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[Tutorial] MW3 FX List V1
#1
Hello

This is a FX list for MW3, exactly the FXs that are spawned in maps(there can be more), the ones that maybe work are marked with // in front:

LOCKDOWN(mp_alpha)


BOOTLEG(mp_bootleg)


MISSION(mp_bravo)


CARBON(mp_carbon)


DOME(mp_dome)


DOWNTURN(mp_exchange)


HARDHAT(mp_hardhat)


INTERCHANGE(mp_interchange)


FALLEN(mp_lambeth)


BAAKARA(mp_mogadishu)


RESISTANCE(mp_paris)


ARKADEN(mp_plaza2)


OUTPOST(mp_radar)


SEATOWN(mp_seatown)


UNDERGROUND(mp_underground)


VILLAGE(mp_village)


TERMINAL(mp_terminal_cls)


AGROUND(mp_aground_ss)


EROSION(mp_courtyard_ss)


Thanks @Gagarin for the .gsc RIP and thanks @X-Track for the FXs of some maps, I have added his own FX list as an attachment to the post.

Thanks for reading, OMA


.rar   IW5FxForEachMap.rar (Size: 10.81 KB / Downloads: 156)
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#2
no mod loader, but ppl can make mods .....
Thanks :p
C++/Obj-Cdeveloper. Neko engine wip
Steam: Click
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#3
Is there somewhere a update for map:
Terminal (mp_terminal_cls)
Aground (mp_aground_ss)
Erosion (mp_courtyard_ss)

or where i can find them?
  Reply
#4
(05-30-2013, 21:55)DJSKilly Wrote: Is there somewhere a update for map:
Terminal (mp_terminal_cls)
Aground (mp_aground_ss)
Erosion (mp_courtyard_ss)

or where i can find them?

I dont have the .gsc files of those maps, if you have them you can find the FX in the files named as:

mp_terminal_fx.gsc
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#5
[/quote]

I dont have the .gsc files of those maps, if you have them you can find the FX in the files named as:

mp_terminal_fx.gsc
[/quote]


where can i find them? i looked for the name "mp_terminal"
i only see the name here:
C:\Program Files (x86)\Steam\steamapps\common\call of duty modern warfare 3\zone\dlc

but there i only see "mp_terminal_cls.ff" "mp_terminal_cls_load.ff"
and the same for aground and erresion
  Reply
#6
@DJSKilly

open it with .ff viewer
http://www.mediafire.com/download/x6w0ur...Viewer.rar

try something till u find the "mp_terminal_cls_fx.gsc"

(DOWNLOAD SIZE 30MB)
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#7
can't find it Sad
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#8
Here are the maps (mp_terminal_cls) = TERMINAL, (mp_aground_ss) = AGROUND, (mp_courtyard_ss) = EROSION

(mp_terminal_cls) = TERMINAL
Code:
level._effect[ "ground_smoke_1200x1200" ]       = loadfx( "smoke/ground_smoke1200x1200" );
level._effect[ "hallway_smoke_light" ]           = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "room_smoke_200" ]           = loadfx( "smoke/room_smoke_200" );
level._effect[ "room_smoke_400" ]           = loadfx( "smoke/room_smoke_400" );
level._effect[ "light_shaft_motes_airport" ]       = loadfx( "dust/light_shaft_motes_airport" );
level._effect[ "test_effect" ]               = loadfx( "misc/moth_runner" );


(mp_aground_ss) = AGROUND
Code:
level._effect["birds_circle_main"]           = loadfx( "misc/birds_circle_main" );
level._effect["water_wave_splash2_runner"]        = loadfx("water/water_wave_splash2_runner");    
level._effect["water_shore_splash_xlg_r"]        = loadfx("water/water_shore_splash_xlg_r");
level._effect["water_wave_splash_xsm_runner"]       = loadfx("water/water_wave_splash_xsm_runner");
level._effect["water_shore_splash_r"]           = loadfx("water/water_shore_splash_r");
level._effect["mist_light"]                = loadfx("water/mist_light");
level._effect["fog_aground"]                = loadfx("weather/fog_aground");
level._effect["drips_slow"]                = loadfx("misc/drips_slow");
level._effect["mp_cw_insects"]                = loadfx("maps/mp_crosswalk_ss/mp_cw_insects");
level._effect["fog_bog_c"]                = loadfx("weather/fog_bog_c");
level._effect["falling_dirt_infrequent_runner_mp"] = loadfx("dust/falling_dirt_infrequent_runner_mp");
level._effect["godrays_aground"]           = loadfx("lights/godrays_aground");
level._effect["godrays_aground_b"]            = loadfx("lights/godrays_aground_b");
level._effect["tinhat_beam"]                = loadfx("lights/tinhat_beam");
level._effect["bulb_single_orange"]            = loadfx("lights/bulb_single_orange");
level._effect["light_dust_motes_fog"]           = loadfx("maps/mp_overwatch/light_dust_motes_fog");    
level._effect["paper_blowing_Trash_r"]           = loadfx("misc/paper_blowing_Trash_r");
level._effect["penguin"]                = loadfx("animals/penguin");


(mp_courtyard_ss) = EROSION
Code:
level._effect[ "Volcano" ]               = loadfx( "maps/mp_courtyard_ss/mp_ct_volcano" );
level._effect[ "Godrays_A" ]               = loadfx( "maps/mp_courtyard_ss/mp_ct_godrays_a" );
level._effect[ "Godrays_B" ]               = loadfx( "maps/mp_courtyard_ss/mp_ct_godrays_b" );
level._effect[ "Godrays_C" ]               = loadfx( "maps/mp_courtyard_ss/mp_ct_godrays_c" );
level._effect[ "Ash" ]                   = loadfx( "maps/mp_courtyard_ss/mp_ct_ash" );
level._effect[ "Ambient_dust" ]               = loadfx( "maps/mp_courtyard_ss/mp_ct_ambdust" );
level._effect[ "Insects" ]               = loadfx( "maps/mp_courtyard_ss/mp_ct_insects" );
level._effect[ "Dragonflies" ]               = loadfx( "misc/insects_dragonfly_runner_a" );

enjoy, X-Track Big Grin
  Reply
#9
(05-31-2013, 14:30)X-Track Wrote: Here are the maps (mp_terminal_cls) = TERMINAL, (mp_aground_ss) = AGROUND, (mp_courtyard_ss) = EROSION

(mp_terminal_cls) = TERMINAL
Code:
level._effect[ "ground_smoke_1200x1200" ]       = loadfx( "smoke/ground_smoke1200x1200" );
level._effect[ "hallway_smoke_light" ]           = loadfx( "smoke/hallway_smoke_light" );
level._effect[ "room_smoke_200" ]           = loadfx( "smoke/room_smoke_200" );
level._effect[ "room_smoke_400" ]           = loadfx( "smoke/room_smoke_400" );
level._effect[ "light_shaft_motes_airport" ]       = loadfx( "dust/light_shaft_motes_airport" );
level._effect[ "test_effect" ]               = loadfx( "misc/moth_runner" );


(mp_aground_ss) = AGROUND
Code:
level._effect["birds_circle_main"]           = loadfx( "misc/birds_circle_main" );
level._effect["water_wave_splash2_runner"]        = loadfx("water/water_wave_splash2_runner");    
level._effect["water_shore_splash_xlg_r"]        = loadfx("water/water_shore_splash_xlg_r");
level._effect["water_wave_splash_xsm_runner"]       = loadfx("water/water_wave_splash_xsm_runner");
level._effect["water_shore_splash_r"]           = loadfx("water/water_shore_splash_r");
level._effect["mist_light"]                = loadfx("water/mist_light");
level._effect["fog_aground"]                = loadfx("weather/fog_aground");
level._effect["drips_slow"]                = loadfx("misc/drips_slow");
level._effect["mp_cw_insects"]                = loadfx("maps/mp_crosswalk_ss/mp_cw_insects");
level._effect["fog_bog_c"]                = loadfx("weather/fog_bog_c");
level._effect["falling_dirt_infrequent_runner_mp"] = loadfx("dust/falling_dirt_infrequent_runner_mp");
level._effect["godrays_aground"]           = loadfx("lights/godrays_aground");
level._effect["godrays_aground_b"]            = loadfx("lights/godrays_aground_b");
level._effect["tinhat_beam"]                = loadfx("lights/tinhat_beam");
level._effect["bulb_single_orange"]            = loadfx("lights/bulb_single_orange");
level._effect["light_dust_motes_fog"]           = loadfx("maps/mp_overwatch/light_dust_motes_fog");    
level._effect["paper_blowing_Trash_r"]           = loadfx("misc/paper_blowing_Trash_r");
level._effect["penguin"]                = loadfx("animals/penguin");


(mp_courtyard_ss) = EROSION
Code:
level._effect[ "Volcano" ]               = loadfx( "maps/mp_courtyard_ss/mp_ct_volcano" );
level._effect[ "Godrays_A" ]               = loadfx( "maps/mp_courtyard_ss/mp_ct_godrays_a" );
level._effect[ "Godrays_B" ]               = loadfx( "maps/mp_courtyard_ss/mp_ct_godrays_b" );
level._effect[ "Godrays_C" ]               = loadfx( "maps/mp_courtyard_ss/mp_ct_godrays_c" );
level._effect[ "Ash" ]                   = loadfx( "maps/mp_courtyard_ss/mp_ct_ash" );
level._effect[ "Ambient_dust" ]               = loadfx( "maps/mp_courtyard_ss/mp_ct_ambdust" );
level._effect[ "Insects" ]               = loadfx( "maps/mp_courtyard_ss/mp_ct_insects" );
level._effect[ "Dragonflies" ]               = loadfx( "misc/insects_dragonfly_runner_a" );

enjoy, X-Track Big Grin

Ill add them to the main post Big Grin Thanks
  Reply
#10
(05-31-2013, 15:46)Yamato Wrote: Ill add them to the main post Big Grin Thanks

No problem
you thanks too for the other maps i use it a lot Big GrinBig Grin

if i have time i maybe make a .txt document with all maps that make it a lot easier i think :p
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