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: 208)
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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?
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#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
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#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
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#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
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#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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