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  • ...d are the mantle textures used to effectively avoid them, how well are the models Clipped so player don´t get stock and how are the spawnpoints set in relati ...
    2 KB (267 words) - 21:27, 18 July 2009
  • ...utshell.png]] This tutorial will explain how you can import Call of Duty 2 models into Cod4 to use in your custom maps. ...F10 to convert the asset, repeat if more than one material to create (some models have more than one) ...
    4 KB (783 words) - 16:42, 19 October 2008
  • ...our doing in the XY or 3D view simply select the brushes / patches or even models you want to work with and press ALT + H. This will hide everything else, le =PLACING MODELS= ...
    6 KB (1,000 words) - 02:08, 31 May 2011
  • Models : ...
    2 KB (208 words) - 11:37, 15 April 2009
  • // precache any models used in your objectives here ...
    4 KB (545 words) - 16:07, 13 January 2011
  • =Models= To make the room a bit more lively you can place Models in it ...
    9 KB (1,604 words) - 03:55, 15 April 2009
  • {{Note|This tutorial will explain how to replace Stock Skins for any models in the game.}} ...Call of Duty 4: Xmodel Exporter|Xmodel Exporter]] to view the new skins on Models.}} ...
    5 KB (829 words) - 17:18, 14 July 2009
  • ...CullDist(DIST);'''</font> where DIST is the distance in Units at which the Models will not be drawn.<br> ...
    1 KB (153 words) - 21:41, 25 July 2010
  • {{Note|This is a step by step tutorial how to export models from Maya to Call of Duty 4 – Modern ...in the Mod Tools 1.0 released by Infinity Ward, you are able to add custom models to your custom maps. The Exporter tools are available for Maya 7 to 8.5. ...
    9 KB (1,497 words) - 18:58, 17 July 2009
  • Models : ...
    2 KB (154 words) - 13:11, 17 April 2011
  • ...mes you have the map/Building done and have an opening to place the Window Models ...is is to place the Radiant Grid on 32Units so that you can easily move the models back to their origin, otherwise it gets confusing; ...
    6 KB (834 words) - 15:17, 16 December 2010
  • *[[Call of duty bo3: spinning models|Add spinning object to your map]] ...
    650 bytes (78 words) - 14:54, 27 December 2023
  • ...t individually, sometimes its desirable to select a whole heap of objects (models, brushes, patches etc etc) at once. Maybe you need to select everything tha == Toggle If Models Are Selectable == ...
    14 KB (2,421 words) - 16:45, 2 July 2009
  • *Firstly, please see this tutorial on how to get the models in the right postions, etc [http://forums.raidersmerciless.com/showthread.p ...
    3 KB (385 words) - 09:14, 27 August 2009
  • ...You can also use this process of selection with anything in the 2D window. Models, brushes, etc. Just make sure that the object you want to select is fully i ...
    3 KB (540 words) - 20:43, 18 October 2008
  • This is especially required for complex CoD2 models! ...
    1 KB (186 words) - 01:50, 28 December 2023
  • Plugins are provided for Maya® 2009 so that you can export your own models and animations.<br>In the Launcher menustrip under Tools, you can find a Ma ...
    2 KB (253 words) - 14:40, 27 June 2011
  • ...ted and should never be modified unless through GDT files. they define the models (heads, bodies) to use for each character. ...
    3 KB (450 words) - 15:06, 10 November 2008
  • *Custom models by '''Red Beret''' ...
    2 KB (317 words) - 22:28, 22 February 2012
  • This will work on any stock models for which you have a normal state model and a destroyed state model availab ...
    2 KB (316 words) - 22:10, 22 February 2012
  • tag_gunner_hands1 // attach point for player models hand tags ...
    3 KB (457 words) - 06:09, 10 January 2009
  • [[Image:Nutshell.png]]Models and Animations in the CoD2 Engine *Our character models are usually rigged on the DefMesh skeleton in 3 different parts: the body, ...
    17 KB (3,141 words) - 16:12, 7 August 2011
  • ...utshell.png]] This tutorial will explain how you can import Call of Duty 2 models into Cod4 to use in your custom maps. ...nvert the asset, repeat if there is more than one material to create (some models have several) ...
    5 KB (800 words) - 18:40, 4 August 2011
  • ...aya models become game models, how materials and animations associate with models and how normal maps are associated with color maps. They also control a wh ...code>. It’s the weapon file for the viewmodel. Keep in mind that the world models for weapons are completely separate from viewmodels. ...
    15 KB (2,670 words) - 15:31, 4 May 2009
  • ...ndow and uncheck some options like '''Detail''' , '''Terrain''', '''Static models''', '''Clip''', '''Mantle''' and '''Decal''' you can see that I´ve created ...
    3 KB (570 words) - 21:10, 28 July 2009
  • Create models and animations for CoD using free Blender and Blender-CoD addon (without Ma Fortunately, you don't require it anymore to create models (static/rigged) and animations for CoD: ...
    5 KB (740 words) - 16:51, 7 October 2012
  • [[Image:Information.png]] As you can see above the default player models are US Marines VS Japanese ...
    2 KB (376 words) - 17:41, 29 June 2011
  • ...mes correspond to the xmodel name in the xmodel folder. By default, static models do not have collision, they get their collision data from these collmaps th ...
    3 KB (557 words) - 20:48, 4 November 2008
  • ...f</font> : This file is the biggest in size and contains the map geometry, models, FXs and more ...
    2 KB (362 words) - 13:50, 1 October 2012
  • Plugins are provided for Maya® 2009 so that you can export your own models and animations.<br>In the Launcher menustrip under Tools, you can find a Ma ...
    2 KB (340 words) - 17:43, 29 June 2011
  • [[Image:Warning.png]] ''This is not limited to models; if you wish to use a brush you can do so by cloning the brush and texturin ...
    4 KB (750 words) - 14:42, 27 November 2008
  • *models: 4096 ...
    2 KB (178 words) - 04:31, 19 September 2009
  • ...ake sure to reset to 1 or remove the modelscale K/V if any and replace the models accordingly on ground.<br> *You can now press Enter to complete and keep going with other models ...
    9 KB (1,195 words) - 13:15, 14 September 2010
  • == PLAYER MODELS/SKINS == The RGN Vietnam Mod features new player models and skins for all Classes.<br> ...
    11 KB (1,656 words) - 15:01, 2 March 2010
  • *Problems in assigning physical models of the heads. Asset Manager misunderstood routes and not allow physical map *No models were assigned to 4 classes of soldiers per side. ...
    6 KB (895 words) - 22:08, 9 February 2011
  • ...Fails to write due to file permissions, it will attempt to write it in the Models's folder next to the Maya file. ...
    5 KB (762 words) - 15:34, 7 June 2012
  • [[Image:Nutshell.png]] This tutorial will explain how to spawn colliders onto models dynamically spawned in a Level. Thanks to Tally for the find! ...
    6 KB (643 words) - 22:41, 28 November 2008
  • [[Category:Models]] ...
    4 KB (546 words) - 15:16, 16 December 2010
  • ==Lump[0x25] - Models== ...
    8 KB (1,248 words) - 16:57, 4 January 2012
  • You can now finish the room off by adding some models and playing around with the lighting. ...
    5 KB (889 words) - 15:04, 27 December 2023
  • ...ime you should generate a '''missingAssets.csv''' with missing animations, models, and FX that the vehicle is using. Copy those to your map's CSV and rebuild ...
    8 KB (1,493 words) - 06:32, 25 January 2009
  • ...ered a “Direct” light. What this means is that Specular and Normal Maps on models and world materials are effected by this light. In other words, this is a r ...
    8 KB (1,314 words) - 12:22, 26 November 2008
  • - Custom models no longer crash the lighting process in Launcher.exe when compiling a map t ...
    6 KB (882 words) - 02:39, 18 February 2014
  • Without: models show up very dark == Lump[35] - Models == ...
    25 KB (3,004 words) - 00:19, 11 March 2012
  • Entities (models, players, AI) in a map are lit by the lights in the map. In complex maps (a ...
    4 KB (663 words) - 21:29, 22 February 2012
  • ...xample below will show how to add dynamic electric cables between to Light Models.'' ...
    6 KB (1,012 words) - 06:53, 11 September 2016
  • ...e doorway. It will stop the primary light's bounding box ensuring only the models in the lit room have the correct lighting. ...
    19 KB (3,085 words) - 14:35, 15 July 2010
  • ...mes correspond to the xmodel name in the xmodel folder. By default, static models do not have collision, they get their collision data from these collmaps th ...
    5 KB (813 words) - 12:55, 30 January 2020
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