304 lines
11 KiB
HTML
304 lines
11 KiB
HTML
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<link rel=Edit-Time-Data href="index_files/editdata.mso">
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<title>Lighting</title>
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<o:DocumentProperties>
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<o:Author>chad</o:Author>
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<o:LastAuthor>chad</o:LastAuthor>
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<o:Revision>5</o:Revision>
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<o:TotalTime>6</o:TotalTime>
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<o:Created>2006-01-30T20:33:00Z</o:Created>
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<o:Words>210</o:Words>
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<o:Characters>1202</o:Characters>
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<o:Company>Infinity Ward</o:Company>
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</head>
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<body lang=EN-US style='tab-interval:.5in'>
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<div class=Section1>
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<h1>Setup Notes</h1>
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<hr size=1 width="100%" noshade color=gray align=center>
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<p><b><font color="#FF0000">Please note that CoD2 Mod Tools requires your video
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drivers and DirectX to be up to date. Please contact your hardware manufacturer
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to find the latest drivers for your system.</font></b></p>
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<hr size=1 width="100%" noshade color=gray align=center>
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</div>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0"><span class=GramE><b>Extracting Models from the <span class=SpellE>iwd</span>
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files.</b></span></p>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0">Radiant users must extract the <span class=SpellE>xmodel</span> folder from
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iw_13.iwd for radiant to show the list of models. You can place models in
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Radiant without doing this but you would have to manually type in the model
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name. Extracting this folder allows you to browse for models instead of having
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to type in a name.</p>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0">IWD files are the same as a zip file, so you should be able to open them
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using any unzipping utility. Depending on what unzipping utility you use, you
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may need to rename the extension to .zip to extract. Be sure to change it back
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to .<span class=SpellE>iwd</span> after you extracted the <span class=SpellE>xmodel</span>
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folder if you changed it or else the game will not load all of <span
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class=GramE>it's</span> files.</p>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0">The <span class=SpellE>xmodel</span> directory you extract should be placed
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inside the 'main' folder of the game's install path. For example 'C<span
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class=GramE>:\</span>Program Files\Activision\Call of Duty 2\main\xmodel\'
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should contain all the extracted model files.</p>
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<div class=MsoNormal align=center style='mso-margin-top-alt:auto;mso-margin-bottom-alt:
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auto;text-align:center'>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<hr size=1 width="100%" noshade color=gray align=center>
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</div>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0"><b>What's included:</b></p>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0"><b style='mso-bidi-font-weight:normal'>bin\</b></p>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0"><i>CoD2Radiant.exe</i></p>
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<p style="margin-top: 0; margin-bottom: 0">Level editor. Create custom .map
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files for single player or multiplayer.</p>
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<p style="margin-top: 0; margin-bottom: 0">On running CoD2Radiant for the first
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time, you will need to load the included cod2.prj project file which is located
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in "\bin".</p>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0"><i style='mso-bidi-font-style:normal'>CoD2_EffectsEd.exe<o:p></o:p></i></p>
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<p style="margin-top: 0; margin-bottom: 0"><span class=GramE>The CoD2 effect editor.</span> Create and modify your own
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effects.</p>
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<p style="margin-top: 0; margin-bottom: 0">On running CoD2_EffectsEd for the
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first time, you will be asked to browse to the location the game is installed.
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The default location is "Program Files\Activision\Call of Duty 2".</p>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0"><i>CoD2CompileTools.exe</i></p>
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<p style="margin-top: 0; margin-bottom: 0">Graphical UI tool that is handy for
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compiling and running maps.</p>
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<p style="margin-top: 0; margin-bottom: 0">On running CoD2CompileTools for the
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first time you must click the "browse" button in the upper left corner and
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browse to the location the game is installed. The default location is "Program
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Files\Activision\Call of Duty 2".</p>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0"><i style='mso-bidi-font-style:normal'>asset_manager.exe<o:p></o:p></i></p>
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<p style="margin-top: 0; margin-bottom: 0">Tool used for adding/modifying assets to the game. See the included Maya
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documentation for sample usage.</p>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0"><i>cod2map.exe</i></p>
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<p style="margin-top: 0; margin-bottom: 0">compiles the .map file and creates a
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.d3dbsp. Referenced by CoD2CompileTools.exe, but can be called manually as well.</p>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0"><i>cod2rad.exe</i></p>
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<p style="margin-top: 0; margin-bottom: 0">calculates lighting for a map and
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writes to the .d3dbsp. Referenced by CoD2CompileTools.exe, but can be called
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manually as well.</p>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0"><i>converter.exe</i></p>
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<p style="margin-top: 0; margin-bottom: 0">Converts data from asset manager to
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game data. If you add something to asset_manager, you must then run converter
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before seeing your assets in the game.</p>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0"><b style='mso-bidi-font-weight:normal'>bin\<span class=SpellE>maya\</span></b></p>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0">In here you will find the Maya 6 model and animation export Plugins. See the
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Maya documentation for information on how to setup these Plugins with your Maya
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software.</p>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0"><b>collmaps\</b></p>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0">This is where collision map files are
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stored. Their filenames correspond to the xmodel name in the xmodel folder. By
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default, static models do not have collision, they get their collision data from
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these collmaps that we have made.</p>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0"><b>devraw\maps\</b></p>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0">CoD2_EffectsEd looks in this folder
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for effectsEd_box.d3dbsp which is the bsp the editor loads. You can replace this
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bsp with another if you'd like CoD2_EffectsEd to use a different bsp.</p>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0"><b>map_source\</b></p>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0">We have included the source for two
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official maps, and this is where they are located, along with all the prefabs
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they reference. There is also a multiplayer test map included which contains the
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basics for any multiplayer map that can be helpful for testing.</p>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0"><b>xmodel_export\</b></p>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0">The base character and hotbox
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model is located here. See included Maya documentation for explanation of this.</p>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<hr size=1 width="100%" noshade color=gray align=center>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0"> </p>
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<p style="margin-top: 0; margin-bottom: 0"><o:p> </o:p></p>
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</div>
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</body>
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</html>
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