This is a new version of my map Castle Adlerstein, which was originally made for Call of Duty. This is an updated version, polished for Call of Duty: United Offensive. It's a large map, set in the theme around a large castle, with open fields around. Ther
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Posted: Fri Feb 25, 2005 10:12 pm Post subject: Adding Models
Adding Models
Many mappers have had problems adding models to their map. There have been several different methods in achieving this. The latest method in adding models to your map is by far the easiest yet. The only knowledge you need to know before beginning is how to move, flip, and rotate an entity.
We will go though this process step by step. Before we start though, there is a key file that needs to be downloaded and placed in a certain location. A new cod.def file, modified by Scorpio, needs to be downloaded and placed in the Tools/bin folder. You want to replace the cod.def file that?s currently in that location.
So you have a map that you are ready to place some models into. We have opened the map file and we want to right click in the approximate location where the model will be. A menu will appear with many different selection options. The selections that we are interested in since we are adding models are the XModel- options. These are the selections now available due to the modified cod.def we downloaded. For this tutorial we will add a standing cow to our map.
As soon as we click our selection the model is placed into the map.
We need to modify a setting on our model for it to appear in game. With the model still selected hit ?N?. This is known as the Entity Editor. Note that the classname key pair.
Currently the classname is XModel-cow_standing. This in game will result as a model that will not render. We need to modify this key pair so that it will render in game. Click on the classname XModel-cow_standing that the arrow is pointing too.
Once you do so the Key and Value fields will be filled with classname and XModel-cow_standing. We want to change XModel-cow_standing to misc_model. Once you change XModel-cow_standing to misc_model and hit enter that key pair will change and update in the Entity Editor.
We are now done with the Entity Editor but notice the other features that you can use for models. You can use the scroll bar in the center to scroll through the other key pairs and check box options, also known as spawnflags, available with a description of what they will do when applied.
Last we want to move the model into location. This is done just the same as if you were moving around any other entity in your map. Once it is in place, simply hit ?ESC?.
And finally what it should look like in game.
You will notice that what is called the bounding box will change to different sizes as you go though this tutorial. It will revert to the proper size once you save, exit and then reopen your map file.
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