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Call of Duty: World at War

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Call of Duty: World at War PC box art
Call of Duty: World at War PC box art

(the following is an article by Stryder from Modsonline.com - more on this can be viewed in the links at the bottom of the page)

Contents

[edit] The Game

Call of Duty: World at War developed by Treyarch is the fifth and most recent installment in the main series, and returns to the World War II setting of earlier titles.[5] On June 9, 2008, it was confirmed that the game would be titled Call of Duty: World at War and would be set in the Pacific theater and Eastern front of World War II. Call of Duty: World at War was released for the PC, PS3, Wii, Xbox 360 consoles and the Nintendo DS handheld in North America on November 11, 2008, and November 14, 2008 in Europe


from stryder at modsonline... Longer Development Cycle

Unlike Call of Duty 3, Treyarch has a full 2 year development cycle on Call of Duty: World at War. Not having to juggle simultaneous development of a next-gen console title and a completely different last-gen console title within an already shortened development constraint (11 months) has provided Treyarch a capacity to focus their team effort to deliver an exciting feeling and impressive looking title. more...

[edit] Tools & Modding

Our Community Manager within Treyarch, Josh Olin (JDawgg or JD from CoDHQ and the CoD2 total conversion mod 2049:Unbound Forces), is FROM the community – and working together with Treyarch Studio Head Mark Lima, Treyarch Lead Scripter Mike Denny, and Treyarch PC Team Director Cesar Stastny are looking to support the modding community like no other title in the series.

Mike Denny has said they are trying to accomplish a zero day release of the tools, and they may even come bundled on the PC version of the game. The mod tools I saw in use were very similar to the tools being used for CoD4 (Radiant based). Mike hinted at video tutorials, and possibly a walkthrough of creating a map from start to finish. There is also a possibility of a multi-level compiler front end, where new users will have less options to confuse them (click compile my map and that is all they do) to an advanced compile for the more experienced or savvy mapper.

The modeling application that the artists (eg. Treyarch Lead Artist Brian Anderson) are using was Maya V8.5. For textures, Photoshop and Brian also showed us Crazybump - for creating kickass normal maps in seconds.

The scripting is similar to what we are familiar with for the entire CoD series, with some minor enhancements for the new/additional features.

Article Author: Stryder

This article was originally posted on modsonline.com, any editting of this article should be first discussed, editting of spelling and format are permitted, but otherwise contents are NOT.

[edit] References

Original Article

Modsonair PodCasts

[edit] Downloading and Installing The Tools

[edit] Modding and Mapping Information Resource

[edit] Tutorials

For Step by Step text and video guides: ModsOnline Tutorials


[edit] Offsite Links and Information

[edit] Forums

For help and discussion on World at War and modding related issues: ModsOnline Forums

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