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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Sorry;
The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD Mapping
Posted: Sunday, May. 11, 2008 08:55 am
No we do not. All xmodels used in maps are either in the game already (like the dead bodies) or custom xmodels, which are located in the maps .pk3 file.

No need for a converter.
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Welshy
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Since: Feb 16, 2007
Posts: 1810
Last: Mar 22, 2020
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Category: CoD Mapping
Posted: Sunday, May. 11, 2008 10:34 am
If you’re having trouble, go download pakscape it allows you to open all the pk3's in the cod main folder. Like caretaker said you can find all the xmodels in pak0





edited on May. 11, 2008 06:36 am by Welshy
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uprize
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Since: Jan 13, 2008
Posts: 24
Last: Oct 23, 2008
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Category: CoD Mapping
Posted: Sunday, May. 11, 2008 01:04 pm
shanehayesr writes...
Quote:
We Need a Program That Allows You to Convert .bsp into .map so We can Copy the Model's out of other maps and put them in our own (and no, I'm not talking about the bodies in x-labs)


or do you mean so people can steal/modify other peoples maps that they have worked hard to create
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Mystic
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Since: Apr 10, 2004
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Last: Apr 15, 2018
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Category: CoD Mapping
Posted: Sunday, May. 11, 2008 03:19 pm
If its an sp map i suppose there is no reason you can just place some ai spawner then just kill them off at the level start. This way you could have a ton of different body types. Might be worth a shot

Thinking about it, you may even be able to do this in mp if you spawn your bots then kill them off..

Havn't tested any of this so just throwing some ideas out there.
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