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刀evious reacted to a post in a topic:
map mp_red_sparrow fx update
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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
- Today
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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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Nice, are you using astra or fable 5.1 for this?
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Hi there! Nice work 刀evious!1 Can you describe your method with IA to get the files to import to radiant? I am doing something close to this, but for Cod Waw, so i would really interested. Thank you! Mikel
- Yesterday
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Happy Birthday
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Daily Connections #978 — solved all 4 groups — flawless! · 120 pts ▶ Play the XtremeIdiots Daily Games
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Have a GREAT birthday!!
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MikelMahou started following gasofa
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Well some people hate AI but I'm pretty impressed. I can now create model groups from some newer cod maps and import them into radiant. Clowntown was the first try, and i think it looks pretty good but not perfect. I still need to recreate the player collision and do a lot of manual stuff but I plan on doing several more maps. here are some screenshots of the next one. It still needs work, but hot damn.
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gasofa started following MikelMahou
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Happy birthday everyone!!
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Happy Birthday everyone.
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Daily Wordle #977 — solved in 3/6 · 70 pts ▶ Play the XtremeIdiots Daily Games
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Cod Waw 4GB patch improving x86 executables in order to let them have 4GB (instead of only 2) of virtual memory on x64 platforms. This tool comes very handy for applications which need a great amount of virtual memory like games, 3D renderization, multimedia etc. To gain these 2GB, you just have to use this tool to patch the executable (*.exe file) of the software you want to have these additional GBs of virtual memory. It can be used by clicking on it and choosing the file or through command line (e.g.: “4gb_patch file.exe”). It automatically creates a backup copy of the original executable. Call of Duty World at War needs be update this way, to almost eliminate the chance of Unhandled Exceptions due the limits of this memory over the game engine. https://ntcore.com/files/4gb_patch.zip More info:https://ntcore.com/4gb-patch/ Greetings Mikel
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I'll wear flip flops like the rest of my country
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Daily Wordle #978 — solved in 4/6 · 55 pts ▶ Play the XtremeIdiots Daily Games
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XtremeIdiots would like to wish all members celebrating their birthday today a happy birthday. Richo (59)moonpie (51)Bing (49)
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iboomboom started following CoD4x Map Rotation #15
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CoD4x Map Rotation #15
iboomboom replied to WldPenguin's topic in Call of Duty 4's Call of Duty 4 Map Rotations
Server has been restarted, new rotation in effect.
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