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Topic: Modding prefab house questions |
UB_Dragon |
General Member Since: May 18, 2006 Posts: 155 Last: Mar 14, 2009 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Tuesday, Jan. 29, 2008 01:13 pm |
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I have found several houses that I am using for my map,
now some of these prefabs have boxes (traverse,mon,clip,ect) around them (see pic) would it be smart to enter the prefab and remove them? will it save time and map size when compiling ?
thanks in advance.
edited on Jan. 29, 2008 08:14 am by UB_Dragon |
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weasel |
General Member Since: Oct 23, 2007 Posts: 90 Last: Jan 29, 2008 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Tuesday, Jan. 29, 2008 03:10 pm |
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You will find that most of those clips and brushes etc are there for a reason.
Should you remove the wrong thing you could find you have a house with walls you can walk through!
If you're confident there are things in there you know don't need to be there by all means remove them, but unless you know what does what, I would advise strongly against it.
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UB_Dragon |
General Member Since: May 18, 2006 Posts: 155 Last: Mar 14, 2009 [view latest posts] |
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Saureco |
General Member Since: Aug 12, 2006 Posts: 254 Last: Mar 19, 2008 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Wednesday, Jan. 30, 2008 01:53 am |
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The thing is that much of the game (both SP and MP) draws upon many of those prefabs. Some of them are for exploration, the rest for background decoration. The difference is in what is textured and how it's textured. The buildings with a lot of Caulk and Clip textures are the decorative ones, where players aren't really supposed to be in them. The rest that have normal textures are explorable, usually found in SP and MP missions. The dead giveaway is the presence of Clip , Mantle, Hint, and Portal textures.
My suggestion to you is that if you're going to change prefabs, be sure to save them as something else, like bldg_apt03_sm_custom. That way you don't run the chance of getting errors in SP and MP maps that are already relying on these prefabs. |
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Randomdangeruss |
General Member Since: Oct 23, 2006 Posts: 29 Last: Jul 18, 2008 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Wednesday, Jan. 30, 2008 02:13 am |
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i'd get rid of the cliping box on top of the house on the left
they've put it on there so u can't get onto the roof but in MP its alot more fun if u can climb on everything
i h8 invisible walls BTW
p.s like Saureco says save it as a custom prefab |
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UB_Dragon |
General Member Since: May 18, 2006 Posts: 155 Last: Mar 14, 2009 [view latest posts] |
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Saureco |
General Member Since: Aug 12, 2006 Posts: 254 Last: Mar 19, 2008 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Wednesday, Jan. 30, 2008 08:17 pm |
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1. Open whatever prefab you wish to modify.
2. Make your modifications as far as cutting holes or adding objects (stairs, ladders, tables, turrets, etc).
3. Check all the textures used in the prefab. Press U to bring up all textures used in this file. Scroll through the whole texture window and watch out for any files with the word "_dec" or "_decal" in them. Decal textures are nonsolid, meaning that you'll walk/fall right through them.
4. Put regular (non-decal) textures on the places you want the player to be restricted, such as walls, floors, and ceilings.
5. Pay special attention to item prefabs, like satellite dishes and chairs. All these objects should have some form of Clip texture on them, and you want clipping. The special clip textures have functions. For example, the ClipMetal texture will make a spark and ricochet sound when you shoot it as well as make a clanking metal sound when you walk or land on it. |
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UB_Dragon |
General Member Since: May 18, 2006 Posts: 155 Last: Mar 14, 2009 [view latest posts] |
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