Mapping CoDWaW ( tuto )


001 - Installer le modtools


Utilitaire pour créer de nouveaux mods, de nouvelles maps pour Call of Duty : WaW
Tools to create new mods, new maps for Call of Duty: WaW

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Modtools 1.0

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  INSTALLATION:

* Unzip the mod tools package to your Call of Duty: World at War directory. This is where you installed the game to. The default location is "C:\Program Files\Activision\Call of Duty - World at War". Make sure you select "Yes to All" when prompted about copying over files.
* Once unzipped you will want to make a shortcut to: [gamepath]\bin\Launcher.exe
  - Launcher is the equivalent to the CoD4CompileTools and ModBuilder from the CoD4 Mod Tools.

RUNNING THE TOOLS:
When running launcher for the first time, the very first thing you should do is press the "Converter" button to convert assets.
When running CoDWaWRadiant for the first time, you will be prompted to load a project file. You will need to load the included codwaw.prj project file which is located in "\bin".
When running EffectsEd3 for the first time, you will be asked to provide the location where the game is installed. The default location is "C:\Program Files\Activision\Call of Duty - World at War".


Modtools 1.1

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Installation:
- Unzip the .rar file to a new folder. (if you are reading this, then you have possibly already done this. Congrats!)
- You will see three folders, "map_source", "raw", and "zone source".
- Highlight all three folders and copy them into your "Call of Duty - World at War" root game directory.
- You will be asked if it is okay to overwrite folders and files. Click "Yes to All" for this operation.

Added Files:
mp_castle.map and all .map prefabs associated with it.
code_post_gfx_mp, flamethrower, vehicle, and water CSV files.
ambient, attack, and sprint Zombie sound effects.
destructibledef and destructiblepiece files


Modtools 1.2

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Installation:
- Unzip the .zip file to a new folder.
- 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".
- Highlight all folders and both executibles and copy them into your "Call of Duty - World at War" root game directory.
- You will be asked if it is okay to overwrite folders and files. Click "Yes to All" for this operation and any subseuqent ones.

**SPECIAL NOTEs**

- This Mod Tools update requires CoD:WaW patch 1.4.
- We recommend that you covert and recompile all mods and custom maps to ensure compatibility with CoD:WaW patch 1.4.
- Patch 1.4 recognizes IWD's in the /usermaps folder. In the case of duplicate files in both /usermaps and /mods folders, the files in /usermaps will take priority.
- This 1.2 update also includes the files from the "CoDWaW - Mod Tools Package 1.1"
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Issues Fixed:
- Custom models no longer crash the lighting process in Launcher.exe when compiling a map that contains a custom model.
- Converter's "ERROR: dll version number does not match converter version" error has been resolved.
- Launching "mp_usermaps" in the /mods directory no longer causes clients to be kicked when joining the host's game.
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Added and Updated Files:
- mp_castle.map and all .map prefabs associated with it.
- code_post_gfx_mp, flamethrower, mp_vehicle_fx, nazi_zombie_asylum, vehicles_drivable_mp, water, and zombiemode CSV files.
- ambient, attack, behind, crawl, death, elec, laugh, n/sprint, sprint, and taunt Zombie sound effects.
- destructibledef and destructiblepiece files.
- Updated dlls in the /deffiles folder.
- Updated new scripts.
- DLC xmodel, xmodelparts, and xmodelsurfs files.
- DLC xanim files.
- DLC materials and material_properties files.
- DLC weapons, vision, ui_mp, maps, collmaps, and animtrees files.
- mp_tool.exe and sp_tool.exe.
- asset_manager, AssetViewer, cod2map, cod2rad, CoDWaWRadiant, converter, EffectsEd3, Launcher, linker_pc, MODSound, and ShaderCompiler executibles.




Modtools 1.2.1

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Installation:
- Unzip the .zip file to a new folder.
- You will see one folder inside named “raw”.
- Highlight this folder and copy it into your "Call of Duty - World at War" root game directory.
- You will be asked if it is okay to overwrite folders and files. Click "Yes to All" for this operation and any subsequent ones.
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Added Files:
- FX files used in Verruckt, Kneedeep, Nachtfeuer, and Subway.


Modtools 1.3

Download

Installation:
- Unzip the .zip file to a new folder.
- You will see three folders; "map_source", "raw", and "zone_source".
- Highlight all three folders and copy them into your "Call of Duty - World at War" root game directory.
- You will be asked if it is okay to overwrite folders and files. Click "Yes to All" for this operation and any subsequent requests.

Below you will find a list of the updated files included with Mod Tools 1.3. This package has over 2800 assets to help you create your own Shi No Numa-style levels in conjunction with Patch 1.5.

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Added and Updated Files:
- DLC2 zombie .map prefabs.
- DLC2 zombie zone_source files.
- DLC2 Updated new scripts.
- DLC2 xmodel, xmodelparts, and xmodelsurfs files.
- DLC2 xanim files.
- DLC2 materials and material_properties files.
- DLC2 FX files.
- DLC2 weapons, vision, ui_mp, maps, collmaps, and animtrees files.


Modtools 1.4

Download

Installation:
- Unzip the .zip file to a new folder.
- You will see three folders; "map_source", "raw", and "zone_source".
- Highlight all three folders and copy them into your "Call of Duty - World at War" root game directory.
- You will be asked if it is okay to overwrite folders and files. Click "Yes to All" for this operation and any subsequent requests.

Below you will find a list of the updated files included with Mod Tools 1.4. This package has almost 3000 assets to help you create your own Der Riese-style levels in conjunction with Patch 1.6.

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Added and Updated Files:
- DLC3 zombie .map prefabs.
- DLC3 zombie zone_source files.
- DLC3 Updated new scripts.
- DLC3 xmodel, xmodelparts, and xmodelsurfs files.
- DLC3 xanim files.
- DLC3 materials and material_properties files.
- DLC3 FX files.
- DLC3 weapons, vision, ui_mp, maps, collmaps, and animtrees files.