310 lines
13 KiB
HTML
310 lines
13 KiB
HTML
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<title>Asset Manager & Converter</title>
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<o:DocumentProperties>
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<o:Author>Mike</o:Author>
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<o:LastAuthor>Doug Pearson</o:LastAuthor>
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<o:Revision>2</o:Revision>
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<o:TotalTime>101</o:TotalTime>
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<o:Created>2004-09-29T20:21:00Z</o:Created>
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<o:LastSaved>2004-09-29T20:21:00Z</o:LastSaved>
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<o:Company>gmistudios</o:Company>
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<div class=Section1>
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<h1 align=center style='text-align:center'>Asset Manager & Converter</h1>
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<p class=MsoNormal align=center style='text-align:center'><![if !supportEmptyParas]> <![endif]><o:p></o:p></p>
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<p class=MsoNormal><b style='mso-bidi-font-weight:normal'><u><![if !supportEmptyParas]> <![endif]><o:p></o:p></u></b></p>
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<p class=MsoNormal><b style='mso-bidi-font-weight:normal'>Asset Manager
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Program:</b> Asset Manager is a program that assigns parameters to certain
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entities/models in the game, such as vehicles, weapons, characters, game
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models, and animations. </p>
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<p class=MsoNormal><![if !supportEmptyParas]> <![endif]><o:p></o:p></p>
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<p class=MsoNormal><b style='mso-bidi-font-weight:normal'>.gdt Files: </b>.gdt
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files are files that store the parameters assigned to the models/entities
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within Asset Manager. Usually we group the files corresponding to their
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purpose. Examples: <20>xmodel.gdt<64> <20> are the settings used static models.
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<EFBFBD>weaponsettings.gdt<64> <20> are the weapon settings used in Single Player.
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<EFBFBD>weaponsettings_mp.gdt<64> - are the weapon settings used in Multiplayer, and so
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on.</p>
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<p class=MsoNormal><![if !supportEmptyParas]> <![endif]><o:p></o:p></p>
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<p class=MsoNormal><b style='mso-bidi-font-weight:normal'>Converter Tool:</b>
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Used to convert the entity/model along with the Parameters set in Asset Manager
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to a file COD can read and use. The converter also uses a cache folder which
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stores what has been done. So, future converts will not convert everything over
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again.</p>
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<p class=MsoNormal><![if !supportEmptyParas]> <![endif]><o:p></o:p></p>
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<p class=MsoNormal><b><u>Converter NOTE (MUST READ):</u></b> Only use
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<EFBFBD>uoconvertor.bat<61> to run the <20>converter.exe.<2E> <20>Uoconvertor.bat<61> is setup to use
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UO directory structure, and some of the settings used in UO are not in the
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original version of Call of Duty. If you don<6F>t use <20>uoconvertor.bat<61> and run
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<EFBFBD>converter.exe<78> you may experience an unpredictable error.</p>
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<p class=MsoNormal><![if !supportEmptyParas]> <![endif]><o:p></o:p></p>
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<p class=MsoNormal><b style='mso-bidi-font-weight:normal'>What kind of
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parameters can you manipulate? </b>Well, depending on the type of asset you are
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modifying will determine what you can manipulate. For example: weapon settings,
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you can modify anything from their accuracy to setting the player<65>s sensitivity
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while in ADS (Aimed Down Sight) mode when prone and<span style="mso-spacerun:
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yes"><3E> </span>what sound is used when putting the gun away. So, the only way to
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see what you can manipulate is to open up one of the .gdt files.</p>
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<p class=MsoNormal><![if !supportEmptyParas]> <![endif]><o:p></o:p></p>
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<p class=MsoNormal><i>Quick Tutorial on next page<67> </i><br clear=all
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style='page-break-before:always'>
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<b><u>Quick Tutorial:</u></b></p>
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<p class=MsoNormal style='text-indent:.5in'>We<EFBFBD>re going to use a weapon as an
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example. Usually when modifying any files, we recommend you back up the
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original .gdt files, just incase you need to restore the original settings.</p>
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<p class=MsoNormal><![if !supportEmptyParas]> <![endif]><o:p></o:p></p>
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<p class=MsoNormal>1. Open up Asset Manager. Things to notice, left side area,
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you see a list of options (aitype, bulletweapon, character, etc). This will
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determine the type of asset you are going to manipulate. </p>
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height:345pt'>
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<v:imagedata src="./AssetManager_and_Converter_files/image001.jpg" o:title="1"/>
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</v:shape><![endif]--><![if !vml]><img width=575 height=460
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src="./AssetManager_and_Converter_files/image002.jpg" v:shapes="_x0000_i1025"><![endif]></p>
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<p class=MsoNormal><![if !supportEmptyParas]> <![endif]><o:p></o:p></p>
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<p class=MsoNormal>2. Go to File -> Open. Look for:
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<EFBFBD>c:\root_of_game\uotools\source_data\weaponsettings_mp.gdt<64> Once found, select
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and open that file. You will notice nothing changed, but the file did in fact
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load. On the left hand side, where the list of <20>asset types<65> are located,
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select <20>bulletweapon.<2E> This <20>asset type<70> modifies the weapons that uses
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bullets. Notice in the large empty box, it now has a list of weapon names (i.e.
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bar_mp, colt_mp, etc). Select <20>thompson_mp<6D> in the list. Now you will see the
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right side of the program fill in with a good amount of drop down boxes and
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number modifiers. These are the properties you can manipulate that will effect
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only the <20>thompson_mp<6D> (since that is selected). </p>
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<p class=MsoNormal><!--[if gte vml 1]><v:shape id="_x0000_i1026" type="#_x0000_t75"
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style='width:431.25pt;height:345pt'>
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<v:imagedata src="./AssetManager_and_Converter_files/image003.jpg" o:title="2"/>
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</v:shape><![endif]--><![if !vml]><img width=575 height=460
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src="./AssetManager_and_Converter_files/image004.jpg" v:shapes="_x0000_i1026"><![endif]></p>
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<p class=MsoNormal><![if !supportEmptyParas]> <![endif]><o:p></o:p></p>
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<p class=MsoNormal>3. In order to see what property does what. We recommend you
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adjust one setting at a time, but dramatically different than what it<69>s
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defaulted to. This way, when in game you will see the huge difference, and then
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tune it to how you want it. For our example, we<77>re going to manipulate the
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accuracy, when standing. So, scroll down till you see <20>hipSpreadStandMin.<2E>
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Default is set to 1.8, lets change this to 6. Notice that <20>hipSpreadMax<61> is set
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to 8, don<6F>t increase the number more than that. The desired effect should be,
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while standing, and not in ADS mode, the spread will be ridiculously huge.
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However, if you crouch or go prone you<6F>re a lot more accurate, since we did not
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modify those settings. </p>
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<p class=MsoNormal><!--[if gte vml 1]><v:shape id="_x0000_i1027" type="#_x0000_t75"
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<v:imagedata src="./AssetManager_and_Converter_files/image005.jpg" o:title="3"/>
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</v:shape><![endif]--><![if !vml]><img width=575 height=460
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src="./AssetManager_and_Converter_files/image006.jpg" v:shapes="_x0000_i1027"><![endif]></p>
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<p class=MsoNormal><![if !supportEmptyParas]> <![endif]><o:p></o:p></p>
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<span style='font-size:12.0pt;font-family:"Bookman Old Style";mso-fareast-font-family:
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"Times New Roman";mso-bidi-font-family:"Times New Roman";mso-ansi-language:
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EN-US;mso-fareast-language:EN-US;mso-bidi-language:AR-SA;mso-bidi-font-weight:
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bold'><br clear=all style='page-break-before:always'>
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</span>
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<p class=MsoNormal>4. Ok, let<65>s see the new settings in game. First, we need to
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save this file. Once saved, minimize or close Asset Manager. Now we <b
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style='mso-bidi-font-weight:normal'><u>must</u></b> convert the settings to
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game files. Go to <20>root_of_game\uotools\bin<69> find and double-click on
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<EFBFBD>uoconvertor.bat<61> You will see a dos-prompt window appear and some text in it. </p>
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<p class=MsoNormal><!--[if gte vml 1]><v:shape id="_x0000_i1028" type="#_x0000_t75"
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style='width:431.25pt;height:291pt'>
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<v:imagedata src="./AssetManager_and_Converter_files/image007.jpg" o:title="4"/>
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</v:shape><![endif]--><![if !vml]><img width=575 height=388
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src="./AssetManager_and_Converter_files/image008.jpg" v:shapes="_x0000_i1028"><![endif]></p>
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<p class=MsoNormal><![if !supportEmptyParas]> <![endif]><o:p></o:p></p>
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<p class=MsoNormal>5. If you happened to get an Error, you<6F>ll be asked <20>Do you
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want to continue?<3F> Go ahead and do so. Once done, you need to make sure all of
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your files are in their correct locations for it to work. Convert errors can
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occur when this is not the case. If not, restore your backup .gdt files and try
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again. If you didn<64>t get an error, and the dos window looks like it does above,
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then you are good to go.</p>
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<p class=MsoNormal><![if !supportEmptyParas]> <![endif]><o:p></o:p></p>
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<p class=MsoNormal>Have fun!</p>
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</div>
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</body>
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</html>
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