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You will see one folder inside named “raw”. asset_manager, AssetViewer, cod2map, cod2rad, CoDWaWRadiant, converter, EffectsEd3, Launcher, linker_pc, MODSound, and ShaderCompiler executibles. DLC weapons, vision, ui_mp, maps, collmaps, and animtrees files. DLC materials and material_properties files. ![]() DLC xmodel, xmodelparts, and xmodelsurfs files. destructibledef and destructiblepiece files. ambient, attack, behind, crawl, death, elec, laugh, n/sprint, sprint, and taunt Zombie sound effects. code_post_gfx_mp, flamethrower, mp_vehicle_fx, nazi_zombie_asylum, vehicles_drivable_mp, water, and zombiemode CSV files. Launching "mp_usermaps" in the /mods directory no longer causes clients to be kicked when joining the host's game. Converter's "ERROR: dll version number does not match converter version" error has been resolved. Custom models no longer crash the lighting process in Launcher.exe when compiling a map that contains a custom model. #HOW TO MAKE CUSTOM COD WAW ZOMBIE MAPS MOD#This 1.2 update also includes the files from the "CoDWaW - Mod Tools Package 1.1" In the case of duplicate files in both /usermaps and /mods folders, the files in /usermaps will take priority. #HOW TO MAKE CUSTOM COD WAW ZOMBIE MAPS PATCH#Patch 1.4 recognizes IWD's in the /usermaps folder. #HOW TO MAKE CUSTOM COD WAW ZOMBIE MAPS MODS#We recommend that you covert and recompile all mods and custom maps to ensure compatibility with CoD:WaW patch 1.4. This Mod Tools update requires CoD:WaW patch 1.4. Click "Yes to All" for this operation and any subseuqent ones. You will be asked if it is okay to overwrite folders and files. Highlight all folders and both executibles and copy them into your "Call of Duty - World at War" root game directory. You will see six folders "bin", "deffiles", "map_source", "mods", "raw", and "zone source", along with two executibles "mp_tool.exe" and "sp_tool.exe". map prefabs associated with it.Ĭode_post_gfx_mp, flamethrower, vehicle, and water CSV files.Īmbient, attack, and sprint Zombie sound effects.ĭestructibledef and destructiblepiece files Highlight all three folders and copy them into your "Call of Duty - World at War" root game directory. You will see three folders, "map_source", "raw", and "zone source". (if you are reading this, then you have possibly already done this. The default location is "C:\Program Files\Activision\Call of Duty - World at War". When running EffectsEd3 for the first time, you will be asked to provide the location where the game is installed. ![]() You will need to load the included codwaw.prj project file which is located in "\bin". When running CoDWaWRadiant for the first time, you will be prompted to load a project file. When running launcher for the first time, the very first thing you should do is press the "Converter" button to convert assets. Launcher is the equivalent to the CoD4CompileTools and ModBuilder from the CoD4 Mod Tools. * Once unzipped you will want to make a shortcut to: \bin\Launcher.exe Make sure you select "Yes to All" when prompted about copying over files. * Unzip the mod tools package to your Call of Duty: World at War directory. Tools to create new mods, new maps for Call of Duty: WaW ![]() Utilitaire pour créer de nouveaux mods, de nouvelles maps pour Call of Duty : WaW
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