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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
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