CoD File Info File extensions used in the single player demo pk3* files ========================================================= * pk3 = just a zip file with a different extension. localized_english_pak0.pk3 -------------------------- dds = compressed textures - use ... jpg = texture file - use an imaging program tga = texture file - use an imaging program wav = sound file - use a sound program str = text file containing localization text - use notepad pak0.pk3 -------- no extension ! = ? in xmodel = model file or xmodelsurfs = model file or xmodelparts = model file or xanim = model animation or weapons = model file or vehicles = model file atr = ? h = c header file, definitions for states in the s/code, but might also be useful for radiant/modding. dat = ? efx = effect file, particle system - use notepad stype = looks like a shader file, use notepad bsp = compiled map file - use a bsp viewer (i've not written it yet) cfg = config file, key bindings, server settings etc - use notepad dds = compressed texture - use .... gsc = animation control file - use notepad menu = ingame menu file - use notepad csv = mappings of sounds / effects, open with excel or notepad mp3 = music file - use sound software tga = texture file - use imaging software jpg = texture file - use imaging software roq = video file shader = shader file, controls textures - use notepad sun = text file that sets up the sun flare for a map - use notepad txt = text file - use notepad wav = sound file - use sound software * NOTE: Wordpad is better in some cases than notepad, as some of the text files dont load correctly in notepad (it doesn't process the end of line characters correctly).
Anyone who has an idea of the file types with ? after them post what you think they are I'm off now to see if i can crack the bsp and get the 3d viewer working with them. Then i'll take a look at the model files.
There are programs/plugins available to load/save DDS files Here are some plugins for Photoshop and Max. http://developer.nvidia.com/object/ps_texture_compression_plugin.html
Thx for the help, it works perfectly One question: I am creating a real-mod for the demo, how can I get the written stuff away, like that what they are saying...?
theres a 'subtitles' cvar to turn them off. cg_subtitles "1" cg_subtitleMinTime "1.5" cg_subtitleWidth "60" open console type cg_subtitles 0
I took a brief look at .paks and couldnt find normal .tga files for players. Most of them are in dds format. Players are set in character folder which contains .gsc files. Unlike in mohaa it seems to me you edit only the shader files to make texture changes. I might be wrong.
You can open and edit the DDS files using the DDS Photoshop plugins then just import the dds which is basically just a texture that supports LOD.
Looks like people already mentioned this lol...that's what I get for posting without reading the rest of the posts
the files with no extension like the weapons files seem to be just a string file with each item seperated by a \ Here's a sample where I've put carriage returns in to see the format after every second \. All we now need to do is work out what they all do! WEAPONFILE\ weaponType\bullet\ weaponClass\pistol\ displayName\WEAPON_LUGER\ AIOverlayDescription\\ modeName\\ gunModel\viewmodel_luger\ handModel\viewmodel_hands_new\ idleAnim\viewmodel_luger_idle\ emptyIdleAnim\\ fireAnim\viewmodel_luger_fire\ lastShotAnim\viewmodel_luger_lastfire\ rechamberAnim\\ meleeAnim\viewmodel_luger_melee1\ reloadAnim\viewmodel_luger_reload\ reloadEmptyAnim\viewmodel_luger_emptyreload\ reloadStartAnim\\ reloadEndAnim\\ raiseAnim\viewmodel_luger_pullout\ dropAnim\viewmodel_luger_putaway\ altRaiseAnim\viewmodel_luger_pullout\ altDropAnim\viewmodel_luger_putaway\ adsFireAnim\viewmodel_luger_fire\ adsLastShotAnim\viewmodel_luger_lastfire\ adsRechamberAnim\\ adsUpAnim\viewmodel_luger_ads_up\ adsDownAnim\viewmodel_luger_ads_down\ weaponSlot\pistol\ moveSpeedScale\1\ damage\85\ meleeDamage\40\ fireDelay\0\ meleeDelay\0.1\ reloadTime\2.3\ reloadEmptyTime\2.7\ reloadAddTime\1.8\ reloadStartTime\0\ reloadStartAddTime\0\ reloadEndTime\0\ fireTime\0.167\ rechamberTime\0.1\ meleeTime\0.7\ dropTime\0.3\ raiseTime\0.35\ altDropTime\0\ altRaiseTime\0\ adsTransInTime\0.275\ adsTransOutTime\0.4\ adsZoomFov\80\ adsZoomInFrac\0.42\ adsZoomOutFrac\0.08\ adsOverlayShader\\ adsOverlayReticle\none\ adsOverlayWidth\220\ adsOverlayHeight\220\ adsBobFactor\0.5\ adsViewBobMult\0.25\ hipSpreadStandMin\2.8\ hipSpreadDuckedMin\2.3\ hipSpreadProneMin\2.2\ hipSpreadMax\6\ hipSpreadDecayRate\3.8\ hipSpreadFireAdd\1\ hipSpreadTurnAdd\0\ hipSpreadMoveAdd\6\ hipSpreadDuckedDecay\1.1\ hipSpreadProneDecay\1\ hipReticleSidePos\0\ adsSpread\2\ adsIdleAmount\28\ hipIdleAmount\30\ idleCrouchFactor\0.75\ idleProneFactor\0.25\ gunMaxPitch\2\ gunMaxYaw\6\ adsAimPitch\0\ adsCrosshairInFrac\1\ adsCrosshairOutFrac\0.2\ adsReloadTransTime\0.6\ adsTransBlendTime\0.1\ adsGunKickPitchMin\-100\ adsGunKickPitchMax\-100\ adsGunKickYawMin\-20\ adsGunKickYawMax\18\ adsGunKickAccel\520\ adsGunKickSpeedMax\2000\ adsGunKickSpeedDecay\25\ adsGunKickStaticDecay\50\ adsViewKickPitchMin\65\ adsViewKickPitchMax\70\ adsViewKickYawMin\-8\ adsViewKickYawMax\8\ adsViewKickCenterSpeed\1200\ hipGunKickPitchMin\-30\ hipGunKickPitchMax\-35\ hipGunKickYawMin\-2\ hipGunKickYawMax\18\ hipGunKickAccel\1000\ hipGunKickSpeedMax\1200\ hipGunKickSpeedDecay\100\ hipGunKickStaticDecay\2\ hipViewKickPitchMin\60\ hipViewKickPitchMax\70\ hipViewKickYawMin\-15\ hipViewKickYawMax\15\ hipViewKickCenterSpeed\1400\ swayMaxAngle\3\ swayLerpSpeed\7\ swayPitchScale\0.1\ swayYawScale\0.1\ swayHorizScale\0.16\ swayVertScale\0.18\ swayShellShockScale\5\ adsSwayMaxAngle\4\ adsSwayLerpSpeed\6\ adsSwayPitchScale\0.1\ adsSwayYawScale\0.1\ adsSwayHorizScale\0.15\ adsSwayVertScale\0.24\ radiantName\weapon_luger\ worldModel\xmodel/weapon_luger\ hudIcon\gfx/icons/hud@luger.tga\ modeIcon\\ ammoIcon\gfx/icons/hud@ammo2.tga\ ammoName\luger\maxAmmo\64\startAmmo\40\ clipName\luger\ clipSize\8\ dropAmmoMin\40\ dropAmmoMax\56\ viewFlashEffect\fx/muzzleflashes/standardflashview.efx\ worldFlashEffect\fx/muzzleflashes/standardflashworld.efx\ pickupSound\weap_pickup\ ammoPickupSound\\ fireSound\weap_luger_fire\ lastShotSound\\rechamberSound\\ reloadSound\weap_luger_reload_not_empty\ reloadEmptySound\weap_luger_reload\ reloadStartSound\\ reloadEndSound\\ altSwitchSound\\ raiseSound\\ putawaySound\\ noteTrackSoundA\\ noteTrackSoundB\\ noteTrackSoundC\\ noteTrackSoundD\\ shellEjectEffect\fx/shellejects/pistol.efx\ lastShotEjectEffect\\ reticleCenter\\ reticleSide\gfx/reticle/side_skinny.tga\ reticleCenterSize\4\ reticleSideSize\6\ reticleMinOfs\0\ altWeapon\\ twoHanded\0\ rifleBullet\0\ semiAuto\1\ boltAction\0\ aimDownSight\1\ wideListIcon\0\ killIcon\\ wideKillIcon\1\ noPartialReload\0\ segmentedReload\0\ reloadAmmoAdd\0\ reloadStartAdd\0\ aiEffectiveRange\400\ aiMissRange\600\ standMoveF\0\ standMoveR\1\ standMoveU\-1.25\ standRotP\0\ standRotY\0\ standRotR\0\ duckedOfsF\-2\ duckedOfsR\1\ duckedOfsU\-0.2\ duckedMoveF\0\ duckedMoveR\0.75\ duckedMoveU\-1.5\ duckedRotP\0\ duckedRotY\0\ duckedRotR\0\ proneOfsF\-1\ proneOfsR\2.5\ proneOfsU\0.8\ proneMoveF\5\ proneMoveR\-75\ proneMoveU\-105\ proneRotP\0\ proneRotY\220\ proneRotR\-300\ posMoveRate\6\ posProneMoveRate\25\ standMoveMinSpeed\80\ duckedMoveMinSpeed\20\ proneMoveMinSpeed\0\ posRotRate\7\ posProneRotRate\35\ standRotMinSpeed\80\ duckedRotMinSpeed\20\ proneRotMinSpeed\0
i know how to make a skin i know how to edit dds file....it's just the gcs they are like mohaa's TIKs and wehn i tryed to edit it i had an error
In quite many of them theres a text at the top "do not modify". I guess we cant edit those files at all.
I was under the impression that the .'blank' are model files and some animation files, as there seems to be 100's of them but no MD3 files, which im guessing is the model files format they should be using
STR files All str files contain the subltiles etc and localization text for the game example: CONFIG "C:\mk\bin\StringEd\StringEd.cfg" FILENOTES "Subtitle text should go in this file." REFERENCE BURNVILLE_FOLEY_GETREADY LANG_ENGLISH "All right guys, get set to move, on my command!" REFERENCE BURNVILLE_FOLEY_LETSGO LANG_ENGLISH "Let's go, let's go!" REFERENCE BURNVILLE_FOLEY_MG42 LANG_ENGLISH "MG42s! Hit the dirt!" REFERENCE BURNVILLE_FOLEY_SUPPRESS LANG_ENGLISH "Scorp you guys get suppressing fire on those '42s!" REFERENCE BURNVILLE_FOLEY_4 LANG_ENGLISH "Mortars!" REFERENCE BURNVILLE_FOLEY_5 LANG_ENGLISH "Keep your heads down!" REFERENCE BURNVILLE_FOLEY_6 LANG_ENGLISH "Incoming!" REFERENCE BURNVILLE_FOLEY_7 LANG_ENGLISH "Down, dammit! Stay down!" By editing this text you can change menu text subtitles etc to what ever you want here i changed the name martin to scorp. I also changed the skill level text from green horn to noob lol hope this might help
Help me plz IM NEW:waves: Hi well u see im good at html and stuff but i read a tut on pks for cod and well dammit its cool stuff so i decided to fiddle with files and i cant seem to set ammo on gun's i try to on the line below so plz tell me i want to get this modding down pact ammoName\BAR\maxAmmo\999\ startAmmo\999\ clipName\BAR\clipSize\333\ dropAmmoMin\333\ dropAmmoMax\666\