Author |
Topic: CoD4 Radiant Info |
SparkyMcSparks |
|
General Member Since: Feb 28, 2004 Posts: 1713 Last: Dec 29, 2016 [view latest posts] |
|
|
|
Category: CoD4 MP Mapping Posted: Tuesday, Aug. 14, 2007 04:29 am |
|
95% of the questions are answered by Chad Grenier and the rest by Brent McLeod.
Filters
You can add/ remove/ change your own filters. Instead of just having the preprogrammed ones you can set your own now, label them, say what they filter, etc...
Physics Enabled Objects
Instead of placing a misc_model, you would just place a physics entity and assign a model. Set it's parameters or use default.
Physics Enabled Objects -- Can You Use ANY Model?
Yep. But if you use a model Infinity Ward never used physics on in the game then you'd have to make the collision for it, which should be as simple as possible. You do that in another file, kind of like a collmap.
Entity Limit (SP and MP)
It's quite large. The only time Infinity Ward exceed the limit is when they have an error in their script that continuously creates them
Can A Variable Class Survive From One Map To Another Without Resorting To Dvars
It's done all the time in SP.
Read The Rest At .MAP
edited on Aug. 14, 2007 12:37 am by Sparks. |
|
|
|
94sniper |
|
General Member Since: Jun 15, 2007 Posts: 907 Last: Jun 22, 2009 [view latest posts] |
|
|
Category: CoD4 MP Mapping Posted: Tuesday, Aug. 14, 2007 04:48 am |
|
|
|
|
|
SparkyMcSparks |
|
General Member Since: Feb 28, 2004 Posts: 1713 Last: Dec 29, 2016 [view latest posts] |
|
|
|
|
OLD_MAN_WITH_GUN |
General Member Since: May 13, 2006 Posts: 754 Last: Jan 23, 2010 [view latest posts] |
|
|
|
Eladd |
General Member Since: Mar 28, 2004 Posts: 491 Last: Nov 29, 2015 [view latest posts] |
|
|
|
|
ITOE_MC |
General Member Since: Sep 3, 2006 Posts: 342 Last: Nov 12, 2009 [view latest posts] |
|
|
|
SparkyMcSparks |
|
General Member Since: Feb 28, 2004 Posts: 1713 Last: Dec 29, 2016 [view latest posts] |
|
|
|
Category: CoD4 MP Mapping Posted: Tuesday, Aug. 21, 2007 03:52 am |
|
I've been trying to get in contact with Bowling (402) for a couple days now through AIM and MSN... but no word back, so I'll take it upon myself to spread word on information I've received.
I've asked two developers to try importing CoD2 maps into CoD4 Radiant...
MP_Breakout by one developer, El_Alamein another...
It worked... brushes, terrain, curves, etc... the whole shebang.
Scale size is the same.
Though, these were not all textured in chaulk, so the 3D view would not render the faces properly... but you can still select all the material types and do find/replace.
Keep in mind, importing CoD2 maps is not a supported feature... so no telling if you'll run into errors later.
(As of now) IW do not try to make CoD4 Radiant maintain CoD2 map support, if it works, it's by chance.
And so far... importing CoD2 maps works by chance.
*Note that the maps were only imported. They were not re-textured or compiled... just imported into CoD4 Radiant.
edited on Aug. 20, 2007 11:57 pm by Sparks. |
|
|
|
Skyguy |
General Member Since: Feb 8, 2006 Posts: 144 Last: Apr 25, 2009 [view latest posts] |
|
|
|
Filbert |
General Member Since: Jan 24, 2005 Posts: 869 Last: Oct 21, 2009 [view latest posts] |
|
|
|
tizmo |
General Member Since: Nov 19, 2006 Posts: 47 Last: Apr 18, 2008 [view latest posts] |
|
|
Category: CoD4 MP Mapping Posted: Friday, Oct. 12, 2007 11:58 am |
|
Skyguy writes...Quote: Only trick this time is that if lazy people try converting CoD2, etc maps.........um.........Modern Combat sure doesn't look like 1942 Normandy
edited on Sep. 26, 2007 10:11 pm by Skyguy
Hehe, but then again, it would be useful for World War 2 mods. There is one in the making now.
The famous heat of battle mod for UO is being into CoD4. If you want to help out, head on over to the heat of battle forums (heatofbattle.net) and read the info! |
|
|
|