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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Zombie/Co-Op Mapping
CoD: World at War co-op mapping and level design. Zombie maps and other co-op mapping help.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: ~EXEC CREATEFX Creating FX in game!
DeCap
General Member
Since: Dec 24, 2008
Posts: 153
Last: Oct 30, 2009
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Level 4
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, May. 5, 2009 03:58 pm
Does anyone know more information about this. It doesn't seem to work for me. There must be a step missing here. I keep getting unknown command insert fx once in the exec createfx

I know developers are using this. I would love to save time and add fx IN-GAME!!!

Found this on the RGN forums, but I don't think its to cod5. Still has the same idea:

To use:
1. In the console, type 'exec createfx'
2. The map will now restart.
3. Press and hold f1 to show the help menu.
4. 'Insert' inserts an effect and should get you started.
5. Adjust FX as necessary.
6. Pressing S will save the FX data.
7. Copy and paste the contents from this output to another map for use.

Notes: - FX to be used need to be loaded like using the following format
(usually in the precacheFX() function of the level_fx file):

level._effect["exp_pack_doorbreach"] = loadfx("explosions/large_vehicle_explosion");

The in-game FX editor looks for level._effect["X"]. These FX must also
be loaded with a loadfx() call.

- Make sure that #include maps\_utility; is included in your level_fx script
or you'll get script errors if you're dumped FX using the createfx script
in your level somewhere.

Source: maps\effectsed_box_fx.gsc

saddly thats for dev's only :(

none of the commands that get executed work all missing.


I doubt Treyarch wants us to copy and paste the zapper FX!!!
I know I would never think of that!!!

=-)

,DeCap
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
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Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, May. 5, 2009 04:53 pm
Kinda looks like this is for placing FX into your level (rather than getting co-ords manually then typing them into the create fx script).

This would also be a reason for the whole "create fx already generated.. blah blah so many fx are here)

I mean, who counts how many fx? The comment at the top sounds like it's been made by a program.

And the exec command normally exec config files so unless we have them they won't work.

hmm actually this kinda works...

If we could grab .cfgs from fast files we could get more info.

edited on May. 5, 2009 12:58 pm by techno2sl
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DeCap
General Member
Since: Dec 24, 2008
Posts: 153
Last: Oct 30, 2009
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Level 4
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, May. 5, 2009 04:58 pm
So dodn't ask how. But think i have the config file. but where do i put it ??? If it works! I'll share it to those who actually help out around here!

You know who you are!!!!


,DeCap
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SparkyMcSparks
General Member
Since: Feb 28, 2004
Posts: 1713
Last: Dec 29, 2016
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Level 8
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, May. 5, 2009 05:21 pm
The cfg and just about all other CFGs are in IWD 00. Use WinRar to extract.
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DeCap
General Member
Since: Dec 24, 2008
Posts: 153
Last: Oct 30, 2009
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Level 4
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, May. 5, 2009 05:23 pm
::SPARKS RESPONDS::

[eek]



I already did that. Now where do I put it?
Sorry for sounding like such a Noob.

Thanks Sparks! You ROCK![rocking]

edited on May. 5, 2009 01:25 pm by DeCap
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Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
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Level 5
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, May. 5, 2009 06:27 pm
I would guess the "..\raw\" folder due to the fact it has an "images" folder inside of IWD00.
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Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
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Level 5
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, May. 5, 2009 06:42 pm
It still doesn't work :(.
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DeCap
General Member
Since: Dec 24, 2008
Posts: 153
Last: Oct 30, 2009
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, May. 5, 2009 06:52 pm
I believe you might have to type something like developer_string or something before. Than after you do all this you can only write the script file that you'll copy and paste into you gsc_fx.

I could swear that I started a topic on needing to know more knowledge of the tools at hand. Guess that would be like getting FX on a silver plate! How are we just now finding out about tools like this?

Sparks! Help us out!
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, May. 5, 2009 07:02 pm
Treyarch has a special dev build of the executable. What we got is a retail exe lacking most of the dev features like the devgui, fx placing and the file script functions.

i started a project to get some functionality of the dev buid back:

CoD5 - DevGui
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, May. 5, 2009 07:03 pm
I have a feeling this is not going to work, the file itself calls of a few binds but that's all.

There are probably other files that we nee to find to get a better understanding.

Oh and the file will work fine from the IWD.
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