''' in order to work correctly with the game. Your scripts/ ...
    32 KB (4,684 words) - 17:48, 7 February 2012
  • {{Note|This is a list of available damage types and MeansOfDeath (MOD) in CoD5}} | Direct impact of flares, grenades etc. ...
    3 KB (368 words) - 08:21, 24 September 2009
  • |Version=5 ...
    173 bytes (22 words) - 13:16, 25 September 2009
  • ...detailed because this only starts to happen when a map uses a total number of materials assets (Textures, Techsets, Probes, FXs..) over 680 (you can chec ...assets: Of course the more materials the mod has the more change you have of triggering the error! At present AWE counts 12 materials, ACE has 11 and X5 ...
    6 KB (1,076 words) - 13:30, 10 June 2011
  • ...de to implement the new features; these new features will take quite a bit of time to integrate and requires proficient scripting knowledge as the script ...n of the new Der Riese features without requiring scripting knowledge. All of the Der Riese specific code has been stripped out from the Nazi_Zombie_Fact ...
    15 KB (2,529 words) - 01:58, 23 August 2013
  • ...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
  • ...de to implement the new features; these new features will take quite a bit of time to integrate and requires proficient scripting knowledge as the script ...of the new Shi No Numa features without requiring scripting knowledge. All of the Nazi_Zombie_Sumpf specific scripts have been altered to '''DLC2_* GSCs' ...
    19 KB (3,196 words) - 02:01, 23 August 2013

Page text matches

  • * [[Call of Duty 5: Mapping MP|MP Mapping]] * [[Call of Duty 5: Custom Nazi Zombie Maps|Zombie Mapping]] ...
    453 bytes (64 words) - 22:15, 2 September 2015
  • * [[Call of Duty 5: Getting Server Running|Getting Server Running]] * [[Call of Duty 5: Advanced Server Config|Advanced Configuration files]] ...
    1 KB (157 words) - 19:52, 9 February 2012
  • * [[Call of Duty 5: Zombie Mapping 101|Beginner Mappers]] * [[Call of Duty 5: Zombie Mapping Advanced|Advanced Mappers]] ...
    744 bytes (101 words) - 15:00, 27 December 2023
  • * [[Call of Duty 5: Scripting Syntax And Grammar|Scripting Syntax And Grammar]] * [[Call of Duty 5: Scripting Common Tasks|Scripting Common Tasks]] ...
    2 KB (253 words) - 19:51, 9 February 2012
  • * [[Call of Duty 5: Scripting Syntax And Grammar|Scripting Syntax And Grammar]] * [[Call of Duty 5: Scripting Basics|Scripting Basics]] ...
    2 KB (316 words) - 12:26, 10 August 2012
  • *[[Call of Duty 5: AWE5 mod|AWE5]] *[[Call of Duty 5: Vietnam mod|Vietnam Mod]] ...
    146 bytes (23 words) - 20:20, 9 February 2011
  • *[[Call of Duty 4: Scripting Reference - Vehicles::AddVehicleToCompass|AddVehicleToCompass] *[[Call of Duty 4: Scripting Reference - Vehicles::AttachPath|AttachPath]] ...
    4 KB (463 words) - 13:14, 25 September 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
  • [[File:favorites_256.png|16px]]'''CODWAW Modtools Helper: [[Call of Duty 5: Modtools Helper|Modtools Helper by =IFIS=]] [[File:favorites_256.png|16px]]'''For most COD version: [[Call of Duty 5: Paulo88 Radiant Tips| Radiant Tips by ''Paulo88'']] ...
    773 bytes (105 words) - 06:14, 3 October 2018
  • ...="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
  • *[[Call of Duty 7: MP Weapons|Multiplayer Weapons *WIP*]] *[[Call of Duty 7: Multiplayer Perks|Multiplayer Perks]] ...
    2 KB (245 words) - 12:29, 10 August 2012
  • {{note|List of Radiant Shorcuts}} [[Category:Call of Duty 5]] ...
    155 bytes (20 words) - 15:52, 24 May 2011
  • [[Category:Call of Duty 5]] ...
    376 bytes (56 words) - 14:59, 23 June 2010
  • *[[Call of Duty bo3: Mapping MP| Mapping MP]] *[[Call of Duty bo3: Mapping ZM| Mapping Zombies]] ...
    6 KB (759 words) - 01:57, 28 December 2023
  • '''PART 5'''<br><youtube>W3u_px-TSSI</youtube> [[Category:Call of Duty 5]] ...
    468 bytes (67 words) - 01:49, 28 December 2023
  • ...or="red">Note: Mod Support is now enabled on COD Blackops, since [[Call of Duty 7: Patches#PC Patch 1.09|PATCH 1.09 (27-05-2011)]]</font></font><br> ...Treyarch's developer minspec on Blackops is more like <b>Vista-64 with 8GB of RAM and Nvidia 200 series card</b>. Tools may work with less, but aren't te ...
    3 KB (402 words) - 19:47, 9 February 2012
  • ...count for any memory caches used during Linking which attribute for about +5.0MB depending on the level.<br> This was made and tested with Call of Dut 4: Modern Warfare but Call of Duty World at War and Blackops work also. ...
    1 KB (214 words) - 22:59, 5 September 2011
  • {{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
  • * [[Call of Duty 5: needed|What's needed (Modtools & Game Patches)]] ** [[Call of Duty 5: Modtools Helper|Modtools Helper by =IFIS=]] ...
    8 KB (1,121 words) - 14:58, 27 December 2023
  • This is a tip i found very handy for the scaling of your project early in the making. *Use the [[Call of Duty 5: Custom Textures|Custom Textures Creation Tutorial]] to import the picture ...
    953 bytes (154 words) - 18:37, 22 February 2011
  • 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: ...
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  • ...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, ...
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  • ...following are some Level Design Documents by Adam Reynolds (Level designer of Asylum, Station, Makin and Verrückt for CODWAW)}} [[Category:Call of Duty]] ...
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  • {{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 ...
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  • {{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: ...
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  • [[Category:Call of Duty 4]] [[Category:Call of Duty 5]] ...
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  • The vision file is composed of 3 sections, '''r_glow''' ,'''r_film''' and '''r_reviveFX''' r_glowBloomDesaturation "X" // de-colourisation of the bloom effect ...
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  • ...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 ...
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  • [[Image:Call-of-duty-4-logo-white.jpg‎|right]] * [[Call of Duty 4: needed|What's needed]] ...
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  • *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]]) ...
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  • [[Category:Call of Duty 5]] ...
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  • **for a strobe light, give it a targetname of '''strobe_light''' **for a flickering light, give it a targetname of '''flicker_light''' ...
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  • [[Category:Call of Duty 5]] ...
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  • ...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 ...
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  • ...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. ...
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  • ...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. ...
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  • ...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: ...
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  • ...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 ...
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  • [[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] ...
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  • ...clip filters for example locate ''RadiantFilters.txt'', its in ..\Call of Duty - World at War\bin\ - Simply add : [[Category:Call of Duty 5]] ...
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  • // Export filename: `C:/Program Files/Activision/Call of Duty 4 - Modern Warfare/xanim_export/viewmodels/M16/m16_acog_ADS_down.XANIM_EXPO // Source filename: `C:/Program Files/Activision/Call of Duty 4 - Modern Warfare/bin/maya/animation_src/viewmodel/m16/viewmodel_m16_anima ...
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  • ...r Zombie Player models (Dempsey, Richtofen, Nikolai and Takeo) with Shadow of Evil player models. Another tutorial will be done to explain how to create * Locate zm_usermap.gsc in '''\Call of Duty Black Ops III\share\raw\scripts\zm\''' ...
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  • {{Download|http://www.fileplanet.com/205214/200000/fileinfo/Call-of-Duty:-World-at-War---ModTools-Package-v1.4-Update|File Planet}}<br> ...load|http://www.bigdownload.com/games/call-of-duty-world-at-war/pc/call-of-duty-world-at-war-mod-tools-v14/|Big Download}}<br> ...
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  • C:\Program Files\Activision\Call of Duty - World at War\zone_source\mp_yourmapname.csv C:\Program Files\Activision\Call of Duty - World at War\zone_source\localized_mp_yourmapname.csv ...
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  • [[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 ...
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  • {{note|World at War SP Objective can be achieved in a variety of ways but the easiest is to add the objective to the list, set it as the cur // YOURMAPNAME_OPENDOOR will call on a string reference in raw\english\localizedstrings\yourlevelname.str ...
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  • *The following is a list of all usable destructibles in MP included in the pack below: * Browse to '''..\Call of Duty - World at War\map_source\_prefabs\destrutibles\''' and pick the desired pr ...
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  • [[Image:Nutshell.png]] This tutorial will show you the basics of importing a new weapon model into CoD5. ==Setup of Plugins== ...
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  • *Create a brush that will represent the total size of it. *The basic structure of the arch is done. ...
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  • The first and obvious step of this tutorial is for you to Obtain a mod! *Extract the files to any folder. (We'll call this folder your /PXRN/ folder, just for laughs.) ...
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  • {{Info|Check the [[Call of Duty 5: Gameplay standards|Gameplay standards]] for Walls sizing.}} * In the Texture window (Bottom right of screen) Select the 'Caulk' texture. [[Image:Caulk.jpg|32px]] ...
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  • With the following youtube tutorial you will be able to make all of those work in about 15-20 min. [[Category:Call of Duty 5]] ...
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  • *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>. ...
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  • Make a trigger of your choice and give it the Key Value Pair: [[Category:Call of Duty 5]] ...
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  • *The procuded files of 1 minutes corresponds to approximatly 2Mb. First you need to create your script_struct entity where you want the origin of the sound to come from. ...
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  • ...using '''Adobe Photoshop''' to create Minimap Images just like in Call Of Duty BlackOps!. By Cornrow Wallace}} *After you've already taken your [[Call of Duty 4: Minimap|minimap screenshot tutorial]], open it in Photoshop and crop jus ...
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  • {{Note|This is a list of available damage types and MeansOfDeath (MOD) in CoD5}} | Direct impact of flares, grenades etc. ...
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  • [[Category:Call of Duty 5]] Wrecks, community member author of COD4 Map "Vertical" has worked on the map. Japanese/Marines ...
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  • go to triggers use_touch create 2 of these 1 for the beginning and 1 for the end '''This elevator has doors on top floor and bottom floor to keep people out of elevator shaft. it also has doors that for the elevator to keep those who ...
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  • ...going to focus on the easiest: how to quickly and easily change the color of the texture.}} ...we can completely change the appearance (for example, by changing the type of sheet) ...
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  • ...ure specifications. Call of Duty 1 is way different, it uses a combination of .dds images and .dat files and has not been investigated yet. Therefore, th A font is made up of 4 files: ...
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  • ...witch will not work if the ''Shadow'' option is turned off in GFX settings of the Game! [[Category:Call of Duty 5]] ...
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  • ...d just like any other Maya-exported xmodel, it can contain multiple pieces of geometry (including the sky dome itself), and may reference multiple materi :use one of the sky* settings. This determines the render order of the associated geometry. For example, the base skydome geometry should be r ...
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  • <pre>// Export filename: 'C:/Program Files/Activision/Call of Duty 4 - Modern Warfare/model_export/base_character/base_character.XMODEL_EXPORT // Source filename: 'C:/Program Files/Activision/Call of Duty 4 - Modern Warfare/bin/maya/rigs/character/COD_DefMesh.mb' ...
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  • [[Category:Call of Duty 5]] ...
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  • *Required: .NET 3.5 - ''Installer will prompt for download'' * Can backup up to 4 custom folders of your choice (Good For) <br> ...
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  • ...ation are Guidelines and isnt the only way to go about mapping for Call of Duty World At War, but it's '''ONE''' way.}} The very first step of mapping is studying a map layout that will become your final release. ...
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  • For initial Server server please check [[Call of Duty 8: Unranked Server Setup|Here]] /logout - To logout of Rcon ...
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  • The Call of Duty console commands are very similar in all CoD editions.<br> ...by pressing '~' while you are in-game. A small bar will appear on the top of your screen.<br> ...
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  • =Editing Terrain= CALL OF DUTY 4! *First I have make a section of terrain and apllied the ch_grass_01 texture. ...
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  • '''Xmodel''' (Original from Call of Duty World at War, modified): '''Sounds''' (Original from Call of Duty 2, modified): ...
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  • The Call of Duty mod tools include plugins for the commercial 3d modelling software [http:// ...l CoD titles are supported for export (Blender -> Asset Manager -> Call of Duty): ...
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  • ==== Advanced Terrain Series Part 5 ==== * [[Call of Duty 4: SP Video Tutorials|SP Video Tutorials *NEW*]] ...
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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. ...
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  • [[Category:Call of Duty 4]] wait 5; ...
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  • [[Category:Call of Duty 4]] The origins with the values of, for example air1, represent the flight path. ...
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  • [[Category:Call of Duty 5]] ...
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  • [[Category:Call of Duty 5]] ...
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  • The ropes created using the method that follow can be used in a variety of mapping situation: ...hin radiant, a ''rope'' entity is placed then a ''info_null'' sets the end of the rope and potential model target. ...
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  • == CAUSES OF THE PROBLEM == ...t work with the SQL .DLL for the COD5 tools. It therefore returns an error of a .DLL file mismatch; ...
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  • [[Category:Call of Duty 4]] wait randomfloat(1.5); //generate a random number of seconds between bobs ...
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  • 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]] ...
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  • Step 5: Compile and enjoy // Strenght of the physics movement ...
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  • ...ably the easiest sounds to add as there is very little involved in the way of editing. Make sure you replace any reference to mp_yourmapsname with the name of your map, also! When editing files always make sure you make backup copies ...
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  • **'''DepthTest''' - Adjusts the rendering order of the material. Dont touch :) ...Color Map]] is the texture with the color and light reflection information of a surface. ...
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  • *Knowledge of photoshop or similar if you'd like to get the water looking right. Extract this file to your \Call of Duty - World at War folder. ...
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  • ...ced, when I play it it still amazes me. Credits go to Mapicted, the author of this map. You can download the map here: {{Download|http://files.filefront. ...ssets_Manager|assets manager]], open levels.gdt, create a new material and call it 'walldirt'. Now use the following settings: ...
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  • ...ho want to run your zombie map solo and still get your loadscreen in front of them while the game loads; Basically, setting it to 0 simply improves the compression quality of the picture. ...
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  • *T-junction is visible at the back of the house to show how much easier it is to deal with when only using 1 brus ...verse direction the portals may not be as effective. This is the hard part of portalling, to work out which cell is going to reduce the most verts.}} ...
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  • ...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 ...
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  • Make sure you replace any reference to mp_yourmapsname with the name of your map, also! When editing files always because if I have a lot of the same fx in the map and I want to either change an fx or ...
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  • ''The value can be any number, just make when you do this to the next part of the tutorial, they are the same number, this is so they are connected in so *Next you need to create the broken peices of the wall, so best way to do this is using the clipping tool... ...
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  • ...rongly recommend you to check the next chapter in order to reduce the size of the Server Files'''. Directory of ...
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  • [[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. ...
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  • ...her.cs.launcher file is mostly just calling every string, I will post more of the file later today. Here is part of the launcher.cs.launcher file, like stated above, its just calling strings. ...
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  • [[Category:Call of Duty 4]] ...ation are Guidelines and isnt the only way to go about mapping for Call of Duty 4 Modern Warfare, but it's ONE way. ...
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  • C:\Program Files\Activision\Call of Duty - World at War\raw\maps\mp\ // This Script allows the use of breakable windows after a certain damage it will breaks ...
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  • '''9/8/09 - Version 5.5.0.2''' '''8/26/09 - Version 5.5.0.1''' ...
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  • [[Category:Call of Duty 5]] ...that movies do. To that end, we've come up with some new essential pieces of technology that are outlined here so you can mod them and hopefully do some ...
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  • [[Category:Call of Duty 4]] [[Category:Call of Duty 5]] ...
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  • Extract this file to your \Call of Duty - World at War folder. ...000,10000,,,,,explosion,90,3d,,,,,all_mp,curve2,,,,exp_debris,,curve3,,,,0.5,,,,,,,,,50,95,0.25,1 ...
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  • * Browse to '''..\Call of Duty - World at War\map_source\_prefabs\MP\''' and pick the desired prefab * Open your Map Zone File (in ..\Call of Duty - World at War\zone_source\) and add the following lines: ...
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  • {{Note|Tips & Tricks for better use of Radiant by Paulo88, Level Designer at [http://www.treyarch.com Treyarch]}} Whilst holding CTRL + LEFT MOUSE CLICK you can drag the edge of a brush.<br> ...
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  • *Choose between 3 different targetnames for them (can be any of them but changes must be reflected in the script in next Step): [[Image:Information.png]]Make a backup of your .MAP files before starting this Tutorial in case something goes wrong! ...
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  • {{note|List of stuff for menu editing}} [[Category:Call of Duty 5]] ...
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  • ...into a single .iwi image whose name is prefixed with a "~". The beginning of their name is usually similar to their color map name and the end usually h ...o check to see if you have the latest version, as he's updated it a number of times. ...
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  • * You can disble loading of non color maps in the new shader settings menu. * Created shader system that allows for unlimated amounts of shaders to be used to render the model. ...
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  • [[Category:Call of Duty 4]] ...s own axis and rotating at its own speed. The following pictures show some of what is possible with rotating objects. Movement in a map can provide anima ...
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  • ...Call of Duty 4: needed#ModTools|Mod Tools]] and at least a basic knowledge of computers. ...aking a mod based on ModWarfare. This tutorial will include basic coverage of weapon editing, skinning, scripting, custom sounds and effects editing (ver ...
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  • [[Image:Nutshell.png]] Please find below the links to the different version of the Windows Patches for CODWaW. * {{Download|1=http://games.softpedia.com/get/Patch/Call-of-Duty-5-World-at-War-Patch.shtml|2=Softpedia}} ...
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  • ...detailed alpha channel so its good for fading but only if there's a little of it. *Once "material" is highlighted then click on New Entry and fill in the name of your texture. ...
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  • *Updated to Patch 1.5 ''Control of these modes is at the top of '''awe.cfg'''.'' ...
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  • Hi, I am Tristan. I am the creator of www.InfinityTutorials.com. I love programming, modding, gaming and best of all teaching others. That’s why I strive to create a trusted modding & ...
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  • *Bullets whizzing by instead of the 'click' wait .5; ...
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  • 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 ...
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  • 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]] ...
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  • ...lder and inside that a mods folder and inside that a folder named the name of your mod or ect.<br><br> ...u are using and the mod.ff along with the cfgs needed to start your server.Of course a correct server commandline is needed to execute the proper mod fol ...
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  • *Now you want to extract the contents of the zip file so you have a folder structure like so: ''(Definitions courtesy of JackTheRiper)'' ...
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  • ...iguring out how things work and clearing up a lot of things which may trip of my fellow newb so lets get started. For this tutorial you need a simple room and an objective, for the sake of this tutorial it will simply be to have an AI move a crossed the room and t ...
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  • [[Category:Call of Duty 5]] [[Image:Nutshell.png]] The Environmental audio system is a collection of simple objects that allow you to detail out the audio in a map, in full Sur ...
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  • ...ist gives information about the rest of the file, which is a concatenation of compiled files (reinterpreted and linked data generated from source files l ...during compilation, leading to the following data block structure in case of some data blocks (at least rawfile): ...
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  • ...am still deciphering it myself, I will post anything I happen to get known of regarding the file format. ...is that BSP formatted maps use, could be handy as well. Also see [[Call of Duty 2: d3dbsp]] for more information. ...
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  • [[Category:Call of Duty 4]] ...nd get round to that soon). It was written in 2.5 hours and contains a lot of basic and slightly advanced guides on several base topics. Some areas conta ...
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  • ...detailed because this only starts to happen when a map uses a total number of materials assets (Textures, Techsets, Probes, FXs..) over 680 (you can chec ...assets: Of course the more materials the mod has the more change you have of triggering the error! At present AWE counts 12 materials, ACE has 11 and X5 ...
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  • - Open launcher.exe ( placed in Activision/Call of duty World at war/bin<br> Scroll down to the most lower point of the page. You will see this: ...
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  • [[Category:Call of Duty 4]] Here is a list of the light setting for all the .map files in CoD4:MW ...
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  • ...article has been wwritten by Gagarin, it is a study with tests and results of the influence that Frame per Seconds (FPS) can have while playing COD serie ...gine. That's partially right. Call of Duty uses the ID TECH 3 engine."Tree of engines" must be something like that: ...
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  • Make sure you replace any reference to mp_yourmapsname with the name of your map, also! When editing files always make sure you make backup copies 5. Now deselect everything by pressing Esc. ...
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  • [[Category:Call of Duty 4]] ...ow to add a vending machine that when used heals you and a bottle pops out of it like in (or will be in) the rat_house_v2 map. ...
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  • Make sure you replace any reference to mp_yourmapsname with the name of your map, also! When editing files always make sure you make backup copies ...rent sound effect for each one in your soundalias it would try to play all of ...
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  • [[Image:Nutshell.png]] List of availiable Tool Textures in Radiant COD5. ...e able to shoot through it. If the player or NPC is to walk on the surface of clip, <strong>no sound will be made</strong>. Do not use it where a player ...
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  • [[Image:Data.png]] You can find a copy of all stock vision file [http://www.zeroy.com/br/other/cod4/misc/vision_rip.z See the [[Call of Duty 4: .vision file|tutorial on how to use these vision files]]. ...
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  • {{Note|Deciphering the Call of Duty 2 D3DBSP format}} ...am still deciphering it myself, I will post anything I happen to get known of regarding the file format. ...
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  • This CoD title does not support MP3, but different types of WAVE: uncompressed PCM, xWMA, ADPCM and WAVEbext.<br> ...ial characters might also cause problems. As the default installation path of the game contains spaces and renaming the directories would potentially bre ...
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  • ...de to implement the new features; these new features will take quite a bit of time to integrate and requires proficient scripting knowledge as the script ...n of the new Der Riese features without requiring scripting knowledge. All of the Der Riese specific code has been stripped out from the Nazi_Zombie_Fact ...
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  • [[Image:Nutshell.png]] ''Treyarch have added a lot of custom audio technology to the COD 4 engine that you should understand when ...s significantly different from COD 4 in terms of overall power and control of audio in game and should allow you to do some awesome things for your mods. ...
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  • {{Note|This tutorial will show you the basics of importing a new weapon model into Cod4. Below is my example, which you will *Maya 7.0 or 8.5 (not the Personal Learning Edition) ...
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  • This version is by coldair, I have made a couple of additions so people can see how to specify non standard sounds. // but will set a default angle of ( 0, 0, 0 ) if none is defined. ...
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  • ...de to implement the new features; these new features will take quite a bit of time to integrate and requires proficient scripting knowledge as the script ...of the new Shi No Numa features without requiring scripting knowledge. All of the Nazi_Zombie_Sumpf specific scripts have been altered to '''DLC2_* GSCs' ...
    19 KB (3,196 words) - 02:01, 23 August 2013
  • commonOption.healthRegen "5.0000" // [ 5, 0-10 ] commonOption.numLives "0" // [ 0, 1, 2, 3, 5, 9 ] ...
    118 KB (14,226 words) - 18:00, 7 February 2012
  • {{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|List of items for each released PC Patches - All patches are auto-delivered via Ste *CTF: You can only score a capture when your flag is at your base, regardless of Touch Return setting. ...
    12 KB (1,801 words) - 21:27, 7 November 2011
  • "ambientintensity" "0.5" "sky_intensity_factor0" "2.5" ...
    18 KB (1,162 words) - 15:52, 27 March 2011
  • ...st source to look at if you have questions regarding implementation of any of the script examples below as they are all taken from Verrückt. Custom zombie maps will need to have a prefix of '''nazi_zombie_''' in order to work correctly with the game. Your scripts/ ...
    32 KB (4,684 words) - 17:48, 7 February 2012
  • |Intensity of the sun (1 = fullbright, 2 = full overbright for something facing directly |Intensity of the sun used for radiosity. If not set, 'sunLight' is used for radiosity t ...
    16 KB (1,178 words) - 20:03, 13 March 2010
  • ...lick in the 2D Grid and go to Info>>>Player>>>Start You will only need one of these due to the fact that the other spawn points will be Script_structs *Then give all 4 of the Script_structs the key and values as shown here... *Press N to bring up ...
    17 KB (2,742 words) - 15:02, 27 December 2023
  • See also: [[Call of Duty 5: Dvars List|Dvars List]] ai_playerNearAccuracy "0.5" ...
    59 KB (6,020 words) - 19:41, 7 July 2014
  • A cg_chatHeight "5" A cg_hudChatIntermissionPosition "5 90" ...
    116 KB (10,373 words) - 17:45, 7 February 2012
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