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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Self made models for sd to blow up - how?
KSEMO
General Member
Since: Feb 3, 2006
Posts: 60
Last: Mar 31, 2016
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Level 3
Category: CoD2 MP Mapping
Posted: Friday, Jul. 21, 2006 09:56 am
Hi. I'm currently setting up sd mode for my map. I made 4 models. 2 intact and 2 destroyed. I saved them as a prefab. But it seems that i can only use xmodels as sd target objects. My question is: Does somebody know if it's possible to convert map files (prefab) into xmodel files? And how?
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jonezy93
General Member
Since: Feb 6, 2005
Posts: 138
Last: Jul 12, 2008
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Level 4
Category: CoD2 MP Mapping
Posted: Friday, Jul. 21, 2006 11:10 am
Maybe it works with Brushmodels?
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fkzlnfklnzflkalkfza
General Member
Since: Jul 13, 2005
Posts: 32
Last: Jul 21, 2006
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Level 2
Category: CoD2 MP Mapping
Posted: Friday, Jul. 21, 2006 11:41 am
I don't know how it's done in COD2, but in UO, u have to use script_models.

Mostlikely, it's the same.

Don't forget your .gsc file for your fx and to modify your map's gsc file to call up the fx .gsc
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StrYdeR
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Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
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Level 10
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Category: CoD2 MP Mapping
Posted: Friday, Jul. 21, 2006 12:26 pm
use them as script_models or script_brushmodels...depending on how you made them

[angryalien]
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KSEMO
General Member
Since: Feb 3, 2006
Posts: 60
Last: Mar 31, 2016
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Level 3
Category: CoD2 MP Mapping
Posted: Friday, Jul. 21, 2006 01:58 pm


These are the models i made (one intact and one "destroyed" version) Unfortunately i didn't made them with the script_brushmodel. I built them the normal way and saved them as prefabs. I tried to change the classname from misc_prefab to script_model, but i get an error message then. And renaming the classname to script_brushmodel won't work either. Is there no way to convert the map file into a xmodel file?
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
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Level 9
Category: CoD2 MP Mapping
Posted: Friday, Jul. 21, 2006 02:05 pm
Select all the brushes and right - click - script> brushmodel

The lines will turn blue and when opening the Entity Editor ("N") the classname should read "script_brushmodel"
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KSEMO
General Member
Since: Feb 3, 2006
Posts: 60
Last: Mar 31, 2016
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Level 3
Category: CoD2 MP Mapping
Posted: Friday, Jul. 21, 2006 02:07 pm
I'll try that, thank you!
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KSEMO
General Member
Since: Feb 3, 2006
Posts: 60
Last: Mar 31, 2016
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Level 3
Category: CoD2 MP Mapping
Posted: Friday, Jul. 21, 2006 02:32 pm
[cry] It doesn't work with prefabs.
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p0z3r
General Member
Since: Apr 21, 2006
Posts: 143
Last: May 13, 2009
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Level 4
Category: CoD2 MP Mapping
Posted: Friday, Jul. 21, 2006 05:26 pm
Maybe you have to "enter" the prefab before editing it. The command for it is listed in the help menu for commands.
Something like Alt+PageUp or something similar.
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
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Level 9
Category: CoD2 MP Mapping
Posted: Saturday, Jul. 22, 2006 01:34 pm
Select the Prefab - "right:Click" - (top of the drop down list) "Prefab" > "Enter Prefab"

Select all the brushes

Right click "script_brushmodel"

File - Save

Right click > prefab > Leave prefab
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