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-tiger-
Steuerzahler
Dabei seit: 22.01.2008
Beiträge: 189
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RE: Danke dafür aber bei mir klappt es nicht |
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Original von Marvin
Ich habe alle datein in ihre ordner gepackt:
alle raw/images in raw/images,
alle raw/sound in raw/sound,
alle raw/soundaliases in raw/soundaliases,
alle raw/weapons in raw/weapons,
alle raw/xanim in raw/xanim,
alle raw/xmodel in raw/xmodel,
alle raw/xmodelparts in raw/xmodelparts und
alle raw/xmodelsurfs in raw/xmodelsurfs
und trotzdem will er nichts anderes als die waffen erkennen
Ich kann die waffen in meinen editor laden aber er erkennt weder xmodels noch xmodelparts etc.
kann mir da vieleicht jmd weiter helfen
Lg Marvin
vielleicht ist was beim kopieren falsch gelaufen. nimm mal den raw ordner und kopiere ihn in dein cod4-mapping ordner.
Mir ist aufgefallen das zwei Ordner gefehlt haben, also nochmal downloaden.
cod4-sp&custom-weapons.7z
meine Map.csv
Code angehängt. Klicke hier zum Ein-/Ausblenden
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ignore,code_post_gfx_mp
ignore,common_mp
ignore,localized_code_post_gfx_mp
ignore,localized_common_mp
col_map_mp,maps/mp/mp_gold_rush.d3dbsp
rawfile,maps/mp/mp_gold_rush.gsc
impactfx,mp_gold_rush
include,mptypes_desert
sound,common,mp_gold_rush,!all_mp
sound,generic,mp_gold_rush,!all_mp
sound,voiceovers,mp_gold_rush,!all_mp
sound,multiplayer,mp_gold_rush,!all_mp
rawfile,configure_mp.cfg
rawfile,maps/mp/mp_gold_rush.gsc
rawfile,maps/mp/mp_gold_rush_fx.gsc
rawfile,maps/mp/mp_gold_rush_door1.gsc
rawfile,maps/mp/mp_gold_rush_door2.gsc
rawfile,maps/mp/mp_gold_rush_door3.gsc
rawfile,maps/mp/mp_gold_rush_door4.gsc
rawfile,maps/mp/mp_gold_rush_door5.gsc
rawfile,maps/mp/mp_gold_rush_door6.gsc
rawfile,maps/mp/mp_gold_rush_door7.gsc
rawfile,maps/mp/mp_gold_rush_md.gsc
rawfile,maps/mp/mp_gold_rush_fan.gsc
rawfile,maps/mp/mp_gold_rush_radio.gsc
rawfile,maps/mp/_breakable_windows.gsc
rawfile,maps/mp/_breakable_wall.gsc
rawfile,maps/mp/_expl_pump.gsc
rawfile,maps/mp/_explosive_barrels.gsc
rawfile,maps/mp/_explosive_models.gsc
rawfile,maps/mp/_minefields.gsc
rawfile,maps/mp/_structFX_oneshot.gsc
rawfile,maps/createfx/mp_gold_rush_fx.gsc
rawfile,maps/mp/mp_weapon_fx.gsc
rawfile,maps/mp/_multiple_doors.gsc
rawfile,maps/mp/mp_gold_rush_wd.gsc
rawfile,vision/mp_gold_rush.vision
rawfile,sun/mp_gold_rush.sun
rawfile,maps/mp/_spawn_weapons.gsc
rawfile,maps/mp/_drown.gsc
xmodel,com_barrel_piece
xmodel,com_barrel_piece2
xmodel,vehicle_80s_wagon1_tan_destroyed
xmodel,vehicle_80s_wagon1_tan_hood
xmodel,vehicle_80s_wagon1_tan_hood_dam
xmodel,vehicle_80s_wagon1_tan_wheel_lf
xmodel,vehicle_80s_wagon1_tan_door_lf
xmodel,vehicle_80s_wagon1_tan_door_lb
xmodel,vehicle_80s_wagon1_tan_door_rf
xmodel,vehicle_80s_wagon1_tan_door_rb
xmodel,vehicle_80s_wagon1_glass_f
xmodel,vehicle_80s_wagon1_glass_f_dam
xmodel,vehicle_80s_wagon1_glass_b
xmodel,vehicle_80s_wagon1_glass_b_dam
xmodel,vehicle_80s_wagon1_glass_lf
xmodel,vehicle_80s_wagon1_glass_lf_dam
xmodel,vehicle_80s_wagon1_glass_rf
xmodel,vehicle_80s_wagon1_glass_rf_dam
xmodel,vehicle_80s_wagon1_glass_lb
xmodel,vehicle_80s_wagon1_glass_lb_dam
xmodel,vehicle_80s_wagon1_glass_rb
xmodel,vehicle_80s_wagon1_glass_rb_dam
xmodel,vehicle_80s_wagon1_glass_lb2
xmodel,vehicle_80s_wagon1_glass_lb2_dam
xmodel,vehicle_80s_wagon1_glass_rb2
xmodel,vehicle_80s_wagon1_glass_rb2_dam
xmodel,vehicle_80s_wagon1_tan_light_lf
xmodel,vehicle_80s_wagon1_tan_light_lf_dam
xmodel,vehicle_80s_wagon1_tan_light_rf
xmodel,vehicle_80s_wagon1_tan_light_rf_dam
xmodel,vehicle_80s_wagon1_tan_light_lb
xmodel,vehicle_80s_wagon1_tan_light_lb_dam
xmodel,vehicle_80s_wagon1_tan_light_rb
xmodel,vehicle_80s_wagon1_tan_light_rb_dam
xmodel,vehicle_80s_wagon1_tan_bumper_f
xmodel,vehicle_80s_wagon1_tan_bumper_b
xmodel,vehicle_80s_wagon1_tan_mirror_l
xmodel,vehicle_80s_wagon1_tan_mirror_r
xmodel,vehicle_small_hatch_white_destroyed
xmodel,vehicle_small_hatch_white_hood
xmodel,vehicle_small_hatch_white_hood_dam
xmodel,vehicle_small_hatch_white_door_lf
xmodel,vehicle_small_hatch_white_door_rf
xmodel,vehicle_small_hatch_glass_f
xmodel,vehicle_small_hatch_glass_f_dam
xmodel,vehicle_small_hatch_glass_b
xmodel,vehicle_small_hatch_glass_b_dam
xmodel,vehicle_small_hatch_glass_lf
xmodel,vehicle_small_hatch_glass_lf_dam
xmodel,vehicle_small_hatch_glass_rf
xmodel,vehicle_small_hatch_glass_rf_dam
xmodel,vehicle_small_hatch_glass_lb
xmodel,vehicle_small_hatch_glass_lb_dam
xmodel,vehicle_small_hatch_glass_rb
xmodel,vehicle_small_hatch_glass_rb_dam
xmodel,vehicle_small_hatch_white_light_lf
xmodel,vehicle_small_hatch_white_light_lf_dam
xmodel,vehicle_small_hatch_white_light_rf
xmodel,vehicle_small_hatch_white_light_rf_dam
xmodel,vehicle_small_hatch_white_light_lb
xmodel,vehicle_small_hatch_white_light_lb_dam
xmodel,vehicle_small_hatch_white_light_rb
xmodel,vehicle_small_hatch_white_light_rb_dam
xmodel,vehicle_small_hatch_white_bumper_f
xmodel,vehicle_small_hatch_white_bumper_b
xmodel,vehicle_small_hatch_white_mirror_l
xmodel,vehicle_small_hatch_white_mirror_r
xmodel,vehicle_80s_hatch1_red_destroyed
xmodel,vehicle_80s_hatch1_red_hood
xmodel,vehicle_80s_hatch1_red_hood_dam
xmodel,vehicle_80s_hatch1_red_wheel_lf
xmodel,vehicle_80s_hatch1_red_door_lf
xmodel,vehicle_80s_hatch1_red_door_rf
xmodel,vehicle_80s_hatch1_glass_f
xmodel,vehicle_80s_hatch1_glass_f_dam
xmodel,vehicle_80s_hatch1_glass_b
xmodel,vehicle_80s_hatch1_glass_b_dam
xmodel,vehicle_80s_hatch1_glass_lf
xmodel,vehicle_80s_hatch1_glass_lf_dam
xmodel,vehicle_80s_hatch1_glass_rf
xmodel,vehicle_80s_hatch1_glass_rf_dam
xmodel,vehicle_80s_hatch1_glass_lb
xmodel,vehicle_80s_hatch1_glass_lb_dam
xmodel,vehicle_80s_hatch1_glass_rb
xmodel,vehicle_80s_hatch1_glass_rb_dam
xmodel,vehicle_80s_hatch1_red_light_lf
xmodel,vehicle_80s_hatch1_red_light_lf_dam
xmodel,vehicle_80s_hatch1_red_light_rf
xmodel,vehicle_80s_hatch1_red_light_rf_dam
xmodel,vehicle_80s_hatch1_red_light_lb
xmodel,vehicle_80s_hatch1_red_light_lb_dam
xmodel,vehicle_80s_hatch1_red_light_rb
xmodel,vehicle_80s_hatch1_red_light_rb_dam
xmodel,vehicle_80s_hatch1_red_bumper_f
xmodel,vehicle_80s_hatch1_red_bumper_b
xmodel,vehicle_80s_hatch1_red_mirror_l
xmodel,vehicle_80s_hatch1_red_mirror_r
xmodel,vehicle_80s_sedan1_silv_destroyed
xmodel,vehicle_80s_sedan1_silv_hood
xmodel,vehicle_80s_sedan1_silv_hood_dam
xmodel,vehicle_80s_sedan1_silv_trunk
xmodel,vehicle_80s_sedan1_silv_trunk_dam
xmodel,vehicle_80s_sedan1_silv_door_lf
xmodel,vehicle_80s_sedan1_silv_door_lb
xmodel,vehicle_80s_sedan1_silv_door_rf
xmodel,vehicle_80s_sedan1_silv_door_rb
xmodel,vehicle_80s_sedan1_glass_f
xmodel,vehicle_80s_sedan1_glass_f_dam
xmodel,vehicle_80s_sedan1_glass_b
xmodel,vehicle_80s_sedan1_glass_b_dam
xmodel,vehicle_80s_sedan1_glass_lf
xmodel,vehicle_80s_sedan1_glass_lf_dam
xmodel,vehicle_80s_sedan1_glass_rf
xmodel,vehicle_80s_sedan1_glass_rf_dam
xmodel,vehicle_80s_sedan1_glass_lb
xmodel,vehicle_80s_sedan1_glass_lb_dam
xmodel,vehicle_80s_sedan1_glass_rb
xmodel,vehicle_80s_sedan1_glass_rb_dam
xmodel,vehicle_80s_sedan1_silv_light_lf
xmodel,vehicle_80s_sedan1_silv_light_lf_dam
xmodel,vehicle_80s_sedan1_silv_light_rf
xmodel,vehicle_80s_sedan1_silv_light_rf_dam
xmodel,vehicle_80s_sedan1_silv_light_lb
xmodel,vehicle_80s_sedan1_silv_light_lb_dam
xmodel,vehicle_80s_sedan1_silv_light_rb
xmodel,vehicle_80s_sedan1_silv_light_rb_dam
xmodel,vehicle_80s_sedan1_silv_bumper_f
xmodel,vehicle_80s_sedan1_silv_bumper_b
xmodel,vehicle_80s_sedan1_silv_mirror_l
xmodel,vehicle_80s_sedan1_silv_mirror_r
xmodel,vehicle_80s_sedan1_silv_wheel_lf
fx,props/barrel_ignite
fx,props/barrel_fire_top
fx,props/car_glass_large
fx,explosions/sparks_a
fx,explosions/tv_explosion
fx,props/car_glass_headlight
fx,dust/exitdoor_dust
fx,fire/gas_pump_fire
fx,explosions/fuel_med_explosion
fx,impacts/water
fx,misc/water_shower
fx,explosions/grenadeExp_dirt_1
fx,explosions/grenadeExp_dirt
fx,fire/firelp_vhc_lrg_pm_farview
fx,misc/ui_pickup_available
fx,explosions/wall_explosion_small
fx,dust/dust_wind_fast
fx,dust/dust_wind_slow_yel_loop
fx,dust/dust_spiral_runner
fx,dust/sand_aftermath
fx,misc/glow_stick_glow_pile
fx,misc/hawks
fx,props/car_glass_med
fx,props/car_glass_brakelight
fx,props/car_glass_headlight
fx,props/car_glass_large
fx,explosions/default_explosion
fx,smoke/car_damage_blacksmoke
fx,smoke/car_damage_whitesmoke
fx,smoke/car_damage_blacksmoke_fire
fx,explosions/small_vehicle_explosion_airlift
sound,gold_rush,,all_mp
material,bunker_concrete_1
material,bunker_concrete_2
material,metaldoor
material,asad_wall
material,Moschee_glass
material,Moschee_glass2
material,beige_marble
material,beige_marble2
material,beige_marble_ornament
material,arab_ornamet1
material,arab_tile
material,arab_tile2
material,decal_gasoline
material,wooddoor1
material,mtl_weapon_as_val
material,mtl_weapon_cobra
material,mtl_weapon_glass
material,mtl_weapon_vss1
material,mtl_weapon_vss2
material,scope_overlay_vss
material,compass_map_mp_gold_rush
weapon,mp/g3_full_mp
weapon,mp/as-val_f_mp
weapon,mp/as-val_reflex_f_mp
weapon,mp/g36c_reflex_full_mp
weapon,mp/m4_sd_m69_f_mp
weapon,mp/m14_scoped_silencer_mp
weapon,mp/vss_mp
xmodel,weapon_vss_mp
xmodel,weapon_as_val_reflex_mp
xmodel,weapon_as_val_mp
xmodel,viewmodel_vss_mp
xmodel,viewmodel_as_val_reflex_mp
xmodel,viewmodel_as_val_mp
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__________________
Processor: Intel Core2 Quad Q6600 | Mainboard: ABIT IP35 | Grafikkarte: GeForce 9800 GTX | Arbeitsspeicher: 2 GB G-Skill | Netzteil: Be Quiet! Straight Power
Dieser Beitrag wurde 3 mal editiert, zum letzten Mal von -tiger-: 27.12.2009 16:32.
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shangjin
Weichei
Dabei seit: 06.06.2009
Beiträge: 6
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-tiger-
Steuerzahler
Dabei seit: 22.01.2008
Beiträge: 189
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Original von Marvin
Ähm kann mir bitte jemand erklären warum:
1. ...ich nur 4 Schüsse habe?
2. ...das AS-Val keine Geräusche beim schießen macht?
3. ...das teil in allen Farben leuchtet?
Screenshots:
Ist das normal
mfg Marvin
1. Das liegt an der Weapon Config Datei und man kann das problem auch mit einem Skript lösen. > [Tutorial] Waffen im Oldschool Style auf der Map spawnen
2. Fehlende Sound in IWD oder soundaliases
3. Worldspawn/Vision Einstellung
__________________
Processor: Intel Core2 Quad Q6600 | Mainboard: ABIT IP35 | Grafikkarte: GeForce 9800 GTX | Arbeitsspeicher: 2 GB G-Skill | Netzteil: Be Quiet! Straight Power
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Bei tiger's Downloadpaket sind doch die rawfiles enthalten, auch eine soundalias.csv mit den entsprechenden Einträgen:
Code angehängt. Klicke hier zum Ein-/Ausblenden
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#weapon,,,,,,,,,,,,,,,,,,,,,,,,,,,,
weap_vss_fire_npc,,gold_rush/vss.wav,0.86,0.92,wpnai,0.8,0.9,35,2000,weapon,,,,0.7,all_mp,,,,weapon4
weap_vss_fire_plr,,gold_rush/vss.wav,0.8,0.85,wpnplyr,0.93,1.03,500000,,weapon,,,,0.85,all_mp,,,,weapon2
weap_as_val_reload1_npc,,gold_rush/as_val_reload1.wav,1,1,wpnai,1,1,35,2000,weapon,,,,0.7,all_mp,,,,weapon4
weap_as_val_reload1_plr,,gold_rush/as_val_reload1.wav,1,1,wpnplyr,1,1,500000,,weapon,,,,0.85,all_mp,,,,weapon2
weap_as_val_reload2_npc,,gold_rush/as_val_reload2.wav,1,1,wpnai,1,1,35,2000,weapon,,,,0.7,all_mp,,,,weapon4
weap_as_val_reload2_plr,,gold_rush/as_val_reload2.wav,1,1,wpnplyr,1,1,500000,,weapon,,,,0.85,all_mp,,,,weapon2 |
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Die müssen doch nur im zonefile eingetragen werden, bevor man compiled.
Alternativ kannst Du auch die Einträge der soundalias in Deiner soundalias der Map eintragen.
Die ganzen Animationen usw. musst Du ja auch eintragen.
ToM
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Impressum ||Datenschutzerklärung
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