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MInefield problemCall of Duty 4 : CoD4 MP MappingDemonSeed writes...Quote:
Binocular textures from WaW? No Pal, its from the SP COD4 game. Check out
COD4/main/iw_00.iwd/binocular_overlay.iwi.
As for the objective icons - I dont know which ones you are referring to.
objpoint_star.iwi
objective.iw... [ more] |
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Mar 11, 2010 08:44 am by zeroy |
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MInefield problemCall of Duty 4 : CoD4 MP Mapping-- DELETED POST PER FORUM RULES --... [ more] |
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Mar 11, 2010 08:32 am by zeroy |
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MInefield problemCall of Duty 4 : CoD4 MP MappingDemonSeed writes...Quote:As for your argument about worldspawn settings
being piracy I can only lolz at it. It is about as bogus as you can get.
I think what Ray was getting at is that using content from one COD title to
another has already been discus... [ more] |
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Mar 11, 2010 08:24 am by zeroy |
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MInefield problemCall of Duty 4 : CoD4 MP MappingYou could look for another sound that matches, see Freesound.org. I used
quite a few from this site on Steamlab Map.... [ more] |
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Mar 11, 2010 06:24 am by zeroy |
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Spot light question.Call of Duty 4 : CoD4 MP MappingDouble your Cover brushes (use Clone) with the tool texture Shadow:
That how i done it on Steamlab for instance:
... [ more] |
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Mar 8, 2010 12:44 pm by zeroy |
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animated propsCall of Duty 4 : CoD4 MP MappingThe animated_model_setup() function isnt suported in MP as any of the anim
functions by the way. The only way you could get a model/brush to move in
MP is to use a script to do so, like in this tutorial... [ more] |
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Mar 8, 2010 12:26 pm by zeroy |
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3D model problem/how to edit XModelCall of Duty 4 : CoD4 GeneralA problem with the weapon file it seems. the Hidetag you specify is
correct, here are the tags for the viewmodel_g3_mp_brock:
Tag Tree
╘ j_gun
╞ j_bolt
╞ tag_acog
╞ tag_ak47_mount
╞ tag_brass
_... [ more] |
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Mar 7, 2010 04:56 pm by zeroy |
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Activision Cites Infinity Ward "Insubordination"MODSonline : In The NewsSome developments, new press release from ATVI:
Activision Publishing Reveals New Plans for Call of Duty(R) Franchise
Company to Establish Dedicated Business Unit to Focus on Product Excellence
and Brand Expansion --Company Confirms New Call of Du... [ more] |
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Mar 2, 2010 06:40 pm by zeroy |
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customized xmodels and game limits.Call of Duty 4 : CoD4 ScriptingIll go along in favor for CODWAW for huge conversions. The RGN Vietnam mod
currently has over 80 custom Xmodels (from player models to gears to
weapons and more). Materials stands at 40 - since the mod.arena workaround
you can go a little higher but needs... [ more] |
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Mar 2, 2010 07:08 am by zeroy |
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no foot steeps 1.4Call of Duty: World at War : CoDWW Zombie/Co-Op MappingCan you confirm the name of your level?
nazi_zombie_factory or nazi_zombie_backlot?... [ more] |
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Mar 2, 2010 06:37 am by zeroy |
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Activision Cites Infinity Ward "Insubordination"MODSonline : In The NewsJason West and Vince Zampella, two lead developers at Infinity Ward, met
with Activision earlier today. Then they seemed to disappear and
"bouncer-types" showed up at the studio. This Activision filing might
explain why.
"The Company is concluding an i... [ more] |
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Mar 2, 2010 05:21 am by zeroy |
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no foot steeps 1.4Call of Duty: World at War : CoDWW Zombie/Co-Op MappingALWAYS put a space between // and any comments or text. Not doing so can
void the CSV file content after that point. Try to add a space where you
should have one and compile again.
The other thing i noticed, there are 2 Level map name used for the soun... [ more] |
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Mar 1, 2010 12:19 pm by zeroy |
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customized xmodels and game limits.Call of Duty 4 : CoD4 ScriptingSamuel033 writes...Quote:Hmmm. I was hoping that in a sense using an
updated version of an existing model would just tell the game to discard
the older one and load the new one in its place in the mod.
That is the case but not if you use the xmodel fil... [ more] |
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Mar 1, 2010 06:58 am by zeroy |
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Compile errorCall of Duty: World at War : CoDWW MP MappingYep, your e_fence.map prefabs has a wrong header. Open the file with
notepad and check that it has the following header:
Code:
iwmap 4
"000_Global" flags active
"The Map" flags
// entity 0
{
"classname" "worldspawn"
... [ more] |
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Feb 28, 2010 04:51 pm by zeroy |
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customized xmodels and game limits.Call of Duty 4 : CoD4 ScriptingYou can actually overwrite existing models however overwriting weapon
models somehow doesnt work - as the post above said, probably due to how
and when the common_mp.ff is loaded (it contains the mp weapon models). The
star wars mod simply uses existing m... [ more] |
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Feb 28, 2010 03:57 pm by zeroy |
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COD2 remake: a mod for cod4.Call of Duty 4 : CoD4 Generali would disagree, bringing ww2 to cod4 could be interesting, i did the RSM
mod using COD2 weapons to bring bolts back in cod4 but it could be
interesting to do it using codwaw weapons since we know the
models/materials/anims are compatible.
It is going... [ more] |
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Feb 25, 2010 12:58 pm by zeroy |
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no foot steeps 1.4Call of Duty: World at War : CoDWW Zombie/Co-Op MappingMy bet would be on the soundalias not being loaded correctly or something.
Im not overly familiar with SP/COOP but these are the lines that should be
in Zone File to load the "generic" sounds:
Code:
sound,common,your_level,all_sp
sound,character,your... [ more] |
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Feb 25, 2010 07:40 am by zeroy |
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[Release] RGN Vietnam Mod v1.0Call of Duty: World at War : CoDWW Map + Mod ReleasesJust uploaded files to Modsonline, i will update the post when they go
live.
Thanks Brax!... [ more] |
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Feb 23, 2010 05:47 am by zeroy |
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[Release] RGN Vietnam Mod v1.0Call of Duty: World at War : CoDWW Map + Mod ReleasesPatch 1.1 now released:
RGN Vietnam Mod Version 1.1
Public Release
Copyright © RGN, Raiders Game Net
After a few months of patching/testing/addition thanks to YOUR feedback and
to great modders in the community RGN is pleased to release RGN V... [ more] |
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Feb 23, 2010 05:30 am by zeroy |
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CoD4 SP Script Entities extracted (.MAP)Call of Duty 4 : CoD4 SP Mappingfoyleman writes...Quote:and yes... this could effect the files hosted here.
If any file here on the site is reported to me as containing illegal
content, I must remove it. It could mean that this site loses value to some
people, but this site also won't b... [ more] |
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Feb 19, 2010 11:41 am by zeroy |
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CoD4 SP Script Entities extracted (.MAP)Call of Duty 4 : CoD4 SP Mappingfoyleman writes...Quote:Please tell me your thoughts on these comments.
Well you forgot a point raised earlier in the thread: Most if not all Mods
for COD4/COD5 have code/materials derived from the same "decompiling"
(which i explain before is a simple... [ more] |
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Feb 19, 2010 11:25 am by zeroy |
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Activision announces $100,000 Indie games competitionMODSonline : GeneralKotick is just looking for some top edge cutting underground dev team he
can buy to make more bucks. I dont believe the guy is in it for a passion
of gaming ... [ more] |
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Feb 19, 2010 07:50 am by zeroy |
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CoD4 SP Script Entities extracted (.MAP)Call of Duty 4 : CoD4 SP MappingDemonSeed writes...Quote:... yet that is precisely what you do if someone
(anyone) decompiles one of your mod.ff files. I think there are far too
many people in our modding communties who dont give a flying fig about the
feelings of the studio developers.... [ more] |
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Feb 18, 2010 05:30 am by zeroy |
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CoD4 SP Script Entities extracted (.MAP)Call of Duty 4 : CoD4 SP MappingSparkyMcSparks writes...Quote: Why won't the geo for the SP maps be
released seeing as various CoD MP geo were recently ripped/ decompiled +
released / shared among the community without hesitation of violating ATVI
& individual developer integrity / own... [ more] |
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Feb 17, 2010 03:49 pm by zeroy |
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CoD4 SP Script Entities extracted (.MAP)Call of Duty 4 : CoD4 SP Mappingfoyleman writes...Quote:Listing a decompiled map minus the brushes is still
a decompiled map.
The word Decompiled here is wrong. Check out the Definition HERE and spot
this:
Quote:A decompiler is the name given to a computer program that performs th... [ more] |
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Feb 17, 2010 12:22 pm by zeroy |