cod2-sdk/docs/setup/index.htm

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