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How to port weapons from IW5/T6 to T5

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  • coder x64undefined Offline
    coder x64undefined Offline
    coder x64
    Contributor
    wrote on last edited by coder x64
    #1

    Required tools:
    CODBO1 Mod Tools: https://forum.plutonium.pw/topic/21442/how-to-install-bo1-mapping-and-modding-tools
    Greyhound: https://github.com/Scobalula/Greyhound

    NOTE: Greyhound can't load assets from plutonium client you need to use steam or redacted

    First open the game then open greyhound but before loading assets we need to change some settings:

    In-Game settings: you need to check Load XModels/XAnims/XImages from the game
    Model Settings: Check export Image Names/Export .XMODEL_EXPORT
    Anim Settings: Check Export Direct XAnims (Modtools) and change WAW to BO1 Compatibility
    Image Settings: Change Export format to TGA

    Now launch T6 or IW5 and load the map you want to export the assets from it then go to greyhound and click Load Game

    Now search for the weapon model you want to export for example in T6 origin map: stg44
    Then export the view and the world model of the weapon and export the animations of the weapon

    Now after exporting everything you need close the game and greyhound and open BO1 Modtools launcher in BO1Folder/bin and after the launcher load open assets manager

    Now create a new entry in xmodel and name it viewmodel_weaponname and another one called worldmodel_weaponname

    Now add the exported models (MODEL_EXPORT) to BO1Folder/model_export/t6_weapon/weaponname

    In assets manager open viewmodel_weaponname entry and in the filename select the exported viewmodel example: t6_weapon\stg44\t6_wpn_ar_stg44_view_LOD0.XMODEL_EXPORT
    Now go to worldmodel_weaponname and do the same but for the world model

    Now in the materials parameter its going to show you the materials the weapon is going to use example:
    Screenshot 2022-06-23 213343.png

    Now you can view more about the material type and the texture by opening the XMODEL_EXPORT in any text editor example:
    Screenshot 2022-06-23 213703.png

    for example the STG44 is using 2 materials the first one called "mtl_t6_wpn_ar_stg44" and the material type is Phong (model phong) and the color texture is: ~-gmtl_t6_wpn_ar_stg44_col.tga

    Now in assets manager you need to create material entry and change the parameters to the same one your weapon is using you can find the weapons exported textures from greyhound inside: xmodels_images move the textures you are going to use to something like: BO1Folder\raw\images\t6_weapons_images\stg44 and make sure to check heroLight

    After finishing the models and the materials in assets manager save the gdt and convert the material then the xmodels.

    Now move all the exported anims from greyhound to: BO1Folder\raw\xanim

    Now after you finished the xmodels and materials and xanims for the weapon create a new bulletweapon entry and call it: t6_stg44_zm

    Here is an explanation for all the required parameters:
    Display Name: the name of the weapon that is going to show in the game
    Stat Name: Name of parent weapon for weapon stats
    Inventory: the type of the weapon this is going to determine how the weapon is going to be stored in your inventory
    Class: change the class to something appropriate for the weapon example: rifle
    Penetration: weapon bullet penetration power
    Impact Type: the impact type effect that is going to show in the surface
    Fire Type: the behaviour of the weapon of while shooting
    Clip type: Determine how the clip is going to get inserted to the weapon
    Rifle bullet: allow the bullet to go through multiple targets instead of one
    Do Gibbing: Allow the weapon to gib the zombies
    ADS Rechamber: Allow the weapon to reload while Aiming
    ADS: Allowing aiming with the current weapon
    Shared Ammo: allow the weapon ammo to be shared
    Ammo name: the name of ammo that is going to be used for sharing ammo
    Clip name: the name of clip that is going to be used for sharing ammo clip
    Clip size: The clip size
    Max Stock Ammo: The max ammo you can carry for this weapon
    Start Ammo: The staring ammo of the weapon
    Min Dmg: the minimum damage per bullet
    Max Dmg: the maximum damage per bullet
    Impact Explode: this bullet type is explosive

    After setting all those parameters set the xmodels and the XAnims correctly then change ammo counter clip style to magazine then convert the weapon

    Now all you have to do is adding your weapon assets to your mod/map csv then build your mod and the weapon will be ready to use.

    Optional step for T6 weapon model:

    IW5 Weapon models come with the mag model attached to it but T6 Weapon models doesn't have the mag model attached to them so you need to attach them manually in Maya.

    Required plugins for Maya:
    SETools: https://github.com/dtzxporter/SETools
    Call of Duty Tools: https://github.com/LunaRyuko/CoDMayaTools

    First go to greyhound settings and in model settings check export .SEMODEL

    After exporting the view and world model for the weapon and the mag open maya and go to: SE Tools > Model > Import SEModel

    After importing the weapon view and the mag view now open Windows > General Editors > Hypergraph Hierarchy window now you will find the weapon and the mag joints and meshes example for uzi:
    Screenshot 2022-06-25 180425.png

    Now you need to add the mag joints to the j_gun joints and the mag meshes to the weapon meshes by selecting all the mag joints then hold middle mouse button and drag them to j_gun joints and the same for the meshes:
    GitRecord01.gif

    After Adding the mag joints and meshes with the weapon you just need to adjust the mag location if its inaccurate you need to select the mag meshes and move them with the move tool but you wont be able to move the meshes because the XYZ translation is locked to unlock it you need to go to: Windows > General Editors > Channel Control then go to Locked tab and select all XYZ translations and click on Move >> and now you show be able to transform the meshes with the move tool now the only thing is left to adjust the mag location and it will be ready to export.

    To export it you need to select all the joints and meshes then go to: Call of Duty Tools > Export XModel then select the location you to export your model to for exmaple: BO1Folder\model_export\t6_weapon\UZI\t6_wpn_smg_uzi_view_LOD0.XMODEL_EXPORT

    And for the world model you can do the same above.

    Preview:

    Weapon model:
    2022-06-25.png 2022-06-25 (1).png 2022-06-25 (4).png

    hindercanrunundefined 1 Reply Last reply
    5
    • Slothundefined Offline
      Slothundefined Offline
      Sloth
      Contributor
      wrote on last edited by Sloth
      #2

      coder x64 Will you be creating a youtube video out of this?

      coder x64undefined 1 Reply Last reply
      0
      • Slothundefined Sloth

        coder x64 Will you be creating a youtube video out of this?

        coder x64undefined Offline
        coder x64undefined Offline
        coder x64
        Contributor
        wrote on last edited by
        #3

        sadslothxl For now I am not sure about this but I think about creating one later

        1 Reply Last reply
        0
        • 2raundefined Offline
          2raundefined Offline
          2ra
          wrote on last edited by
          #4

          This is Epic. Could u release a few Models that you've already changed?

          1 Reply Last reply
          0
          • coder x64undefined Offline
            coder x64undefined Offline
            coder x64
            Contributor
            wrote on last edited by coder x64
            #5

            Here is some of the exported weapons from IW5/T6 with the GDT: https://mega.nz/file/4gEEjTpa#nDNOWq6Mto6ym7qxa_5BB0XkayedNuXPnS-1cefFTWM
            The Exported Assets:
            T6:
            UZI
            STG-44
            Death Machine

            IW5:
            Desert Eagle
            P99

            2raundefined 1 Reply Last reply
            1
            • coder x64undefined coder x64

              Here is some of the exported weapons from IW5/T6 with the GDT: https://mega.nz/file/4gEEjTpa#nDNOWq6Mto6ym7qxa_5BB0XkayedNuXPnS-1cefFTWM
              The Exported Assets:
              T6:
              UZI
              STG-44
              Death Machine

              IW5:
              Desert Eagle
              P99

              2raundefined Offline
              2raundefined Offline
              2ra
              wrote on last edited by
              #6
              This post is deleted!
              1 Reply Last reply
              0
              • chuyito9154undefined Offline
                chuyito9154undefined Offline
                chuyito9154
                wrote on last edited by
                #7

                se podra hacer como por ejemplo con la raygun mrk 2?

                shippuden1592undefined 1 Reply Last reply
                0
                • coder x64undefined coder x64

                  Required tools:
                  CODBO1 Mod Tools: https://forum.plutonium.pw/topic/21442/how-to-install-bo1-mapping-and-modding-tools
                  Greyhound: https://github.com/Scobalula/Greyhound

                  NOTE: Greyhound can't load assets from plutonium client you need to use steam or redacted

                  First open the game then open greyhound but before loading assets we need to change some settings:

                  In-Game settings: you need to check Load XModels/XAnims/XImages from the game
                  Model Settings: Check export Image Names/Export .XMODEL_EXPORT
                  Anim Settings: Check Export Direct XAnims (Modtools) and change WAW to BO1 Compatibility
                  Image Settings: Change Export format to TGA

                  Now launch T6 or IW5 and load the map you want to export the assets from it then go to greyhound and click Load Game

                  Now search for the weapon model you want to export for example in T6 origin map: stg44
                  Then export the view and the world model of the weapon and export the animations of the weapon

                  Now after exporting everything you need close the game and greyhound and open BO1 Modtools launcher in BO1Folder/bin and after the launcher load open assets manager

                  Now create a new entry in xmodel and name it viewmodel_weaponname and another one called worldmodel_weaponname

                  Now add the exported models (MODEL_EXPORT) to BO1Folder/model_export/t6_weapon/weaponname

                  In assets manager open viewmodel_weaponname entry and in the filename select the exported viewmodel example: t6_weapon\stg44\t6_wpn_ar_stg44_view_LOD0.XMODEL_EXPORT
                  Now go to worldmodel_weaponname and do the same but for the world model

                  Now in the materials parameter its going to show you the materials the weapon is going to use example:
                  Screenshot 2022-06-23 213343.png

                  Now you can view more about the material type and the texture by opening the XMODEL_EXPORT in any text editor example:
                  Screenshot 2022-06-23 213703.png

                  for example the STG44 is using 2 materials the first one called "mtl_t6_wpn_ar_stg44" and the material type is Phong (model phong) and the color texture is: ~-gmtl_t6_wpn_ar_stg44_col.tga

                  Now in assets manager you need to create material entry and change the parameters to the same one your weapon is using you can find the weapons exported textures from greyhound inside: xmodels_images move the textures you are going to use to something like: BO1Folder\raw\images\t6_weapons_images\stg44 and make sure to check heroLight

                  After finishing the models and the materials in assets manager save the gdt and convert the material then the xmodels.

                  Now move all the exported anims from greyhound to: BO1Folder\raw\xanim

                  Now after you finished the xmodels and materials and xanims for the weapon create a new bulletweapon entry and call it: t6_stg44_zm

                  Here is an explanation for all the required parameters:
                  Display Name: the name of the weapon that is going to show in the game
                  Stat Name: Name of parent weapon for weapon stats
                  Inventory: the type of the weapon this is going to determine how the weapon is going to be stored in your inventory
                  Class: change the class to something appropriate for the weapon example: rifle
                  Penetration: weapon bullet penetration power
                  Impact Type: the impact type effect that is going to show in the surface
                  Fire Type: the behaviour of the weapon of while shooting
                  Clip type: Determine how the clip is going to get inserted to the weapon
                  Rifle bullet: allow the bullet to go through multiple targets instead of one
                  Do Gibbing: Allow the weapon to gib the zombies
                  ADS Rechamber: Allow the weapon to reload while Aiming
                  ADS: Allowing aiming with the current weapon
                  Shared Ammo: allow the weapon ammo to be shared
                  Ammo name: the name of ammo that is going to be used for sharing ammo
                  Clip name: the name of clip that is going to be used for sharing ammo clip
                  Clip size: The clip size
                  Max Stock Ammo: The max ammo you can carry for this weapon
                  Start Ammo: The staring ammo of the weapon
                  Min Dmg: the minimum damage per bullet
                  Max Dmg: the maximum damage per bullet
                  Impact Explode: this bullet type is explosive

                  After setting all those parameters set the xmodels and the XAnims correctly then change ammo counter clip style to magazine then convert the weapon

                  Now all you have to do is adding your weapon assets to your mod/map csv then build your mod and the weapon will be ready to use.

                  Optional step for T6 weapon model:

                  IW5 Weapon models come with the mag model attached to it but T6 Weapon models doesn't have the mag model attached to them so you need to attach them manually in Maya.

                  Required plugins for Maya:
                  SETools: https://github.com/dtzxporter/SETools
                  Call of Duty Tools: https://github.com/LunaRyuko/CoDMayaTools

                  First go to greyhound settings and in model settings check export .SEMODEL

                  After exporting the view and world model for the weapon and the mag open maya and go to: SE Tools > Model > Import SEModel

                  After importing the weapon view and the mag view now open Windows > General Editors > Hypergraph Hierarchy window now you will find the weapon and the mag joints and meshes example for uzi:
                  Screenshot 2022-06-25 180425.png

                  Now you need to add the mag joints to the j_gun joints and the mag meshes to the weapon meshes by selecting all the mag joints then hold middle mouse button and drag them to j_gun joints and the same for the meshes:
                  GitRecord01.gif

                  After Adding the mag joints and meshes with the weapon you just need to adjust the mag location if its inaccurate you need to select the mag meshes and move them with the move tool but you wont be able to move the meshes because the XYZ translation is locked to unlock it you need to go to: Windows > General Editors > Channel Control then go to Locked tab and select all XYZ translations and click on Move >> and now you show be able to transform the meshes with the move tool now the only thing is left to adjust the mag location and it will be ready to export.

                  To export it you need to select all the joints and meshes then go to: Call of Duty Tools > Export XModel then select the location you to export your model to for exmaple: BO1Folder\model_export\t6_weapon\UZI\t6_wpn_smg_uzi_view_LOD0.XMODEL_EXPORT

                  And for the world model you can do the same above.

                  Preview:

                  Weapon model:
                  2022-06-25.png 2022-06-25 (1).png 2022-06-25 (4).png

                  hindercanrunundefined Offline
                  hindercanrunundefined Offline
                  hindercanrun
                  wrote on last edited by hindercanrun
                  #8

                  coder x64 are u able to port the bo2; ak47 and uzi to bo1 using this?

                  coder x64undefined 1 Reply Last reply
                  1
                  • chuyito9154undefined chuyito9154

                    se podra hacer como por ejemplo con la raygun mrk 2?

                    shippuden1592undefined Offline
                    shippuden1592undefined Offline
                    shippuden1592
                    wrote on last edited by
                    #9

                    chuyito9154 https://forum.plutonium.pw/topic/23578/release-mod-tools-shippuden-weapons aqui puedes encontrar el arma

                    chuyito9154undefined 1 Reply Last reply
                    0
                    • hindercanrunundefined hindercanrun

                      coder x64 are u able to port the bo2; ak47 and uzi to bo1 using this?

                      coder x64undefined Offline
                      coder x64undefined Offline
                      coder x64
                      Contributor
                      wrote on last edited by
                      #10

                      hindercanrun Yes, by following this guide you should be able port any weapon from IW5/T6 to T5.

                      1 Reply Last reply
                      0
                      • shippuden1592undefined shippuden1592

                        chuyito9154 https://forum.plutonium.pw/topic/23578/release-mod-tools-shippuden-weapons aqui puedes encontrar el arma

                        chuyito9154undefined Offline
                        chuyito9154undefined Offline
                        chuyito9154
                        wrote on last edited by
                        #11

                        shippuden1592 gracias bro, de hecho en la misma publicacion me interesaron mas de las que hay normalmente y eso fue un bonus, se agradece bro

                        1 Reply Last reply
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                        • bhfffundefined bhfff referenced this topic on
                        • ZAPlordundefined Offline
                          ZAPlordundefined Offline
                          ZAPlord
                          wrote on last edited by
                          #12

                          when i tried to open the mod tools it gives me a error message saying its missing code_post_gfx.ff

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