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How to port weapons from IW5/T6 to T5

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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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