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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: 2 small questions
Hoesjma
General Member
Since: Aug 7, 2007
Posts: 193
Last: Jan 18, 2009
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Level 4
Category: CoD2 MP Mapping
Posted: Tuesday, Jan. 13, 2009 05:25 pm
why cant i import any misc models in the radiant?

how do i see the extensions behind files again?
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tomalla
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Since: Jan 16, 2007
Posts: 393
Last: Jun 10, 2012
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Level 5
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Tuesday, Jan. 13, 2009 05:31 pm
Hoesjma writes...
Quote:
why cant i import any misc models in the radiant?

how do i see the extensions behind files again?


1. Do you want do insert one of stock models to your map or create your own? If you can't insert any xmodel, make sure you have extracted xmodel folder to your main directory. Of you did, tell more details.

2. Ke? Extensions? Details ... xmodel files doesn't have extension, if that's what you meant. [confused]
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Hoesjma
General Member
Since: Aug 7, 2007
Posts: 193
Last: Jan 18, 2009
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Level 4
Category: CoD2 MP Mapping
Posted: Wednesday, Jan. 14, 2009 01:33 pm
i mean that poo-poo behind a file name like .txt how can i see that again
f.e. i create a notepad file called poo-poo so it will show up like: poo-poo.txt
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foyleman
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Category: CoD2 MP Mapping
Posted: Wednesday, Jan. 14, 2009 01:42 pm
in file explorer:
- Tools > Folder Options > View
- uncheck "Hide extensions for known file types"
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Hoesjma
General Member
Since: Aug 7, 2007
Posts: 193
Last: Jan 18, 2009
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Level 4
Category: CoD2 MP Mapping
Posted: Wednesday, Jan. 14, 2009 02:16 pm
ok i got that now :)

now i think i got everything i need to run my map and i compiled it but it doesnt show up when i typ /map poep

here my gsc (C:\Program Files\Activision\Call of Duty 2\main\maps)

main() { maps\poep_fx::main(); maps\_load::main(); setExpFog(0.0001, 0.55, 0.6, 0.55, 0); // setCullFog(0, 16500, 0.55, 0.6, 0.55, 0); ambientPlay("ambient_france"); game["allies"] = "american"; game["axis"] = "german"; game["attackers"] = "allies"; game["defenders"] = "axis"; game["american_soldiertype"] = "normandy"; game["german_soldiertype"] = "normandy"; setCvar("r_glowbloomintensity0", ".25"); setCvar("r_glowbloomintensity1", ".25"); setcvar("r_glowskybleedintensity0",".3"); }

here my fx (C:\Program Files\Activision\Call of Duty 2\main\maps)

main() { level thread precacheFX(); level thread spawnWorldFX(); } precacheFX() { level._effect["halftrack_fire"] = loadfx ("fx/fire/halftrack_fire.efx"); level._effect["thin_black_smoke_M"] = loadfx ("fx/smoke/thin_black_smoke_M.efx"); } spawnWorldFX() { //fire maps\_fx::loopfx("halftrack_fire", (2272, 152, 40), 2); //smoke maps\_fx::loopfx("thin_black_smoke_M", (2272 ,152, 40), 0.6); }

edited on Jan. 14, 2009 09:17 am by Hoesjma
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Hoesjma
General Member
Since: Aug 7, 2007
Posts: 193
Last: Jan 18, 2009
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Level 4
Category: CoD2 MP Mapping
Posted: Wednesday, Jan. 14, 2009 02:18 pm
i cant edit anymore, but the gsc is just copied from the tutorial and the setup of both scripts is how it should be not as how its shown here
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