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Опубликовано:
Could you not just place Xmodels specifically to make a map?

You would run of entities in no time.

then allocate a million more

Опубликовано:
Could you not just place Xmodels specifically to make a map?

You would run of entities in no time.

then allocate a million more

So it is possible to allocate more that 2048 entities or were you referring to the size of the asset pools?

Опубликовано:
Could you not just place Xmodels specifically to make a map?

You would run of entities in no time.

then allocate a million more

Didn't NTA try that at one point, in the same vein as his cEntity fucking-up in aIW times? Or was that ClientInfo? Either way, he ran into loads of problems with not being able to properly debug.

Опубликовано:

If we see SP support, it would probably be through running a private match that loads the SP fastfiles and runs the campaign there.

18 player co-op campaign would be... retarded lol

 

but would also be fun :lol:

well i have to admit it could be the craziest project ever, 18 players in co-op its like.......... hell

Опубликовано:
Could you not just place Xmodels specifically to make a map?

Good luck getting the Brushmodels for those objects.

It was just a suggestion.

Never looked at it, but brushmodels are probably stored somewhere in col_map_mp, which stores most of the bsp data (mainly collision as the name suggests). Should look at that sometime and see if we can make our own brushmodels.

Опубликовано:
Could you not just place Xmodels specifically to make a map?

Good luck getting the Brushmodels for those objects.

It was just a suggestion.

Never looked at it, but brushmodels are probably stored somewhere in col_map_mp, which stores most of the bsp data (mainly collision as the name suggests). Should look at that sometime and see if we can make our own brushmodels.

Although this is unrelated to what you said about col_map_mp here is a project I saw on itsmods for BIack Ops 1 that uses xmodels that could make maps:

Here is an example of a project way back in AlterIWnet simply using .gsc alone:

Of course this map is unnecessary since the port of the Nuketown from CalI of Duty Online is well under way.

 

I'm not 100% sure if this is relevant, I am no expert at this kind of thing and am only trying to help.

Опубликовано:
Could you not just place Xmodels specifically to make a map?

Good luck getting the Brushmodels for those objects.

It was just a suggestion.

Never looked at it, but brushmodels are probably stored somewhere in col_map_mp, which stores most of the bsp data (mainly collision as the name suggests). Should look at that sometime and see if we can make our own brushmodels.

Although this is unrelated to what you said about col_map_mp here is a project I saw on itsmods for BIack Ops 1 that uses xmodels that could make maps:

Here is an example of a project way back in AlterIWnet simply using .gsc alone:

Of course this map is unnecessary since the port of the Nuketown from CalI of Duty Online is well under way.

 

I'm not 100% sure if this is relevant, I am no expert at this kind of thing and am only trying to help.

Irrelevant.

Опубликовано:
Could you not just place Xmodels specifically to make a map?

Good luck getting the Brushmodels for those objects.

It was just a suggestion.

Never looked at it, but brushmodels are probably stored somewhere in col_map_mp, which stores most of the bsp data (mainly collision as the name suggests). Should look at that sometime and see if we can make our own brushmodels.

Although this is unrelated to what you said about col_map_mp here is a project I saw on itsmods for BIack Ops 1 that uses xmodels that could make maps:

Here is an example of a project way back in AlterIWnet simply using .gsc alone:

Of course this map is unnecessary since the port of the Nuketown from CalI of Duty Online is well under way.

 

I'm not 100% sure if this is relevant, I am no expert at this kind of thing and am only trying to help.

BO and WaW use a smart way to add collision. There are some "stock" Collision Brushes which work on every map. Would be nice if IW was like treyarch.

http://wiki.modsrepository.com/index.ph ... on_Brushes

Опубликовано:
originally the IW3 devloper suite was from blackops mod tools this can be used in 4d1 as well ive tested it just gotta place it like IW3 mod tools aka folders

http://www.moddb.com/mods/call-of-duty- ... oper-suite

What are you talking about?

Опубликовано:
originally the IW3 devloper suite was from blackops mod tools this can be used in 4d1 as well ive tested it just gotta place it like IW3 mod tools aka folders

http://www.moddb.com/mods/call-of-duty- ... oper-suite

What are you talking about?

It's just a modification of Black Ops mod tools launcher, to work in Cod4.You can do almost the same things with CoD4CompileTools.exe though.

Опубликовано:
originally the IW3 devloper suite was from blackops mod tools this can be used in 4d1 as well ive tested it just gotta place it like IW3 mod tools aka folders

http://www.moddb.com/mods/call-of-duty- ... oper-suite

What are you talking about?

It's just a modification of T5 mod tools launcher, to work in IW3.You can do almost the same things with CoD4CompileTools.exe though.

it works in 4d1 aswell :) just most stuff wont work

Опубликовано:

Yeah, Okay. That will be good.

Опубликовано:

any updates?

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