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World at War: Xmodels

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[edit] Xmodels

Xmodels are objects that have been made and converted in and from model making programs such as Maya, these objects are then used to add detail to MP and SP levels.

Models in Call of Duty World at war are located in the CODwaw/raw/xmodel directory.

Models are first placed into Radiant:

Right Click the 2d Grid/Pan View and select "misc>model", a mini-browser window will appear, you can use this window to locate the directory: (your install directory) CODwaw/raw/xmodel.

When clicking on an xmodel inside the xmodel folder when using the mini-broswer windows a preview image appears on the right hand side, this is simply to give the user a better understanding of what a model looks like.

Models are generally divided into categories for easier referencing.

Example:

static_berlin_modelname
static_seelow_modelname

So models with "static_berlin" in their opening tags were originally made for/or simply used in levels that were/are set in Berlin.

Scrolling in the mini_browser or simply typing "modelname" into the browsers search bar will bring up a list of relevant models.

Example:

So typing foliage will bring down a list of all models starting with foliage, clicking on a model for the list will load that model into radiant.

[edit] Model Placement

Model placement works the same as using any other kind of entity in Radiant. Simply click on a model from the mini-browser window (from above) and click "Open". Your model will appear in the 3d and plan views of Radiant and usually around the area where you originally right-clicked the plan view.

Your model will already be selected, you can copy (spacebar) models and deselect (ESC) when they are in the proper position. Models are allowed to pass through other objects (!except the skybox!) and each other.


Placing or planting a lot of models is made easier by the 'Enitity Placement Toolbar.

Image:Note.pngNote: You may need to expand the tool bar by clicking and dragging downwards between sets of buttons on the tool bar, once it's unlocked you can expand it by dragging the edges

This toolbar contains 5 buttons: Image:Entitybar.JPG

Plant Models and Apply Random Scale and Rotation

Does what it says

Orient Dropped Selection to the Floor

Best used when dropping models to terrain that is sloped.

Force Drop height to Zero

This does not drop entities to the grid height of Zero of the plan view, but actually drops the model so that it is touching whatever it is falling to. So if your dropping foliage onto terrain meshes, have this selected, otherwise the model is placed hovering slightly off from the terrain.

Drop Selected Entities to the Floor

After setting up the other options like "Force Drop Height To Zero" then pressing this button will carry out the action of placing the entity on the closet object that is below it.

You can use this on path nodes too, just don't have "Force Drop height to Zero" selected as nodes are bound to intersect the terrain causing errors.

Image:Note.pngNote: Entities will drop onto volumes/clips/brushes so hide through the filters "F" everything but the terrain

Drop Selection to floor with relative Z Heights

(Is this Broken? Don't use it)

[edit] Model Rotation

Pressing "R" activates the "Free Rotation" mode in Radiant, this can only be done when the model is selected and you can then rotate the model.

Free Rotation Controls:

(Plan view only)

After pressing "R" (the button on the tool bar depresses/you can click this instead of using "R")

With Free Rotation now active and your model still selected you can Left-click and drag the mouse on the plan view. To rotate it on different axis simply change the view (ctrl+tab). Changing grid sizes (Numbers 1,2,3,4,5,6,7,8,9,0) will slow down/speed up the rotation (the smaller the grid size the more slow/accurate the rotation).

Image:Note.pngNote: Free Rotation should NEVER be used on Patches or Brushes. It should only be used on Models and Prefabs

[edit] Destructible Models

[edit] Static Models

A static model is a model that has no animated features (no moving parts).

Example:

vehicle_ger_wheeled_opel_blitz_static

This vehicle has static in the name, it means the vehicles wheels do not turn and can't be linked via a vehicle script to play a driving animation.

[edit] Animated Models

Animated models are models that have moving parts by default or can be made to animate via a script.

Example:

vehicle_ger_wheeled_opel_blitz

This model can be made into a moving "Truck" via the appropriate entity setup and scripts. (see vehicles.. !we need a link!)

Other animated models can include Flags, these like others will work without any added scripts or anim model parts included in the zone_source.

Image:Note.pngNote: Watch for "could not find " errors in the compile log when compiling models with animations, then include the appropriate anim models

[edit] Character Models

Character models are static and lifeless unless given the correct entity setup.

As default the proper Character models with the correct entity setup are setup for you in Radiant.

Right Click the Plan view and select Actor>Allied/axis/typeofcharater

[edit] Common Errors

!LEAKED!: Xmodels CAN cause leaks too, do not let them touch/go out side of or pass through the skybox walls

Model has no alias: If you have a misc>model in your level with NO "model modelname" or the wrong model name then that model should be deleted

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