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  • '''Models in Radiant''' Placing models in Radiant is different now than it was in previous versions of Call of Dut ...
    8 KB (1,523 words) - 20:43, 18 October 2008
  • ...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
  • tag_gunner_hands1 // attach point for player models hand tags ...
    3 KB (457 words) - 06:09, 10 January 2009
  • [[Image:Nutshell.png]] Model pics are previews, shown when choosing World Models (misc_model) in Radiant. [[Category:Models]] ...
    425 bytes (62 words) - 20:32, 24 March 2011
  • [[Image:Nutshell.png]] This tutorial will show you how to rotate models or brushes around any axis and at any speed. One single script will allow m The lights on this lighthouse are models and rotate very slowly, looks awesome in game. ...
    5 KB (794 words) - 22:48, 22 February 2012
  • [[Image:Nutshell.png]] This tutorial shows how to create 'bobbing' models in water to give a floating movement impression. I got the script from a CO '''<font color="blue">2 models are animated in this example:'''</font> ...
    2 KB (354 words) - 19:48, 24 October 2016
  • 19 KB (2,506 words) - 12:23, 21 March 2012
  • ...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
  • ...Gallery of most models used in CODWaW is available [[Call of Duty 5: World Models|HERE]]</font> ...
    863 bytes (143 words) - 21:46, 20 September 2009
  • 1 KB (323 words) - 20:32, 20 November 2008
  • [[Image:Nutshell.png]] Model pics are previews, shown when choosing World Models (misc_model) in Radiant. [[Category:Models]] ...
    492 bytes (72 words) - 23:49, 21 September 2009
  • ...dd new Zombie AI Spawners for your maps with either new AI settings or new Models''' * Inside the Archetype you will find Character Models: ...
    4 KB (579 words) - 05:34, 18 October 2016
  • 1 KB (174 words) - 01:45, 28 December 2023
  • ...Nutshell.png]] Models/Prefabs pics are previews, shown when choosing World Models (misc_model) in Radiant. *The models/Prefabs can be downloaded as a ZIP archive [http://wiki.modsrepository.com/ ...
    439 bytes (64 words) - 23:10, 29 March 2011
  • 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
  • ...models (Dempsey, Richtofen, Nikolai and Takeo) with Shadow of Evil player models. Another tutorial will be done to explain how to create your own Zombie Pla ...Modtools contains the code we need to change to change the assigned Player Models / Characters ...
    3 KB (371 words) - 05:05, 18 October 2016
  • ...tutorial will show you how to create your own Collision Map files so that models are clipped when in game.}} ...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 xmodel ...
    3 KB (527 words) - 16:33, 15 March 2012
  • This tut will not tell you how to make models or export them. All cod 4 models must have vertex colors assigned usually they are always white, so assign y ...
    5 KB (834 words) - 01:29, 17 April 2012
  • == Adding Custom Player Models == == Setting Up Player Models Table == ...
    2 KB (404 words) - 17:20, 24 June 2017

Page text matches

  • ...Nutshell.png]] Models/Prefabs pics are previews, shown when choosing World Models (misc_model) in Radiant. *The models/Prefabs can be downloaded as a ZIP archive [http://wiki.modsrepository.com/ ...
    439 bytes (64 words) - 23:10, 29 March 2011
  • ...ic.net/CoD/XmodelExporter.htm Diego Logic]; It is used to exported exiting Models to .OBJ}} This version supports all Call of Duty Series xmodels. Animated models, such as vehicles and characters, are fully supported. ...
    781 bytes (117 words) - 21:20, 28 July 2009
  • |Example=<pre>if( Closer( center, models[j].origin , models[i].origin ) ) ...</pre> ...
    450 bytes (76 words) - 02:58, 1 August 2009
  • [[Image:Nutshell.png]] Model pics are previews, shown when choosing World Models (misc_model) in Radiant. [[Category:Models]] ...
    425 bytes (62 words) - 20:32, 24 March 2011
  • [[Image:Nutshell.png]] Model pics are previews, shown when choosing World Models (misc_model) in Radiant. [[Category:Models]] ...
    492 bytes (72 words) - 23:49, 21 September 2009
  • == Adding Custom Player Models == == Setting Up Player Models Table == ...
    2 KB (404 words) - 17:20, 24 June 2017
  • '''Models in Radiant''' Placing models in Radiant is different now than it was in previous versions of Call of Dut ...
    8 KB (1,523 words) - 20:43, 18 October 2008
  • * [[Call of Duty: Create Models with Blender (without Maya)|Create Models with Blender (without Maya) *NEW*]] ...
    599 bytes (86 words) - 19:11, 6 October 2011
  • |Summary=Returns the number of attached models for this entity. ...
    197 bytes (26 words) - 01:55, 1 August 2009
  • |Summary=detaches all attached models from an entity ...
    179 bytes (24 words) - 01:57, 1 August 2009
  • * [[Call of Duty 4: Models imports|Models Imports]] * [[Call of Duty: Create Models with Blender (without Maya)|Create Models with Blender (without Maya) *NEW*]] ...
    2 KB (234 words) - 12:14, 10 August 2012
  • |Example=<pre>dist = Length( models[j].origin - center );</pre> ...
    244 bytes (37 words) - 02:57, 1 August 2009
  • ...Gallery of most models used in CODWaW is available [[Call of Duty 5: World Models|HERE]]</font> ...
    863 bytes (143 words) - 21:46, 20 September 2009
  • ...create new assets or alter stock ones; assets such as weapons, materials, models, animations... ...ibrairy of models included as well as finding out materials used for those models. ...
    2 KB (278 words) - 22:30, 23 June 2011
  • ...dd new Zombie AI Spawners for your maps with either new AI settings or new Models''' * Inside the Archetype you will find Character Models: ...
    4 KB (579 words) - 05:34, 18 October 2016
  • *[[Call of Duty 2: World Models Prefabs|World Models & Prefabs]] *[[Call of Duty: Create Models with Blender (without Maya)|Create Models with Blender (without Maya) *NEW*]] ...
    2 KB (245 words) - 12:28, 10 August 2012
  • |Example=<pre>dist2 = LengthSquared( models[j].origin - center );</pre> ...
    359 bytes (55 words) - 02:57, 1 August 2009
  • {{Note|Once you've compiled and run a custom map, models in the game might show up with a rainbow tint, such as the below viewmodel. This means that the level doesn't have a grid file, meaning models in the world won't be lit properly. The grid file should cover all areas t ...
    3 KB (577 words) - 00:13, 11 July 2009
  • |Example=<pre>dist2 = DistanceSquared( models[j].origin, center );</pre> ...
    407 bytes (61 words) - 02:57, 1 August 2009
  • *[[Call of Duty bo3: ZM Models|Adding new Zombies AI Models]] *[[Call of Duty bo3: ZM Player Models|Changing Zombies Player Models Tut #1 (SOE Characters)]] ...
    2 KB (380 words) - 00:33, 8 April 2020
  • [[Image:Nutshell.png]] Once you've compiled and run a custom map, models in the game might show up with a rainbow tint, such as the below viewmodel. This means that the level doesn't have a grid file, meaning models in the world won't be lit properly. The grid file should cover all areas t ...
    4 KB (630 words) - 14:34, 27 January 2009
  • ...ore info: [[Call of Duty: Create Models with Blender (without Maya)|Create Models with Blender]] ...
    1 KB (178 words) - 01:55, 28 December 2023
  • == Available Skybox models == The following skybox models are included with the tools: ...
    4 KB (720 words) - 18:35, 25 July 2009
  • ...tutorial will show you how to create your own Collision Map files so that models are clipped when in game.}} ...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 xmodel ...
    3 KB (527 words) - 16:33, 15 March 2012
  • * [[Call of Duty 4: Placing Models|Adding Models]] * [[Call of Duty: Changing LOD distance of existing model|Changing LOD on Models *NEW*]] ...
    7 KB (1,047 words) - 14:57, 27 December 2023
  • ==Extracting Models from the iwd files== ...ly type in the model name. Extracting this folder allows you to browse for models instead of having to type in a name. ...
    4 KB (633 words) - 16:11, 7 August 2011
  • ...ic.net/CoD/XmodelExporter.htm Diego Logic]; It is used to exported exiting Models to .OBJ ...n works for the static models, but will not export or preview the animated models. ...
    3 KB (517 words) - 15:52, 26 August 2011
  • ...the tool 'xmodel exporter' will provide you with .obj file exports of the models. They won't, however, be rigged on their original skeleton, so you will hav ...r popular 3D modelling tools like 3ds. And then again, Maya can import 3ds models, too. ...
    5 KB (878 words) - 16:30, 27 February 2009
  • *[[Call of Duty 5: Players Model|Multiplayer Player Models]] *[[Call of Duty 5: World Models|World Models]] ...
    4 KB (595 words) - 12:27, 10 August 2012
  • ...ge thing - modification of our game-client, which allows you to use custom models on usual server. It needs medium knowledge about modding itself, so you sho ...>_load.ff and include everything you want there''', so, you can get custom models working. ...
    1 KB (262 words) - 06:28, 22 October 2012
  • ==Adding The Models To Your Map== *Now for the models: ...
    3 KB (487 words) - 15:13, 16 December 2010
  • [[Image:Nutshell.png]] This tutorial shows how to create 'bobbing' models in water to give a floating movement impression. I got the script from a CO '''<font color="blue">2 models are animated in this example:'''</font> ...
    2 KB (354 words) - 19:48, 24 October 2016
  • NOTE: With some models the clip generated might end up having too many faces and could lead to com ...
    558 bytes (86 words) - 15:55, 12 January 2017
  • *[[Call of duty 5: Player Models Joints & Tags|Player Models Joints & Tags]] ...
    2 KB (253 words) - 19:51, 9 February 2012
  • * [[Call of Duty 5: Placing Models|Adding Models]] ...of Duty 5: Creating Collmaps for Models|Creating Collmaps for non-clipped Models]] ...
    8 KB (1,121 words) - 14:58, 27 December 2023
  • [[Image:Nutshell.png]] This tutorial will show you how to rotate models or brushes around any axis and at any speed. One single script will allow m The lights on this lighthouse are models and rotate very slowly, looks awesome in game. ...
    5 KB (794 words) - 22:48, 22 February 2012
  • ...models (Dempsey, Richtofen, Nikolai and Takeo) with Shadow of Evil player models. Another tutorial will be done to explain how to create your own Zombie Pla ...Modtools contains the code we need to change to change the assigned Player Models / Characters ...
    3 KB (371 words) - 05:05, 18 October 2016
  • {{Note|This article is to help you select the Player Models for your maps.}} There are 4 combiantion possible for your MP Levels in regards to Player Models: ...
    6 KB (887 words) - 14:49, 16 December 2010
  • * [[Call of Duty 5: Players Model|Selecting Player Models]] *[[Call of Duty 5: Players Model|Multiplayer Player Models]] ...
    2 KB (316 words) - 12:26, 10 August 2012
  • == Lump[27] - Models == ...
    2 KB (251 words) - 17:42, 29 June 2011
  • ...f the maps, they can also be used in order to create collision around some models that by default you can walk trough. ...
    1 KB (242 words) - 20:28, 25 November 2008
  • {{Warning|Misc models (props) can get pulled into Maya as a basic bounding box.}} ...
    2 KB (273 words) - 22:08, 10 May 2009
  • *[[Call of duty bo3: spinning models|Add spinning object to your map]] ...
    589 bytes (93 words) - 03:10, 29 June 2020
  • ...es as- Choose from wireframes to fully skinned, entities are most commonly models.<br> -Down Arrow- Drops selected models to the floor and applys a random rotation and scale, useful for foliage.<br ...
    5 KB (824 words) - 20:22, 11 November 2008
  • * [[Call of Duty: Create Models with Blender (without Maya)|Create Models with Blender (without Maya) *NEW*]] ...
    3 KB (402 words) - 19:47, 9 February 2012
  • ...f the maps, they can also be used in order to create collision around some models that by default you can walk trough. ...default for the players, tanks can go trough them, also trough some other models. Other problem here, Foliage does seem to block grenade and such :( ...
    2 KB (389 words) - 17:33, 16 May 2016
  • ...the console will be spammed with missing model errors, only a few zombies models will appear because they have the same names ...
    1 KB (167 words) - 22:38, 23 June 2011
  • This tut will not tell you how to make models or export them. All cod 4 models must have vertex colors assigned usually they are always white, so assign y ...
    5 KB (834 words) - 01:29, 17 April 2012
  • * [[Call of Duty 4: World Models|World Models]] ...
    2 KB (356 words) - 12:28, 10 August 2012
  • == Player Models == ...
    3 KB (456 words) - 20:32, 16 November 2011
  • ...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
  • A method using Stock GSC script which can be also applied to Models, Check out the '''raw/fx/destructibles/''' folder for available stock FXs. ...
    6 KB (960 words) - 16:02, 9 September 2009
  • ...ike in BO. We should take colour map and combine it with specular (on some models there is 2 specular maps, which are pretty simple, but one more darken (for ...
    5 KB (904 words) - 19:18, 26 July 2011
  • *When you start putting in models the plant tool (green arrow down and adjacent one toggles planting at an an ...roup any world geometry (but not entities - so brushes and patches but not models or prefabs) together into one selectable object called a func_group. Selec ...
    14 KB (2,618 words) - 13:36, 16 July 2010
  • ...olor|TIP #1:|blue}} When making a map i suggest placing extra Destructable models in the map (hidden from view) and test with a few mods regularely during ma ...
    6 KB (1,076 words) - 13:30, 10 June 2011
  • Part of lighting is the grid file. Entities (models, players, AI) in a map are lit by the lights in the map. In complex maps (a ...
    12 KB (2,224 words) - 19:13, 24 November 2008
  • ...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 (1,306 words) - 19:00, 10 April 2015
  • Toggle if models are selectable : With this selected you cannot select a model.<br> ...
    9 KB (1,485 words) - 20:09, 10 January 2011
  • ...Precache (load) the com_bottle1, com_bottle2, com_bottle3 and com_bottle4 models ...Precache (load) the com_bottle1, com_bottle2, com_bottle3 and com_bottle4 models ...
    16 KB (2,277 words) - 13:55, 23 February 2012
  • ...seems to small that's alright u can edit it to the right size you can edit models in the file just like any other file. ...
    14 KB (2,517 words) - 15:43, 15 October 2012