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Forum: All Forums : Call of Duty: World at War
Category: CoDWW MP Mapping
CoD: World at War Multiplayer mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Prefabs
Evil_Elf
General Member
Since: Nov 20, 2008
Posts: 161
Last: Mar 10, 2009
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Level 4
Category: CoDWW MP Mapping
Posted: Friday, Dec. 19, 2008 07:44 pm
How do you find of use prefabs of things like bushes and trees?
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Evil_Elf
General Member
Since: Nov 20, 2008
Posts: 161
Last: Mar 10, 2009
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Level 4
Category: CoDWW MP Mapping
Posted: Friday, Dec. 19, 2008 10:29 pm
OK I know how to use them

Right click on grid-misc-prefab
then nav to -map src-prefab

But their is nothing in their?
Where are they??

Thnaks
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Tridon
General Member
Since: Jan 25, 2006
Posts: 232
Last: Nov 28, 2010
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Level 4
Category: CoDWW MP Mapping
Posted: Saturday, Dec. 20, 2008 01:56 am
Bushes and trees are all models and are located in the \raw\xmodel folder. Careful which models you use because some don't have collmaps associated with them, so you'll have to clip it so players can't walk through it.
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Boffinman
General Member
Since: Feb 3, 2008
Posts: 57
Last: Apr 22, 2009
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Level 3
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Saturday, Dec. 20, 2008 08:14 am
What about entire buildings?
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elim
General Member
Since: Feb 6, 2004
Posts: 527
Last: Jan 12, 2011
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Level 6
Category: CoDWW MP Mapping
Posted: Saturday, Dec. 20, 2008 09:13 am
lol if your lucky santa may even give you a full map so you dont have to do anything lol
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welshdom
General Member
Since: Jan 20, 2008
Posts: 78
Last: Jan 9, 2009
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Level 3
Category: CoDWW MP Mapping
Posted: Saturday, Dec. 20, 2008 05:25 pm
lol Elim

any idea which models have the collmaps so i dont have to clip a hundred trees?

or is it just trial and error
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoDWW MP Mapping
Posted: Saturday, Dec. 20, 2008 05:34 pm
In the /raw/collmaps folder, all the collmaps are stored.

If your modelname.map is in there, it has a collmap.
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welshdom
General Member
Since: Jan 20, 2008
Posts: 78
Last: Jan 9, 2009
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Level 3
Category: CoDWW MP Mapping
Posted: Saturday, Dec. 20, 2008 05:36 pm
Thanks for that
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Tridon
General Member
Since: Jan 25, 2006
Posts: 232
Last: Nov 28, 2010
[view latest posts]
Level 4
Category: CoDWW MP Mapping
Posted: Saturday, Dec. 20, 2008 06:34 pm
If a model you want to use doesn't have a collmap then make your own.

1. Start a new map, add your model in and make sure it has an origin of 0,0,0.
2. Draw a brush around your model and "encase" your model inside it. Shape the brush so it matches closely to your model.
3. Select the entire brush (not the surface) and apply a clip texture to it.

This part is very important.
4. Copy the name of the model you used and delete the model.
5. Save your map in the \raw\collmaps folder with the exact same name of the model you used.
6. Open your map and add in the model you just made the collmap for. Save your map.
7. Compile and run your map and you should now have a model that you can't walk through anymore.

Doing it this way allows you to add as many of this model to your map without having to clip every single model.
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FiremanPaul
General Member
Since: Nov 6, 2006
Posts: 84
Last: Oct 1, 2009
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Level 3
Category: CoDWW MP Mapping
Posted: Sunday, Dec. 21, 2008 02:48 am
For the most part, small models have no collmap. Things like grass clumps etc have no need for a collmap. Things which could actually block your movement have the collmap. There are exceptions of course.
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