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Ruggerxi reacted to a post in a topic:
Couple new things added to COD4x MW2 Freezetag Updated 9/2
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CoD4x Map Rotation #15
Flybyyr replied to WldPenguin's topic in Call of Duty 4's Call of Duty 4 Map Rotations
Thank you for the continued work on the server, @WldPenguin. -
New rotation for NamFT
legi_istra replied to skuzapo's topic in Call of Duty: World At War's World at War Map Rotations
Thank you Skuzapo -
legi_istra reacted to a post in a topic:
New rotation for NamFT
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legi_istra reacted to a post in a topic:
New rotation for NamFT
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New rotation for OWFT
legi_istra replied to skuzapo's topic in Call of Duty: World At War's World at War Map Rotations
Thank you Skuzapo -
legi_istra reacted to a post in a topic:
New rotation for OWFT
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legi_istra reacted to a post in a topic:
New rotation for OWFT
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New rotation for OWFT
legi_istra replied to skuzapo's topic in Call of Duty: World At War's World at War Map Rotations
Thank you Skuzapo -
legi_istra reacted to a post in a topic:
New rotation for OWFT
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legi_istra reacted to a post in a topic:
New rotation for OWFT
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legi_istra reacted to a post in a topic:
New rotation for OWFT
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BUDMAN reacted to a post in a topic:
Need your help, it's kicking off
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New rotation for NamFT
Dot80 replied to skuzapo's topic in Call of Duty: World At War's World at War Map Rotations
Thank-you skuzapo. -
Dot80 reacted to a post in a topic:
New rotation for NamFT
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New rotation for OWFT
Dot80 replied to skuzapo's topic in Call of Duty: World At War's World at War Map Rotations
Thank-you skuzapo. -
It means my boy that AI recognises a greater intelligence so shuts down to avoid being humbled. If you're having trouble with your English I'm always available, and cheap, don't rely on apps when Robs here. ps I'm also very modest, ask @TBBor @BUDMAN
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New rotation maps are map mp_78gaperon map mp_82ab_nomonha map mp_agx_eindhoven map mp_agx_shinu map mp_armory map mp_beltot map mp_cabanatuan map mp_courtyard map mp_dugin map mp_gb_atami map mp_ict_stone map mp_little_town map mp_overcong map mp_railyard map mp_rtcwchateau map mp_stream2 map mp_ugcarena map mp_wbridge map mp_xi_jordan5 map mp_yomi
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New rotation maps are map mp_5nav1 map mp_78gaperon map mp_africorp_rmk map mp_agx_burgundy map mp_akushima map mp_amberville map mp_anzio map mp_asylum map mp_ravine map mp_beertruck map mp_beuvron map mp_desolate map mp_dugin map mp_nachtfeuer map mp_outskirts map mp_overcong map mp_ax_simmerath map mp_snr_vimyrd map mp_winter_crash
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I Plugged your chat into CHATGBT - and it immediately logged its self off and shut down. idk what that means
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Daily Scramble #980 — all 6 words, avg 5.0s · 152 pts ▶ Play the XtremeIdiots Daily Games
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Daily Wordle #980 — solved in 3/6 · 70 pts ▶ Play the XtremeIdiots Daily Games
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MISERY changed their profile photo
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Daily Trivia #980 — 10/10 correct in 1:02 · 120 pts ▶ Play the XtremeIdiots Daily Games
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Great work m8, very black ops looking nice to see something a bit different being worked on, would like to see a picture of the map in radiant ?
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I also got a few others in the works too. they need a lot yet skyway, a remake of terminal. nuketown x greenband is much further along.
- Yesterday
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Hi there! Nice work Markoff!!! Mikel
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Hi all a few FX pictures fire, smoke, fog the map has sound distant artillery ,air raid, far away bombs plus announcer game type will be death match, team death match and [ sabotage for freeze tag ] teams Russian v German
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Daily Sudoku #979 — completed in 13:00 · 128 pts ▶ Play the XtremeIdiots Daily Games
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Daily Crossword #979 — completed in 1:39 · 151 pts ▶ Play the XtremeIdiots Daily Games
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Been using mostly sol and fable, just got updated to astra tho.
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You described it pretty much exactly right. The only pointers I could really give you is, group the models into your xmodel. you can't get around the 1000 model cap, so group them into less x models. you can also call models from the main .ff and the _load.ff. Splitting the .ff's lets the linker load more model verts without overflowing the 32mb linker cap.
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Daily Wordle #978 — solved in 3/6 · 70 pts ▶ Play the XtremeIdiots Daily Games
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MikelMahou started following 刀evious
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MikelMahou started following Ruggerxi
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MikelMahou started following Markoff
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Hi there! I am asking about your method because i tried and actually use this one: 1. Extracting the Map Geometry & Models Modern Call of Duty games pack assets inside encrypted database files (.fp / CASC / Fastfiles). To extract them, developers use low-level memory dumping and ripping tools: Cordisep & Saluki: Used heavily for modern era titles (like Warzone and newer Black Ops games) to export the raw .cast model files and materials. Husky / C2M: Memory-ripping tools designed to extract BSP (Binary Space Partitioning) data directly from a map while the game is running. They output a raw .obj 3D file of the environment. Greyhound / Wraith Archon: Standard asset extractors used to pull individual static xmodels, weapons, and textures from the engine cache. 2. Processing and Reconstruction (Blender or Maya) When you rip a map using tools like Husky, the resulting mesh consists of un-welded triangles and missing chunks. You must import the .obj or .cast files into a 3D modeling program like Blender or Autodesk Maya. You will need to manually fix topology, separate the scene into modular Model Groups, and rebuild the textures. 3. Converting to CoD-Readable Formats Radiant cannot open standard FBX or OBJ files directly. You must convert your cleaned 3D models into formats the older engines recognize: For World at War (CoD5): Models must be exported from Maya using the official Activision plugins as .XMODEL_EXPORT files and then compiled into .XMODEL using the Asset Manager (AssetMod / CoD5ModTools). For Black Ops 3: You can use the Asset Property Editor (APE) within the Black Ops 3 Mod Tools to import and process the meshes. To convert the actual layout brush data into something Radiant can open, developers often use community scripts like OBJ-to-CoD-Radiant-Map-File to generate a readable .map file. Summary of the Reality Porting an entire modern map backward is incredibly time-consuming. Because newer engines utilize advanced physics, massive asset budgets, and complex material layers that older engines like World at War cannot handle, the map geometry will usually function only as a visual reference template. You will ultimately have to manually rebuild most of the map layout directly inside CoD Radiant using native geometry blocks (brushes) and terrain patches. So, i am wondering if you have found a way better to do all this. Thank you! Mikel
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