If you are tired of having "bad camos" show up for old maps, and you host a server, follow these instructions:
1) Find the .nfm file of the map in your resource/usermissions/ folder
2) Open it using notepad
3) Scroll down using to the scenarios part
We'll use Alpine Pro as an example, here is the contents of its .nfm file
!include=ContentGameTypes.h
!preservecase=true
[info]
author=Microsoft enhanced by MekTek
info=Alpine Pro - Stock Mercs Improvements
link=www.mektek.net/downloads/mw4/maps/mercmaps
longname=Alpine Pro
[ruleset]
type=$(StockBattle)
Teams=1
Alignment=2
type=$(StockTeamBattle)
Teams=1
Alignment=2
type=$(StockDestruction)
Teams=1
Alignment=2
type=$(StockTeamDestruction)
Teams=1
Alignment=2
type=$(CustomUndefined)
Teams=1
Alignment=1
[scenarios]
StockBattle={
!preservecase=true
[server]
name=Battle
ruleset=0
TeamAllowed=0
TeamCount=0
scenariotext=resourcemissionsbat.txt
gameLength=30
}
StockTeamBattle={
!preservecase=true
[server]
name=Team Battle
ruleset=1
TeamAllowed=1
TeamCount=4
scenariotext=resourcemissionstbat.txt
gameLength=30
}
StockDestruction={
!preservecase=true
[server]
name=Destruction
ruleset=2
TeamAllowed=0
TeamCount=0
scenariotext=resourcemissionsdes.txt
gameLength=30
}
StockTeamDestruction={
!preservecase=true
[server]
name=Team Destruction
ruleset=3
TeamAllowed=1
TeamCount=4
scenariotext=resourcemissionstdes.txt
gameLength=30
}
StockCaptureTheFlag={
!preservecase=true
[server]
name=Capture the Flag
ruleset=12
TeamAllowed=1
TeamCount=4
scenariotext=resourcemissionsctf.txt
scriptname=MissionsAlpine ProScriptsAlpine Pro_CTF.ABL
gamelength=30
}
StockTeamKOTH={
!preservecase=true
[server]
name=Team King of the Hill
ruleset=12
TeamAllowed=1
TeamCount=4
scenariotext=resourcemissionskoth.txt
scriptname=MissionsAlpine ProScriptsAlpine Pro_TKOTH.ABL
gamelength=30
}
StockKOTH={
!preservecase=true
[server]
name=King of the Hill
ruleset=12
TeamAllowed=0
TeamCount=1
scenariotext=resourcemissionskoth.txt
scriptname=MissionsAlpine ProScriptsAlpine Pro_KOTH.ABL
gamelength=30
}
NOTE: The server admin only needs to set camos for scenarios involving actual teams.
4) You must add "Team Data" after each one you want the camos to show up for. Let's use Team Battle as an example for Alpine Pro.
BEFORE
StockTeamBattle={
!preservecase=true
[server]
name=Team Battle
ruleset=1
TeamAllowed=1
TeamCount=4
scenariotext=resourcemissionstbat.txt
gameLength=30
}
AFTER
StockTeamBattle={
!preservecase=true
[server]
name=Team Battle
ruleset=1
TeamAllowed=1
TeamCount=4
scenariotext=resourcemissionstbat.txt
gameLength=30
team_0={
!preservecase=true
[teamdata]
Skin=8
}
team_1={
!preservecase=true
[teamdata]
Skin=9
}
team_2={
!preservecase=true
[teamdata]
Skin=a
}
team_3={
!preservecase=true
[teamdata]
Skin=b
}
}
ALPINE PRO has four possible teams. You must define the camo for EACH team. TEAM 0 is actually Team 1 on the map, up to Team 3 (which is actually team 4). The camo is defined where it says "skin = ". What it is equal to can be found on this chart
http://www.mektek.net/forums/uploads/post-...-1131176044.jpg
Since Alpine Pro is a snow map, go to the snow textures on the chart. Your options are 8,9,A,B,C,D,E,F (as you get closer to F, they are actually "Alpine" camos.) Whatever camos you chose is up to you. The above example already has appropriate camos selected for Alpine Pro that would match the terrain.
5) Repeat this process for ALL gametypes of the map that you want to host (you can just copy and paste the code for the team data to the next scenario entry).
6) Save the .nfm file, or else the changes wont be saved
Editing the .nfm file has NO bearing on whether your map is compatible with other people's map, it simply sets options for the person who is hosting the map.
