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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Scripting
Scripting and coding with Call of Duty: World at War.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Replaceing the HQ model
HouseOfPain
General Member
Since: Nov 11, 2007
Posts: 40
Last: Oct 17, 2010
[view latest posts]
Level 2
Category: CoDWW Scripting
Posted: Monday, Jun. 29, 2009 01:50 am
Ok i have a model that i want to replace the HQ can please help me with this 1...

~Thanks, Pain
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoDWW Scripting
Posted: Monday, Jun. 29, 2009 06:09 am
HouseOfPain writes...
Quote:
Ok i have a model that i want to replace the HQ can please help me with this 1...

~Thanks, Pain


Is this for a mod or a map?

If its for a mod -

1. Name your model "war_hq_obj", and place all of its parts in the various model folders in your "raw" directory.
2. Add the model to your mod.csv file:

Quote:
xmodel,war_hq_obj


3. Compile your mod.ff file.

4. When you run HQ now, the stock model will have been replaced with your new model.

If its for a map -

1. Go to [CODWW INSTALL]map_source/_prefabs/MP and find war_hq_obj.map file.
2. Open the .MAP file with a hexcidecimal text editor (Wordpad isnt advisable as it wont retain the hexcidecimal coding of the original .MAP file. Google for Programmers Notpad, download it, and use that to open any .MAP file. Its free, and its a hexcidecimal editor) and find Entity 4:

Quote:
// entity 4
{
"angles" "0 360 15"
"classname" "script_model"
"model" "war_hq_obj"
"origin" "-25.0 2.5 37.5"
"script_gameobjectname" "hq"
"targetname" "auto1"
"spawnflags" "4"
}


3. Change the line highlighted in red to the name of the xmodel you want to use:

Quote:
// entity 4
{
"angles" "0 360 15"
"classname" "script_model"
"model" "your_model_name"
"origin" "-25.0 2.5 37.5"
"script_gameobjectname" "hq"
"targetname" "auto1"
"spawnflags" "4"
}


4. Close and save.
5. Now, when you come to add HQ to your map, and you use the war_hq_obj prefab, it will use your model instead of the stock one.

edited on Jun. 29, 2009 02:14 am by DemonSeed
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HouseOfPain
General Member
Since: Nov 11, 2007
Posts: 40
Last: Oct 17, 2010
[view latest posts]
Level 2
Category: CoDWW Scripting
Posted: Tuesday, Jun. 30, 2009 01:24 am
Thanks ALOT!!!!!!
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HouseOfPain
General Member
Since: Nov 11, 2007
Posts: 40
Last: Oct 17, 2010
[view latest posts]
Level 2
Category: CoDWW Scripting
Posted: Friday, Jul. 3, 2009 05:04 am
for my map it work but 4 my mod i got this error:

Code:
Fastfile 1 of 1, "mod": [ver. 387] process...
ERROR: xmodel 'war_hq_obj' out of date (version 30569, expecting 25).
	failed loading xmodel 'war_hq_obj' for asset 'war_hq_obj' found in source file '../zone_source/mod.csv'
	failed loading 'war_hq_obj' of type 'xmodel' found in source file '../zone_source/mod.csv'
link...compress...save...done.
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoDWW Scripting
Posted: Friday, Jul. 3, 2009 09:51 am
Sounds like an xmodel from a previous game, which hasnt been converted properly.

What model is it, and where did it come from? What did you do to convert it to COD5?
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zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
[view latest posts]
Level 8
Category: CoDWW Scripting
Posted: Friday, Jul. 3, 2009 01:27 pm
I think the name comes from Demonseed instructions:

Quote:
1. Name your model "war_hq_obj", and place all of its parts in the various model folders in your "raw" directory.


This does nto mean to actually rename a model filename thats already created. What you must do is to use the Asset Manager and export your model but use the same name at that point.

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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoDWW Scripting
Posted: Friday, Jul. 3, 2009 02:24 pm
zeroy writes...
Quote:
I think the name comes from Demonseed instructions:

Quote:
1. Name your model "war_hq_obj", and place all of its parts in the various model folders in your "raw" directory.


This does nto mean to actually rename a model filename thats already created. What you must do is to use the Asset Manager and export your model but use the same name at that point.



You can rename an xmodel file just by renaming it. As long as you dont rename all of its parts and materials, it will still work. There is nothing in an xmodel file that dictates what the actual file name is. However, the names of surfs, parts, or materials are dictated in the xmodel file, so if you rename those as well without Hex editing the xmodel file names, it wont work.

However, that is all by-the-by - the OPs problem is a version mismatch problem - not a problem with badly named file parts. I suspect the OP is trying to use an xmodel from a previous COD title.
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