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CoD4 MP Mapping CoD 4 mapping and level design for multiplayer.
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Topic: Modding The Demo/Retail Game |
| SparkyMcSparks |
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General Member Since: Feb 27, 2004 Posts: 1291 Last: Mar 19, 2010 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Thursday, Oct. 11, 2007 10:37 pm |
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Incase any modders were wondering on how to actually mod the demo (or the actual retail game ), read on...
All content for the maps are in the *.ff
*.ff == Fast File
FastFiles are compressed pakfiles.
There are no un-packing tools for it (at all).
FastFiles also prevent hackers.
edited on Oct. 11, 2007 10:37 pm by Sparks. |
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| 94sniper |
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General Member Since: Jun 15, 2007 Posts: 907 Last: Jun 22, 2009 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Thursday, Oct. 11, 2007 10:58 pm |
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| SparkyMcSparks |
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General Member Since: Feb 27, 2004 Posts: 1291 Last: Mar 19, 2010 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Friday, Oct. 12, 2007 03:48 am |
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*Posted this at IW.com originally*
Got some more info on this...
Each map has it's own *.ff
And like Daffy said at IWN, why would they compress scripts into the *.ff, why not leave in the .IWDs?
That's not how the FastFile system works. Rather than thrashing the HDD to look for the files, it's just contained in a nice package. Even if in an .IWD, it'd have to search the .IWD file since the .IWD file is just a container for multiple directories and files. FastFiles means, load this entire fastfile, everything in it, no matter what.
You have to compile your assets into a *.ff. There is a compile time, but it's short, shorter than a ZIP/RAR. |
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| batistablr |
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Preferred PLUS Member Since: Jul 12, 2005 Posts: 1982 Last: Feb 12, 2010 [view latest posts] |
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| StrYdeR |
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Preferred PLUS Member Since: May 11, 2004 Posts: 11467 Last: Mar 19, 2010 [view latest posts] |
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| Skyguy |
General Member Since: Feb 8, 2006 Posts: 144 Last: Apr 25, 2009 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Friday, Oct. 12, 2007 11:21 pm |
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So we're basically at the mercy of IW, which has a history of crappy modding support.
The one good thing, is that the game is essentially the same under the hood. Same engine, etc., so modding should be fairly easy once they open it up. Once we get passed the stupid .ff stuff.
I wouldn't expect much though, if history is any indictator. IW will do what they want, when they want, and then claim they're a very modding-friendly company.
Uh huh..........been there, done that. |
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| Eladd |
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Preferred Member Since: Mar 28, 2004 Posts: 388 Last: Mar 18, 2010 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Saturday, Oct. 13, 2007 04:28 am |
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Taken from Daffys preview at IWNation about modding COD4.
Quote: Mod-Tools were big on my mind and I listened patiently while Jason West explained that no tools will ship, as the focus right now is game delivery. I made a strong argument for IW to provide better docs for Scripters, Admins and some sample gameserver configs at ship date. I also asked that they consider shipping non-compiled game assets on the DVDs. This would include model examples and textures/graphics in a non-proprietary format. I understand why IW cannot get an SDK built by ship date. Their operations (development, art, QA) now use integrated toolsets. What this means is textures and graphics, for instance, go into source code repositories where artists, level designers and modelers can access them and add comments, etc. The very tools they use are integrated with the source code and bug reporting systems. To tear this all apart and create a toolset for a standalone modder or level designer is no small effort. Jason stated about 6 months before we could expect an SDK. I hope to continue to influence them on what they can do to provide incremental tools. In a future article I hope to explain more about what will be possible with mod tool kits and my progress working with IW for the right tools. |
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| 94sniper |
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General Member Since: Jun 15, 2007 Posts: 907 Last: Jun 22, 2009 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Sunday, Nov. 11, 2007 10:24 am |
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in the IW_11 I found a folder entitled "weapons"........
the one thing I really wanted to do is take the Xmodels from CoD4 and put them in CoD2...HINT: UzI!!!
I'm working on the G36C as of right now. might get it to shoot grenades. |
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| holback |
General Member Since: Jan 30, 2005 Posts: 4 Last: Nov 26, 2007 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Tuesday, Nov. 13, 2007 04:05 pm |
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94sniper writes...Quote: in the IW_11 I found a folder entitled "weapons"........
the one thing I really wanted to do is take the Xmodels from CoD4 and put them in CoD2...HINT: UzI!!!
I'm working on the G36C as of right now. might get it to shoot grenades.
Rock on dude!
G36C in CoD2 would rock! |
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| 94sniper |
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General Member Since: Jun 15, 2007 Posts: 907 Last: Jun 22, 2009 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Tuesday, Nov. 13, 2007 04:16 pm |
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right now all I can do is mod the files. I'm not sure how to test any of it yet, but I'll find a way.
the weapon files are ALOT longer now, with more values and it confuses me to the enth degree. here's an example of what i'm trying to do with these files...
BAR_MP from CoD:
Code: WEAPONFILE\
weaponType\bullet\
weaponClass\rifle\
displayName\WEAPON_BAR\
AIOverlayDescription\WEAPON_SUPPORTGUNNER\
modeName\WEAPON_FASTAUTO\
gunModel\viewmodel_BAR\
handModel\viewmodel_hands_new\
idleAnim\viewmodel_bar_idle\
emptyIdleAnim\\
fireAnim\viewmodel_bar_firefast\
lastShotAnim\viewmodel_bar_fire\
rechamberAnim\\
meleeAnim\viewmodel_bar_melee\
reloadAnim\viewmodel_bar_reload\
reloadEmptyAnim\viewmodel_bar_reload_empty\
reloadStartAnim\\
reloadEndAnim\\
raiseAnim\viewmodel_bar_pullout\
dropAnim\viewmodel_bar_putaway\
altRaiseAnim\viewmodel_bar_switch\
altDropAnim\viewmodel_bar_switch\
adsFireAnim\viewmodel_bar_ADS_fire\
adsLastShotAnim\viewmodel_bar_ADS_fire\
adsRechamberAnim\\
adsUpAnim\viewmodel_bar_ADS_up\
adsDownAnim\viewmodel_bar_ADS_down\
weaponSlot\primary\
moveSpeedScale\0.9\
damage\70\
meleeDamage\200\
fireDelay\0\
meleeDelay\0.15\
reloadTime\3.8\
reloadEmptyTime\3.8\
reloadAddTime\2.33\
reloadStartTime\0\
reloadStartAddTime\0\
reloadEndTime\0\
fireTime\0.11\
rechamberTime\0.1\
rechamberBoltTime\0\
meleeTime\0.95\
dropTime\0.33\
raiseTime\0.4\
altDropTime\0.66\
altRaiseTime\0\
adsTransInTime\0.36\
adsTransOutTime\0.43\
adsZoomFov\55\
adsZoomInFrac\0.42\
adsZoomOutFrac\0.5\
adsOverlayShader\\
adsOverlayReticle\none\
adsOverlayWidth\220\
adsOverlayHeight\220\
adsBobFactor\2\
adsViewBobMult\0.25\
hipSpreadStandMin\1.25\
hipSpreadDuckedMin\0.6\
hipSpreadProneMin\0.15\
this makes it a whole lot easier to read. I'm trying to figure out all of the values in CoD4 and then find a way to change WFE so that it works with those values rather than the ones from CoD. it prolly wont work but it's worth a shot!
wish me luck! |
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