yep, that's insane.
How many hours to you spent for one map remake?
thanks mate
hmm hard to tell really .. would think around 180 - 200 hours or so
yep, that's insane.
How many hours to you spent for one map remake?
thanks mate
hmm hard to tell really .. would think around 180 - 200 hours or so
Following strike_2, there is now crash_2 too
DL: mp_crash_2 download - CFGFactory
OR: mp_crash_2 addon - Call of Duty 4: Modern Warfare - Mod DB
Rebuild from scratch by measuring each and every brush, using real coordinates and stock xmodel coordinates ->
100% compatible with stock crash demos! Just change the map with demomanager and use some filmtweaks.
Supporting all stock gamemodes.
Thanks to dtzxporter for WraithX & Scobalula for Greyhound / Husky IW, Treyarch and Sledgehammer for the models and textures that were used.
Thanks to all the testers involved in the process! Special thanks to LNR!
Call of Duty - Bug Research - Bounce Depatch Tool // #xoxor4d
Some footage: https://www.youtube.com/watch?v=kMQF0njYdKY
https://www.youtube.com/watch?v=kMQF0njYdKYAnd some juicy screenshots
( more on cfgf or moddb )
Rebuild from scratch by measuring each and every brush on the original strike map. Using Textures and models from Modern Warfare Remastered and WW2.
Map size ~ 230mb (high res textures) Supporting all stock gamemodes. Missing pezbots waypoints tho.
Downloads over at:
mp_strike_2 addon - Call of Duty 4: Modern Warfare - Mod DB
mp_strike_2 download - CFGFactory
Mirror: https://drive.google.com/file/…55D6OvrxT5yvtKL9imB6Ch4i9
https://drive.google.com/file/…55D6OvrxT5yvtKL9imB6Ch4i9Thanks to dtzxporter for WraithX & Scobalula for Husky
(ripped xmodel locations and exported as .map) -> GitHub - Scobalula/Husky: Call of Duty BSP Extractor
Thanks to IW, Treyarch and Sledgehammer for some of the models and textures used.
Thanks to all the testers involved in the process! Special thanks to LNR<3
NOTE: This map uses a lot of custom xmodels
so model heavy mods might not work with this map.
Pictures:
very nice stuff man except 1 thing.. i cant open radiant with it lol i get this error.. could you help?
Imgur: The magic of the Internet
Only when you try to open radiant?
Try to run the tool with admin permissions
wuuut? You should start to work with git. After some time, you'll create a git repo (at least a local one) for everything. You will love it <3.
And you don't have to work with folders like "mySoftware_v1.0", "mySoftware_final", "mySoftware_final_for_sure", "mySoftware_final2", "mySoftware_Final_the_real_one"
Need to get used to using git to manage projects lol ...
Sources are over here: GitHub - xoxor4d/cod4-compileTools: Custom CoD4-CompileTools based on the original tools.
do you have a git repo for me? I would like to see the sources
never used git tbh. will upload sources soon
If anyone still builds maps for CoD4 and hates the ugly look of the compile tools, here you go
Also added some neat features like a build in console with color output, an option to copy custom iwi's to your IWD and to move fastfiles to your usermaps folder automatically.
Furthermore a few UI settings so you can personalize the tool.
Please report bugs or give suggestions on what else I could add
cod4compiletools
also glowing materials like in csgo's surf_kitsune2_go
Well, I would love to create a post effect like glow. But effects like that require a multi pass shader like the build in glow shader cod4 has. It consists of 3 individual shaders while the first 2 draw their output onto a different rendertaget that the user cannot see. That way each pass can grab the image the previous pass created to be then further modified. Pass 1 could create a really high contrast image with certain cutoffs while the second pass only blurs the image. pass 3 would then combine both and draw them to a full screen quad that gets created by the engine.
I have not found a way to to something like that yet; if even possible without modifying draw calls from within the engine.
https pls
Never noticed that my site doesn´t use ssl .. so thanks for pointing that our.
But still .. why would you need ssl on a website where you don´t input any information?
Edit: Enabled HTTPS :p
you need to Compile it into your fastfiles. Linker will include all the files like the material, techset, techniques and the shaders ofc.
It should also be possible to replace stock skys with a mod but that's untested
Some of you may know that I´m experimenting with custom hlsl shaders within cod4.
It was possible back in cod2, but not many people knew how to really use it.
Unfortunately, IW didn´t include a way for us to compile custom shaders in cod4 --- but a guy called Bear went through a bit of linker_pc - assembly and found a way to generate the correct hash to then be added to the shader_names lookup table.
Yet again .. no one really used it as his tutorial wasn´t very clear ... so here i come to the rescue
You may ask yourself what I´m talking about ... have a look:
COD4 || HLSL - Animated Skybox - Shadertoy Port - YouTube ------- COD4 || HLSL Shader - Ocean Skybox - YouTube
I wrote a in-depth tutorial that you can find over on my site if you want something special for your next custom map / mod @ http://www.bouncepatch.com/hlsl.html
http://www.bouncepatch.com/hlsl.htmlI hope it´s at least useful to some folks out there
All the Information I reversed on bouncing and a tool to reenable bouncing in cods past cod5 plus cod4 double bounces are over on the cj forums.
CoDJumper.com • View topic - Tool to re-enable Bounces on MW2, BO1, BO2, WW2 V1.2