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How to port weapons from IW5/T6 to T5

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  • 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
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    • 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

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      • 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?

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        • 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
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          • 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!
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            • 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
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              • 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
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                • 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
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                  • 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.

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                    • 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

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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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