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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Costom models in COD4 and distances for sniper rifles
SWS2000
General Member
Since: May 12, 2006
Posts: 193
Last: Jun 14, 2008
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Tuesday, Jan. 8, 2008 02:47 pm
Hi all,

two questions:

Is it possible to create custom models which even will be seen at far distances, for COD 4 with milkshape 3d or any other programm? (I would prefer a cheap one).

Does anyone know yet, at what maximum distances the sniper rifles would work?

I am preparing some snipermaps and would not like models to disappear without scoping and even would not like to make he distances for mirrored maps to far.

Thanks[sniper]
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FlesyM
General Member
Since: Jul 24, 2005
Posts: 399
Last: Jan 24, 2008
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Level 5
Category: CoD4 MP Mapping
Posted: Tuesday, Jan. 8, 2008 05:27 pm
http://www.infinityward.com/wiki/index.php?title=Gameplay_standards

Quote:
These would be the range at which a firefight takes place. These ranges make sure the player is shooting at a target that is a good size to hit and interact with. This will help keep the levels from getting too big and having pixel shooting distances.

There is a model in the game called mw_scale_soldier. It has two rings around him, one at 512 and one at 1024. Based off of COD2’s weapons settings, 512 was a good distance to shoot an SMG at a target and 1024 was a good distance for a rifle. These can be adjusted if the new weapons get changed drastically. You can drop the model in your level to make sure your geo is not getting too big.


I do not think any model dissappear at a distance. They do however have different detail levels that changes with distance and depending on individual graphic settings.

As far as I know, you can only import from the costly maya. But I could be wrong on this.
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|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
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Level 6
Category: CoD4 MP Mapping
Posted: Tuesday, Jan. 8, 2008 06:00 pm
Some models do. Grass models drop to LoDs then eventually vanish about 20 meters away from the player. Same with shadows. Dunno if there's a command to disable this culling
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FlesyM
General Member
Since: Jul 24, 2005
Posts: 399
Last: Jan 24, 2008
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Level 5
Category: CoD4 MP Mapping
Posted: Tuesday, Jan. 8, 2008 06:45 pm
the 20 meters culling on grass depends on graphic settings. I do not have the game here so I might be wrong, but it is related to the "level of detail" graphic setting. I have this to high and grass never dissapear in stock maps for me. I tried low one day to see the impact on fps and it was really bothering me to see detail appearing as i walk in the map. since the impact on fps was low for me, I put it back to high.

with that said is possible culling happens at high too, (like the brecourt bushes in cod2) at a distance not being seen in stock maps ...

but anyway, for the purpose of making a sniper map, I would consider not putting too much models or details, and not make the map too big for gameplay purpose (refer to the quote in my first post). the pixel shooting point.
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|DA|DarkDilbert
General Member
Since: Jun 5, 2006
Posts: 675
Last: Apr 29, 2008
[view latest posts]
Level 6
Category: CoD4 MP Mapping
Posted: Tuesday, Jan. 8, 2008 07:29 pm
Yeah dependent on graphics settings. On medium settings models are culled, so players who use this mod will need to have a high spec machine to run it correctly.

Just had a look on highest settings. I can't see anything being culled, but there's a lot of LoD switching. Not sure or not if these will be culled at very large ranges.


Weapons damage range should be infinite - just looked at the barret and dragunov, and their mindamage values are the same as damage. Not sure if it'll hold true considering the size of a typical 2sided/mirrorred sniper map though
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