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Topic: Weapon mods: wich files do I need and where do I start? |
| Dancing_Lobster |
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General Member Since: Jun 29, 2007 Posts: 196 Last: Dec 29, 2008 [view latest posts] |
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| Sevenz |
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General Member Since: Apr 24, 2006 Posts: 2390 Last: May 10, 2013 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Sunday, Jan. 6, 2008 02:56 am |
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NovemberDobby writes...Quote: and I can't record any ingame because fraps comes out crappy quality sound
yes, fraps audio quality is really poor. and if your framerate is going down while recording, audio is getting async :(
an audio recorder that checks fps and syncs it later to video, that would be awesome ;) |
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| Dancing_Lobster |
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General Member Since: Jun 29, 2007 Posts: 196 Last: Dec 29, 2008 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Sunday, Jan. 6, 2008 08:53 am |
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Raaaaa writes...Quote: Yep without the mod tools you wont have the maya plugins to model your own all you can do for now is re-skin the stock weapons, change their weaponinfo and maybe change the sound? (i'm not sure on that as i've not actually browesed the sound files in full) but any mod like that will have to be launched from the modwarfare since it wont read iwd's in the main folder anymore
You say I can re-skin the stock weapons, but I can't find the stock skins ![[confused]](images/BBCode/smilies/confused.gif) , where are they located? |
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| Raaaaa |
General Member Since: Aug 8, 2006 Posts: 178 Last: Nov 21, 2008 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Sunday, Jan. 6, 2008 12:26 pm |
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Dancing_Lobster writes...Quote: Raaaaa writes...Quote: Yep without the mod tools you wont have the maya plugins to model your own all you can do for now is re-skin the stock weapons, change their weaponinfo and maybe change the sound? (i'm not sure on that as i've not actually browesed the sound files in full) but any mod like that will have to be launched from the modwarfare since it wont read iwd's in the main folder anymore
You say I can re-skin the stock weapons, but I can't find the stock skins ![[confused]](images/BBCode/smilies/confused.gif) , where are they located?
actually i'm not so sure on that now, I thought the skins were the weapon_ ... files but that doesn't seem true, I know you can change the camoflague materials. I think the skins must be there somewhere but my god its a pain to go through every single one to find them |
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| Sevenz |
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General Member Since: Apr 24, 2006 Posts: 2390 Last: May 10, 2013 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Sunday, Jan. 6, 2008 02:36 pm |
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textures: main\iw_00.iwd to iw_06.iwd and iw_12.iwd
convert them to dds, edit (eg. photoshop or gimp using nvidia dds plugin), save as dxt1/3/5 (depens on alpha) with mipmaps, convert back to iwi (make sure it has the ORIGINAL NAME, not something like out_dds in it), put it into a folder called images, zip this folder and rename file extension to .iwd and put that file into another new folder (eg. MyTextureMod) and move it into Mods\ folder. run cod4, selects mods, in this case MyTextureMod and Lunch. now you should see your textures in-game where the original texture usally are.
custom weapon camos are possible too as you can see here: http://modcod4.com/e107_plugins/forum/forum_viewtopic.php?744
some skins by PenguinGeneral:
http://www.freewebs.com/penguingeneral/cod4.htm
check out ModCod4.com Forum: http://modcod4.com/e107_plugins/forum/forum.php |
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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, Jan. 6, 2008 03:36 pm |
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NovemberDobby writes...Quote: I dont think we can even mod the weapons at all yet..
BOGUS!!! The only things you need to mod the weapons for now is the weapon file copied to your desktop, a working enter key, and a lot of patience. Here's a file that can be used to edit a Barrett .50Cal
Code: WEAPONFILE\
displayName\WEAPON_BARRETT\
modeName\\
playerAnimType\sniper\
altWeapon\\
AIOverlayDescription\\
weaponType\bullet\
weaponClass\rifle\
penetrateType\large\
impactType\bullet_ap\
inventoryType\primary\
fireType\Single Shot\
twoHanded\1\
rifleBullet\1\
armorPiercing\0\
boltAction\0\
aimDownSight\1\
rechamberWhileAds\1\
noPartialReload\0\
segmentedReload\0\
adsFire\0\
noAdsWhenMagEmpty\0\
avoidDropCleanup\0\
enhanced\0\
cancelAutoHolsterWhenEmpty\0\
suppressAmmoReserveDisplay\0\
laserSightDuringNightvision\0\
blocksProne\0\
silenced\0\
autoAimRange\0\
aimAssistRange\600\
aimAssistRangeAds\2500\
enemyCrosshairRange\600\
crosshairColorChange\1\
moveSpeedScale\1\
adsMoveSpeedScale\1\
sprintDurationScale\1\
gunMaxPitch\30\
gunMaxYaw\15\
lowAmmoWarningThreshold\0\
ammoName\.50 BMG\
maxAmmo\60\
startAmmo\40\
clipName\barrett_mp\
clipSize\10\
shotCount\1\
dropAmmoMin\1\
dropAmmoMax\10\
reloadAmmoAdd\0\
reloadStartAdd\1\
damage\120\
minDamage\90\
meleeDamage\135\
maxDamageRange\4905\
minDamageRange\5905\
playerDamage\30\
locNone\1\
locHelmet\1.5\
locHead\1.5\
locNeck\1.5\
locTorsoUpper\1.5\
locTorsoLower\1.1\
locRightArmUpper\1\
locRightArmLower\1\
locRightHand\1\
locLeftArmUpper\1\
locLeftArmLower\1\
locLeftHand\1\
locRightLegUpper\1\
locRightLegLower\1\
locRightFoot\1\
locLeftLegUpper\1\
locLeftLegLower\1\
locLeftFoot\1\
locGun\0\
fireTime\0.05\
fireDelay\0\
meleeTime\0.8\
meleeChargeTime\1.16\
meleeDelay\0.13\
meleeChargeDelay\0.16\
reloadTime\4.08\
reloadEmptyTime\4.625\
reloadStartTime\0\
reloadEndTime\0\
reloadAddTime\2.8\
reloadStartAddTime\0\
rechamberTime\0.1\
rechamberBoltTime\0\
dropTime\0.7\
raiseTime\1\
altDropTime\0\
altRaiseTime\0\
quickDropTime\0.25\
quickRaiseTime\0.75\
firstRaiseTime\1\
emptyDropTime\0.7\
emptyRaiseTime\1\
sprintInTime\0.3\
sprintLoopTime\0.7\
sprintOutTime\0.3\
nightVisionWearTime\0\
nightVisionWearTimeFadeOutEnd\0\
nightVisionWearTimePowerUp\0\
nightVisionRemoveTime\0\
nightVisionRemoveTimePowerDown\0\
nightVisionRemoveTimeFadeInStart\0\
standMoveF\0\
standMoveR\0\
standMoveU\-2.2\
standRotP\0\
standRotY\0\
standRotR\0\
standMoveMinSpeed\80\
standRotMinSpeed\80\
posMoveRate\6\
posRotRate\6\
duckedMoveF\0\
duckedMoveR\0\
duckedMoveU\-1.7\
duckedRotP\0\
duckedRotY\0\
duckedRotR\0\
duckedOfsF\-0.5\
duckedOfsR\0.8\
duckedOfsU\-0.2\
duckedMoveMinSpeed\20\
duckedRotMinSpeed\20\
proneMoveF\-55\
proneMoveR\3\
proneMoveU\-145\
proneRotP\0\
proneRotY\220\
proneRotR\-200\
proneOfsF\-2\
proneOfsR\1.5\
proneOfsU\0.8\
posProneMoveRate\25\
posProneRotRate\30\
proneMoveMinSpeed\0\
proneRotMinSpeed\0\
hipIdleAmount\30\
adsIdleAmount\40\
hipIdleSpeed\1\
adsIdleSpeed\1.5\
idleCrouchFactor\1\
idleProneFactor\1\
adsSpread\0\
adsAimPitch\0\
adsTransInTime\0.4\
adsTransOutTime\0.6\
adsTransBlendTime\0.1\
adsReloadTransTime\0.6\
adsCrosshairInFrac\1\
adsCrosshairOutFrac\0.2\
adsZoomFov\15\
adsZoomInFrac\0.05\
adsZoomOutFrac\0.05\
adsBobFactor\0\
adsViewBobMult\1\
adsViewErrorMin\0\
adsViewErrorMax\0\
hipSpreadStandMin\10\
hipSpreadDuckedMin\9.5\
hipSpreadProneMin\9\
hipSpreadMax\15\
hipSpreadDuckedMax\14\
hipSpreadProneMax\13\
hipSpreadFireAdd\1\
hipSpreadTurnAdd\0\
hipSpreadMoveAdd\5\
hipSpreadDecayRate\5\
hipSpreadDuckedDecay\1\
hipSpreadProneDecay\1\
hipGunKickReducedKickBullets\0\
hipGunKickReducedKickPercent\0\
hipGunKickPitchMin\80\
hipGunKickPitchMax\85\
hipGunKickYawMin\-35\
hipGunKickYawMax\35\
hipGunKickAccel\1000\
hipGunKickSpeedMax\1200\
hipGunKickSpeedDecay\100\
hipGunKickStaticDecay\100\
adsGunKickReducedKickBullets\0\
adsGunKickReducedKickPercent\0\
adsGunKickPitchMin\0\
adsGunKickPitchMax\0\
adsGunKickYawMin\0\
adsGunKickYawMax\0\
adsGunKickAccel\600\
adsGunKickSpeedMax\600\
adsGunKickSpeedDecay\100\
adsGunKickStaticDecay\100\
hipViewKickPitchMin\80\
hipViewKickPitchMax\95\
hipViewKickYawMin\-80\
hipViewKickYawMax\-95\
hipViewKickCenterSpeed\1000\
adsViewKickPitchMin\80\
adsViewKickPitchMax\95\
adsViewKickYawMin\-80\
adsViewKickYawMax\-95\
adsViewKickCenterSpeed\1000\
swayMaxAngle\20\
swayLerpSpeed\4\
swayPitchScale\-1\
swayYawScale\-1\
swayHorizScale\0.3\
swayVertScale\0.1\
swayShellShockScale\5\
adsSwayMaxAngle\2\
adsSwayLerpSpeed\6\
adsSwayPitchScale\0\
adsSwayYawScale\0\
adsSwayHorizScale\0\
adsSwayVertScale\0\
fightDist\720\
maxDist\730\
aiVsAiAccuracyGraph\\
aiVsPlayerAccuracyGraph\\
reticleCenter\\
reticleSide\reticle_side_small\
reticleCenterSize\3\
reticleSideSize\8\
reticleMinOfs\0\
hipReticleSidePos\0\
adsOverlayShader\scope_overlay_m40a3\
adsOverlayShaderLowRes\scope_overlay_m40a3_low_res\
adsOverlayReticle\crosshair\
adsOverlayWidth\480\
adsOverlayHeight\480\
gunModel\viewmodel_barrett_mp\
gunModel2\viewmodel_barrett_mp_brock\
gunModel3\viewmodel_barrett_mp_bshdwl\
gunModel4\viewmodel_barrett_mp_bwmrpt\
gunModel5\viewmodel_barrett_mp_cmdtgr\
gunModel6\viewmodel_barrett_mp_stagger\
gunModel7\\
gunModel8\\
gunModel9\\
gunModel10\\
gunModel11\\
gunModel12\\
gunModel13\\
gunModel14\\
gunModel15\\
gunModel16\\
handModel\viewmodel_base_viewhands\
worldModel\weapon_m82\
worldModel2\weapon_m82_mp_brock\
worldModel3\weapon_m82_mp_bshdwl\
worldModel4\weapon_m82_mp_bwmrpt\
worldModel5\weapon_m82_mp_cmdtgr\
worldModel6\weapon_m82_mp_stagger\
worldModel7\\
worldModel8\\
worldModel9\\
worldModel10\\
worldModel11\\
worldModel12\\
worldModel13\\
worldModel14\\
worldModel15\\
worldModel16\\
worldClipModel\\
knifeModel\viewmodel_knife\
worldKnifeModel\weapon_parabolic_knife\
idleAnim\viewmodel_barrett_idle\
emptyIdleAnim\viewmodel_barrett_idle\
fireAnim\viewmodel_barrett_fire\
lastShotAnim\viewmodel_barrett_fire\
rechamberAnim\\
meleeAnim\viewmodel_M4m203_knife_melee_1\
meleeChargeAnim\viewmodel_M4m203_knife_melee_2\
reloadAnim\viewmodel_barrett_reload\
reloadEmptyAnim\viewmodel_barrett_reload_empty\
reloadStartAnim\\
reloadEndAnim\\
raiseAnim\viewmodel_barrett_pullout\
dropAnim\viewmodel_barrett_putaway\
firstRaiseAnim\viewmodel_barrett_pullout\
altRaiseAnim\viewmodel_barrett_pullout\
altDropAnim\viewmodel_barrett_putaway\
quickRaiseAnim\viewmodel_barrett_pullout_quick\
quickDropAnim\viewmodel_barrett_putaway_quick\
emptyRaiseAnim\viewmodel_barrett_pullout\
emptyDropAnim\viewmodel_barrett_putaway\
sprintInAnim\viewmodel_barrett_sprint_in\
sprintLoopAnim\viewmodel_barrett_sprint_loop\
sprintOutAnim\viewmodel_barrett_sprint_out\
nightVisionWearAnim\\
nightVisionRemoveAnim\\
adsFireAnim\viewmodel_barrett_idle\
adsLastShotAnim\viewmodel_barrett_idle\
adsRechamberAnim\\
adsUpAnim\viewmodel_barrett_ADS_up\
adsDownAnim\viewmodel_barrett_ADS_down\
viewFlashEffect\muzzleflashes/rifleflash\
worldFlashEffect\muzzleflashes/rifleflash\
viewShellEjectEffect\shellejects/rifle_view\
worldShellEjectEffect\shellejects/rifle\
viewLastShotEjectEffect\\
worldLastShotEjectEffect\\
worldClipDropEffect\\
pickupSound\weap_pickup\
pickupSoundPlayer\weap_pickup\
ammoPickupSound\\
ammoPickupSoundPlayer\\
fireSound\weap_barrett_fire_npc\
fireSoundPlayer\weap_barrett_fire_plr\
lastShotSound\\
lastShotSoundPlayer\\
emptyFireSound\weap_dryfire_rifle_npc\
emptyFireSoundPlayer\weap_dryfire_rifle_plr\
meleeSwipeSound\melee_swing_large\
meleeSwipeSoundPlayer\melee_m82sniper_swing_plr\
meleeHitSound\\
meleeMissSound\\
rechamberSound\\
rechamberSoundPlayer\\
reloadSound\weap_m82_reload_npc\
reloadSoundPlayer\\
reloadEmptySound\weap_m82_reload_npc\
reloadEmptySoundPlayer\\
reloadStartSound\\
reloadStartSoundPlayer\\
reloadEndSound\\
reloadEndSoundPlayer\\
altSwitchSound\\
altSwitchSoundPlayer\\
raiseSound\weap_raise\
raiseSoundPlayer\weap_raise_plr\
firstRaiseSound\\
firstRaiseSoundPlayer\\
putawaySound\\
putawaySoundPlayer\\
nightVisionWearSound\\
nightVisionWearSoundPlayer\\
nightVisionRemoveSound\\
nightVisionRemoveSoundPlayer\\
hudIcon\hud_icon_barrett50cal\
killIcon\hud_icon_barrett50cal\
dpadIcon\\
ammoCounterIcon\\
hudIconRatio\2:1\
killIconRatio\2:1\
dpadIconRatio\4:1\
ammoCounterIconRatio\4:1\
ammoCounterClip\Magazine\
flipKillIcon\1\
fireRumble\sniper_fire\
meleeImpactRumble\defaultweapon_melee\
adsDofStart\0\
adsDofEnd\0\
hideTags\tag_acog\
notetrackSoundMap\melee_knife_stab melee_knife_stab
weap_m82_lift_plr weap_m82_lift_plr
weap_m82_clipout_plr weap_m82_clipout_plr
weap_m82_clipin_plr weap_m82_clipin_plr
weap_m82_chamber_close_plr weap_m82_chamber_close_plr
The part separated is what you would most likely use to make weapon mods, such as more ammo or more damage. I'm still trying to figure out what the last bottom bit means, my guess is it defines what efx are what, like Code: weap_m82_lift_plr = getefx("weap_m82_lift_plr");
or something along those lines. and please dont ask about how I said i would make WFE for CoD4, cuz i'm a complete noob at C scripting, and seems to be the shiz for these programmer dudes, and from what I hear, C++ is only harder. |
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| novemberdobby |
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General Member Since: Sep 17, 2006 Posts: 1965 Last: Oct 13, 2013 [view latest posts] |
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| Dancing_Lobster |
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General Member Since: Jun 29, 2007 Posts: 196 Last: Dec 29, 2008 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Sunday, Jan. 6, 2008 09:51 pm |
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Sevenz writes...Quote: textures: main\iw_00.iwd to iw_06.iwd and iw_12.iwd
convert them to dds, edit (eg. photoshop or gimp using nvidia dds plugin), save as dxt1/3/5 (depens on alpha) with mipmaps, convert back to iwi (make sure it has the ORIGINAL NAME, not something like out_dds in it), put it into a folder called images, zip this folder and rename file extension to .iwd and put that file into another new folder (eg. MyTextureMod) and move it into Mods\ folder. run cod4, selects mods, in this case MyTextureMod and Lunch. now you should see your textures in-game where the original texture usally are.
custom weapon camos are possible too as you can see here: http://modcod4.com/e107_plugins/forum/forum_viewtopic.php?744
some skins by PenguinGeneral:
http://www.freewebs.com/penguingeneral/cod4.htm
check out ModCod4.com Forum: http://modcod4.com/e107_plugins/forum/forum.php
I'm completely new to weopon/skin modding, I don't understand a word of what you're saying ![[crazy]](images/BBCode/smilies/crazy.gif) . But you don't bother it, I don't feel like changing the skins anyway
edited on Jan. 6, 2008 04:52 pm by Dancing_Lobster |
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| Sevenz |
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General Member Since: Apr 24, 2006 Posts: 2390 Last: May 10, 2013 [view latest posts] |
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| Dancing_Lobster |
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General Member Since: Jun 29, 2007 Posts: 196 Last: Dec 29, 2008 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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