This is what I have put together so far. If anyone else is interested in adding to this project, PM me.
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Call of Duty 4 Radiant Map Tools wiki
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Courtesy of the ModsOnline Community
How to make a custom multiplayer map for COD4.
A. Setup basic files
You will need these files at a minimum to eventually reach a testing stage. Use the links below to establish basic files, which can be updated and modified later. SOme files, like Fast Files and BSP files will be automatically generated in later processes, so you won't have to manually make them.
1. Game Script file (mp_.gsc)
This is a text file that is saved as a .gsc suffix, not a .txt file.
2. Basic Zone file (mp_.csv)
This is a comma delimited format file saved in either a text editor or worksheet/database editor, like Excel. The file suffix is .csv, not .txt or xls.
3. Map (mp_.map)
This is made through Radiant. The link above will get you started in the process. Reference the ModsOnline forums for specific help and tutorials.
B. Make your map
1. Structures and prefabs
Your world needs obstacles of some kind (objects, structures, buildings, terrain, etc).
2. Worldspawn settings
3. Objects, models, prefabs, doodads, and decorations
Add some creativity and sense of realism by using models and prefabs.
4. Terrain
Terrain comes in the form of pavement, ground, water, snow, and overlay textures. You can also manipulate the terrain to make hills, valleys, and even structurs using terrain patches.
a. Making terrain
b. Alpha blending terrain
5. Portals
6. Spawns and Objectives
7. Light grids[url]
8. Special entities
a. Compass minimap ([url=http://www.modsonline.com/Tutorials-read-460.html]how to make it, how to run it)
You may want to have a minimap to show in the upper left of your HUD. You'll also need this to make your UAV and air strikes of any good use.
b. Helicopter paths
Getting a lot of consecutive kills lets you summon a helicopter... provided you made the script paths to let one come.
c. Loadscreen (
how to take the screen shot,
how to make the loadscreen)
As your map loads for players, this is where you can give them a small taste of the environment.
9. Effects (FX)
a. Creation of FX files
b. Placement of FX
C. Compiling
1. Compile BSP
Every time you make a change to your map, you have to recompile it. Depending on the type of change, you can simplify the compile process to specifically compile that change and speed up the compile process.
2. Compile Reflections
YOu need at least one reflection probe in your map to prevent the dreaded red tinted world effect. Place a reflection probe near each area of shiny objects. It is normal to have anywhere from 10 to 100 reflection probes in a map. Every time you add objects or a reflection probe, you need to run this process.
3. Update Fast File
Fast files bring together the various files (.map, .gsc, csv., .d3dbsp) and assigns code and textures to the map.
4. Update Zone File
Each entity summons data from the various COD4 folders. Your Zone File tracks what is in the map, as well as what is missing.
5. Run Selected map (testing)
No sense hammering out a map and not seeing what your work is like. By default, the test environment will be in a windowed format. It's not bad for testing, but you can run it in full screen if you need to. (See the Testing section below.)
D. Errors database
Read these pages to explain the kinds of errors you're getting
1. Compile errors
2. Reflection errors
3. Fast File errors
4. Zone File errors
5. Execution errors
6. In-map errors (textures, lights, FX, models, etc)
E. Testing
1. Console commands, tweaks, and tricks
a. A list of console commands
b. Run your test map in fullscreen, summon weapons and bonuses, and many other tricks.
2. Optimization
You can optimize the performance of your map in many ways. The use of portals, light grids, and detail brushes will reduce system strain when running the map in real time, which is critical for online play. An unoptimized map can mean lag or crashes for players, which is a quick way to get people to avoid your map.
F. Packaging for distribution
1. Preparing the package
Make sure you have the necessary files for a clean package that won't produce errors for other players.
a. The .arena file
2. Pack it up
3. Test the package
Install the package to a server to see if it works. If there are problems, troubelshoot them.
4. Distribute
edited on Mar. 15, 2008 08:54 pm by Saureco