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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

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: ...
    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
  • ...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
  • // 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 ...
    3 KB (447 words) - 20:43, 28 August 2011
  • ...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\''' ...
    3 KB (371 words) - 05:05, 18 October 2016
  • {{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
  • 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
  • [[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
  • {{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
  • *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
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