cod-uo-sdk/UOTools/docs/AssetManager_and_Converter.htm
2004-09-30 00:00:00 +00:00

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