Cod For Nrad 45% complete

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Tue Oct 13, 2009 1:41 pm

  • since nobody helping me with getting cod to work with nrad. i got it work by my self. well not complety.

    this how i did it.

    1st. i edited the q2w.game txt doc

    Code: Select all
    <?xml version="1.0"?>
    <game
      type="q3"
      name="Call of Duty"
      enginepath_win32="C:\Users\Z-MoD\Desktop\UseLess Stuff\Call of Duty"
      enginepath_linux="/usr/local/share/Call of Duty/"
      enginepath_macos="/Applications/Call Of Duty/"
      engine_win32="CoDMP.exe"
      engine_linux="CoDMP"
      engine_macos="CoDMP"
      prefix=".cod"
      basegame="main"
      basegamename="Call of Duty"
      unknowngamename="MMoC Call of Duty Modification"
      default_scale="0.5"
      no_patch="1"
      no_bsp_monitor="1"
      archivetypes="pak pk3"
      texturetypes="tga png jpg wal"
      modeltypes="md2 md3 obj"
      maptypes="mapq2"
      shaderpath="scripts"
      shaders="quake3"
      entityclass="quake3"
      entityclasstype="def"
      entities="quake3"
      brushtypes="quake2"
      patchtypes="quake3"
      si_flags="true"
    />


    that is tha cod.game file that i edited from the q2w.game file enginepath_win32="C:\Users\Z-MoD\Desktop\UseLess Stuff\Call of Duty"

    i had to manual put in the path for the engine. normally it would look like this
    enginepath_win32="C:\Program Files\Call of Duty"

    2nd. i made a cod.game folder like so

    Image

    after i copied the default_build_menu.xml from a different .game folder over to tha cod.game folder

    the default_build_menu.xml is the xml file that makes the bsp complier

    that wat i have done so far.
    =|MMoC|= Admin
    mmoclan.webs.com
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Thu Oct 15, 2009 12:58 pm

  • wat i have done. allowed the Nrad program to find the textures and shaders from the call of duty game.

    im working on nrad finding the cod entities as we breath!!
    =|MMoC|= Admin
    mmoclan.webs.com
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    Joined: Wed Sep 23, 2009 2:39 pm
    Location: Hell

Tue Nov 17, 2009 6:39 pm

  • can you really get it to work?
    if soo ill be soo freaking happy ><
    #include <iostream>
    using namespace std;
    int main() {
    cout << "Hello Alientrap";
    return 0; }
    WeedHunter
    Newbie
     
    Posts: 9
    Joined: Sun Nov 15, 2009 5:41 am
    Location: Stonerville

Tue Jun 08, 2010 12:45 am

  • ok i figured out how to put in CoD entites to NetRadint

    in the cod def file the keys were using :
    "aKey" description

    instead of:
    aKey : description

    so thats that

    to build a map for Cod you have to use a program like CoDBuilder
    #include <iostream>
    using namespace std;
    int main() {
    cout << "Hello Alientrap";
    return 0; }
    WeedHunter
    Newbie
     
    Posts: 9
    Joined: Sun Nov 15, 2009 5:41 am
    Location: Stonerville



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