Can BO2 DLC5 maps be brought back by modding?
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binaryO_O Yeah that makes sense. Most of the wallbuys are like that, where they've swapped in BO2 weapons that are similar to the originals where they can. Similar to what they did for BO3.
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Likely will have the whole pack ready to release within a few weeks at this rate. Worked out the lighting color issue already.
Also check out the cursed SMR wallbuy on Nacht. Treyarch you madmen. I guess it spiritually replaces the M1A1 Carbine on the BO1/WaW versions. (It's using the SMR's old name too?)


Logo imagine this with a WaW weapon pack mod for bo2, would go nuts
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binaryO_O Yeah that makes sense. Most of the wallbuys are like that, where they've swapped in BO2 weapons that are similar to the originals where they can. Similar to what they did for BO3.
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Logo Hey, my team and I are working on converting and decompiling these dev build files for PC. Can you help us with that? If you managed to convert the natch, we'll certainly be able to recover a lot of the removed content from the game. If you could share with us how it works, we can help each other with this.
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Logo could you tell me how you ported this i keep getting this error and ive been trying my best to fix it

Fr0s_ty_ That error is the game telling you it's not a PC fastfile at all. The -1845493760 version is 0x92000000 in hex, which is the 360 build's version byte (146) read backwards. Console fastfiles are big-endian, PC wants little-endian 147. You're feeding Plutonium the raw 360 zone straight from the leak, so it's rejecting it. Hex editing the header to 147 won't get you anywhere either, everything inside is still big-endian console data.
To actually get it working you'd need to:
- Build a zone tool that reads 360 zones and writes PC ones (I started from OpenAssetTools and added Xenon loaders)
- Convert every asset type to the PC layout, rebuild the images into a PC ipak, and transcode the XMA audio
- Remap all the materials to PC shader sets, since console shaders are compiled Xenos GPU code and will never run on PC
- Ship a mod package + scripts to fill the gaps the console zone can't cover
- Then debug crashes one asset type at a time, diffing against retail zones as your reference
It's a byte-level format conversion. Took months of reverse engineering to crack what was halting loading. I do plan on releasing all of my source code at some point, so if you'd rather not fight through all that yourself, keep an eye out.
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Logo Hey, my team and I are working on converting and decompiling these dev build files for PC. Can you help us with that? If you managed to convert the natch, we'll certainly be able to recover a lot of the removed content from the game. If you could share with us how it works, we can help each other with this.
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Here's a quick showcase video I made: https://youtu.be/7IQT6hc4vek?si=P56vKBVMzLFIj0OV
Nacht is nearing completion, will be transitioning to working on the rest of the maps next. If anyone's interested in bug testing, reply to this message or reach out to me on Discord: logo2k
Feedback is much appreciated. I'll probably start a new thread soon.
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Fr0s_ty_ That error is the game telling you it's not a PC fastfile at all. The -1845493760 version is 0x92000000 in hex, which is the 360 build's version byte (146) read backwards. Console fastfiles are big-endian, PC wants little-endian 147. You're feeding Plutonium the raw 360 zone straight from the leak, so it's rejecting it. Hex editing the header to 147 won't get you anywhere either, everything inside is still big-endian console data.
To actually get it working you'd need to:
- Build a zone tool that reads 360 zones and writes PC ones (I started from OpenAssetTools and added Xenon loaders)
- Convert every asset type to the PC layout, rebuild the images into a PC ipak, and transcode the XMA audio
- Remap all the materials to PC shader sets, since console shaders are compiled Xenos GPU code and will never run on PC
- Ship a mod package + scripts to fill the gaps the console zone can't cover
- Then debug crashes one asset type at a time, diffing against retail zones as your reference
It's a byte-level format conversion. Took months of reverse engineering to crack what was halting loading. I do plan on releasing all of my source code at some point, so if you'd rather not fight through all that yourself, keep an eye out.
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