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Forum: All Forums : Call of Duty 4
Category: CoD4 Scripting
Scripting and coding with Call of Duty 4.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: mod.ff is huge
{BHF}Dirk
General Member
Since: Apr 4, 2012
Posts: 4
Last: Jul 18, 2012
[view latest posts]
Level 0
Category: CoD4 Scripting
Posted: Thursday, Apr. 5, 2012 05:09 pm
So I'm pretty new to modding, but have done tons of mapping. I studied a lot of file setups for mod.ff files and tried to mimic that. The difference I find is that when I compile my .ff file through the modbuilder, my .ff file ends up being like 25 meg as where all other .ff files I see are around 2 meg. I need to know what I am missing. Should I me compressing my files that go into the .ff file first?
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoD4 Scripting
Posted: Friday, Apr. 6, 2012 07:45 am
{BHF}Dirk writes...
Quote:
So I'm pretty new to modding, but have done tons of mapping. I studied a lot of file setups for mod.ff files and tried to mimic that. The difference I find is that when I compile my .ff file through the modbuilder, my .ff file ends up being like 25 meg as where all other .ff files I see are around 2 meg. I need to know what I am missing. Should I me compressing my files that go into the .ff file first?


I can answer this in 2 parts:

1. Having a over size mod.ff file is a problem we've all had - mod builder doesn't have 2 commands which help keep the mod.ff size down, which are "compress" and "cleanup". If you add those commands when you run pc_linker.exe, it keeps the size down.

Because of this, and because mod builder is buggy anyway, most of use experienced modders for COD4 went back to the old method of using a BATCH file to compile our mod.ff files. You can find an example of such one in the modwarfare package that comes with the game, but here is one of mine as an example:

Code:
xcopy ui_mp ..\..\raw\ui_mp /SY
xcopy materials ..\..\raw\materials /SY
xcopy materials_properties ..\..\raw\materials_properties /SY
xcopy images ..\..\raw\images /SY
xcopy xanim ..\..\raw\xanim /SY
xcopy xmodel ..\..\raw\xmodel /SY
xcopy xmodelparts ..\..\raw\xmodelparts /SY
xcopy xmodelsurfs ..\..\raw\xmodelsurfs /SY
xcopy english ..\..\raw\english /SY
xcopy weapons ..\..\raw\weapons /SY
xcopy mp ..\..\raw\mp /SY
xcopy maps ..\..\raw\maps /SY
xcopy fx ..\..\raw\fx /SY
xcopy vision ..\..\raw\vision /SY
xcopy soundaliases ..\..\raw\soundaliases /SY
xcopy demon ..\..\raw\demon /SY

xcopy animtrees ..\..\raw\animtrees /SY
xcopy waypoints ..\..\raw\waypoints /SY

xcopy vehicles ..\..\raw\vehicles /SY

xcopy sound ..\..\raw\sound /SY

xcopy shock ..\..\raw\shock /SY

copy /Y mod.csv ..\..\zone_source
cd ..\..\bin
linker_pc.exe -language english -compress -cleanup mod
cd ..\mods\demon_compile
copy ..\..\zone\english\mod.ff

pause


You place the BATCH file in your mod raw folder, and run it from there, although technically, it can be run from anywhere.

2. Even when you've done everything stated above, you will still find your mod.ff file increasing in size. This is because linker_pc.exe insists on adding assets to your mod which really aren't needed. But the good thing is, you can prevent it doing it.

Go to zone_source/english/assetliest and find your mod.csv file. Look through it and identify assets which aren't needed (this is trial and error a lot of the time. You will have to constantly run your mod and make sure all your necessary assets are in place).

Copy all these unwanted assets to a new CSV file named mod_ignore.csv.

Place this mod_ignore.csv file in zone_source/english/assetlist.

Delete all the unnecessary assets from your mod.csv file - the one that's in your mod folder, not the one in the assetlist folder (this just gets overridden by the mod folder copy).

Now, add to the top of your mod.csv file (i.e. the one in your mod folder):

Code:
ignore, mod_ignore


Now, when you run your BATCH file again (or mod builder if you decide to keep using it), it will ignore all the assets you listed in mod_ignore.csv.

Weapons are a particular pain, as most of the time you don't need all the assets which the compiler "thinks" you need. Tell me if you are adding weapon files to your mod, and I will give you a nifty work-around on how to keep your weapon assets down (this is MY idea - other people are posting it around the community without crediting me. Do you hear me DarkRapture? Credit where credit is due Son, so credit me).
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{BHF}Dirk
General Member
Since: Apr 4, 2012
Posts: 4
Last: Jul 18, 2012
[view latest posts]
Level 0
Category: CoD4 Scripting
Posted: Friday, Apr. 6, 2012 04:51 pm
Hey Tally, great reply thanks a ton!! Very helpful. I am adding the new weapons mod from openwarfare. I believe those are just in the .iwd though as the rest would just be .gsc commands within the .ff file would they not? Not sure, that's why I am here I suppose!! lol Any help is appreciated. Thanks again.

Drk
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoD4 Scripting
Posted: Friday, Apr. 6, 2012 05:03 pm
{BHF}Dirk writes...
Quote:
Hey Tally, great reply thanks a ton!! Very helpful. I am adding the new weapons mod from openwarfare. I believe those are just in the .iwd though as the rest would just be .gsc commands within the .ff file would they not? Not sure, that's why I am here I suppose!! lol Any help is appreciated. Thanks again.

Drk


If you are adding "new weapons", as in, ones which aren't simple re-names of existing stock weapons, then you have to add the weapon to your mod.CSV file:

Code:
weapon,mp/weaponname_mp


When you do this, the tools will compile lots of assets which technically you don't need. Lots of them will simply be duplicates of stuff already in the stock fastfiles. This is where you mod.ff size will really grow. There is a work-around I discovered way back in 2007, but which others are now claiming for themselves. Let me know if you are adding genuinely "new" weapons and I will post my work-around. It's really simple, but very effective.

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{BHF}Dirk
General Member
Since: Apr 4, 2012
Posts: 4
Last: Jul 18, 2012
[view latest posts]
Level 0
Category: CoD4 Scripting
Posted: Sunday, Apr. 8, 2012 08:11 pm
Once again Tally, thanks a ton for the info. One question for you. You mention a raw folder in my mds folder? Do I need to takke all the assets I'd like to add and put them in a "raw" folder in my mod folder to work? Guess I missed that part before. Or is the raw folder you mentioned your actual mod folder itself? Thanks again.

eg. Mod Folder
- raw
-(assets)

Or is it just:

Mod folder
- (assets)?


Dirk
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