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Forum: All Forums : Call of Duty: World at War
Category: CoDWW General
General game questions, comments, and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: CoD4 Xmodels to CoD:WaW
jeannotvb
General Member
Since: Dec 8, 2007
Posts: 620
Last: Feb 1, 2010
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Level 6
Im a fan of MODSonair
Category: CoDWW General
Posted: Monday, Oct. 26, 2009 08:37 pm
Hello, I'm importing my entire mod to CoD:WaW because I need a lot of materials from CoD:WaW in order for my mod to succeed.

I need some models from CoD4 for my maps, I tried simple copy/pasting but that didn't work.
I talked to h0ly and he told me I had to copy/paste the:

- xmodel
- xmodelparts
- xmodelsurfs

But the first letter of the name of had to be removed (don't know why).
Most models don't work though, they still show up as red boxes in CoD:WaW Radiant.

I noticed only the models that have one xmodelpart and one xmodelsurf work, so a model like the M1A1 (which has more than 10) won't work - I geuss Radiant has problems recognizing the correct files.

Any way of getting around this? If there's no solution I'll have to use the xmodel exporter and put them in the game manually with Maya and the AssMan but that's going to take a lot of time.
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jeannotvb
General Member
Since: Dec 8, 2007
Posts: 620
Last: Feb 1, 2010
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Level 6
Im a fan of MODSonair
Category: CoDWW General
Posted: Wednesday, Oct. 28, 2009 10:50 am
bump
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
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Level 8
Im a fan of MODSonair
Category: CoDWW General
Posted: Wednesday, Oct. 28, 2009 11:04 am
Quite a few people have exported COD4 weapons to WaW, so obviously, there is a "way around" it. If you are getting a red box I highly doubt its because of the number of parts to the model. It is more likely that you arent adding all the assets to your zone file correctly.

I think most modders who have tried this themselves know about having to drop the first letter in the anims, surfs, and modelparts. No one knows "why" though.

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Sevenz
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Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Category: CoDWW General
Posted: Wednesday, Oct. 28, 2009 12:43 pm
http://wiki.modsrepository.com/index.php/Call_of_Duty_5:_COD4_model_import

doesn't make any sense to me to drop the first letter, but well, sounds like a strange bug.

you could try to add a letter at the beginning of the KVP value in the entity editor while leaving the xmodel names shortened, strange idea but it seems to be a weird bug right?
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DemonSeed
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Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
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Level 8
Im a fan of MODSonair
Category: CoDWW General
Posted: Wednesday, Oct. 28, 2009 01:32 pm
Sevenz writes...
Quote:
http://wiki.modsrepository.com/index.php/Call_of_Duty_5:_COD4_model_import

doesn't make any sense to me to drop the first letter, but well, sounds like a strange bug.

you could try to add a letter at the beginning of the KVP value in the entity editor while leaving the xmodel names shortened, strange idea but it seems to be a weird bug right?


Quote:
doesn't make any sense to me to drop the first letter, but well, sounds like a strange bug.


From the very source you linked to:

Quote:
but rename the last 2 above Xmodelparts and Xmodelsurfs by removing the first letter in the filename.
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zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
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Level 8
Category: CoDWW General
Posted: Wednesday, Oct. 28, 2009 01:38 pm
Some Xmodel dont need the first letter remove, some do. In any case it simple to find out, create a dummy map using the Launcher, add the xmodel in the Zone File and compile. On compile .ff the Linker_pc will output whats missing or not with the filename it is looking for.
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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 General
Posted: Wednesday, Oct. 28, 2009 03:52 pm
Quote:
Some Xmodel dont need the first letter remove, some do

now that's odd. could it have to do with the messed compiler.exe? or is it the name length?
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jeannotvb
General Member
Since: Dec 8, 2007
Posts: 620
Last: Feb 1, 2010
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Level 6
Im a fan of MODSonair
Category: CoDWW General
Posted: Wednesday, Oct. 28, 2009 08:49 pm
Thanks for the replies, I will check that tutorial.
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jeannotvb
General Member
Since: Dec 8, 2007
Posts: 620
Last: Feb 1, 2010
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Level 6
Im a fan of MODSonair
Category: CoDWW General
Posted: Wednesday, Oct. 28, 2009 09:35 pm
I followed the tutorial but it didn't work on the M1A1 - so I looked at the compiler and it said these two surfs were missing:

ERROR: xmodelsurf 'm1a1_abrams_lod_10' not found
ERROR: Cannot find 'xmodelsurfs 'm1a1_abrams_lod_10'


I had the first letter removed from these, but I gave them back their original name.
After doing that it still wouldn't work so I compiled again and it said:

ERROR: xmodelsurf 'm1a1_abrams_lod_20' not found
ERROR: Cannot find 'xmodelsurfs 'm1a1_abrams_lod_20'


So I renamed those to their original names as shown above but still it wouldn't work - the compiler continued giving me these errors untill I had renamed about 4 files.

I can't see the structure behind all this, it is obvious though that some of the LOD files must not have their first letter removed.

For the "vehicle_m1a1_abrams_static" model you must NOT rename the following files (Xmodelsurfs):

- m1a1_abrams_lod_10
- m1a1_abrams_lod_20
- m1a1_abrams_lod_31

I'll run a test in-game and post updates.

Editor:


edit:

And there you have it, fully functional M1A1 Abrams model in CoD:WaW - the specular map seems to work apart from the red on the tank but I didn't compile reflections.



edit:

Yeah just compile the reflections to get rid of the red stuff.

edit:

The other LOD files must not be renamed if you want the other m1a1 models like the destroyed one.
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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 General
Posted: Wednesday, Oct. 28, 2009 10:44 pm
i can think off two reasons for your problem:

1. the cod4 and cod5 files have different data structures
2. bug in the format, like with the physics presets (buggy compiler.exe)
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