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CoD2 Mapping
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mp_Grid for CoD 2
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 [tFp] CFH666 explains grid (vclog) for CoD2
These are the steps I used to perform a .grid aka vclog. It was done on a very small test map with 1 model, a couple brushes, and worldspawn lighting.

1) Compile the map with lighting. For this testmap i used the -fast and -modelshadow options

2 ) In the "GRID file box, I checked the "models collect dots box". I do not know what this does or doesnt do, I just checked it.

3) I selected "Make new grid" option

4) Click "Start Grid"

5) Run around your map. collect as many of the dots as you can. You only need to go where the player can go, and you do not have to collect everysingle one as far as I know. You can use the command "/timescale #" to speed things up. /timscale 10 will speed things up byt a factor of 10. Replace 10 with whatever you wish. I used 10, had no problems, but use at your own risk

6) Once all done, disconnect, and then close cod.

7) In you mapsmp folder, you should see a yourmap.grid file. If its not sure, Im not sure what to tell you at this point. Try to start over, creat a new grid, run around, alt-tab out, check to see if the file exists while performing the grid.

8) I used cod compiltools to recompile the map again, .bsp, and the lighting with the same options as before. A extra step was added to the lighting section, saying applying .grid file or something, sorry, I dont remember the exact words.

9)You are done.

YOU CAN CONFIRM THAT THE GRID FILE TOOK PLACE BY COMPARING THE .D3DBSP FILE SIZE BEFORE THE GRID AND AFTER THE GRID. IF IT WENT CORRECTLY, YOU WILL SEE THAT THE FINAL .D3DBSP INCREASED IN SIZE


ALSO FROM WHAT I HAVE BEEN TOLD(THIS WAS IN COD1 THOUGH) YOU SHOULD ONLY HAVE TO DO A NEW .GRID IF YOUR MAPS LAYOUT HAS CHANGED. ONCE THE GENERAL LAYOUT HAS BEEN MADE, YOU CAN USE THE SAME OLD .GRID

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