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Building Custom Maps Using Old Compilers

Scheduled Pinned Locked Moved BO2 Modding Support & Discussion
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  • Pheonarxundefined Offline
    Pheonarxundefined Offline
    Pheonarx
    wrote on last edited by
    #1

    Is there a way to build and compile maps for BO2/T6 using WAW or BO1 Radiant Mod-tools for compiling maps? I use a similar process for MW2, I make my maps in CoD 4 Radiant, then I port them over to IW4 MW2 using a map porting utility and then re-build the fast-files and re-write the GSCs for IW4 engine.

    I haven't been able to find one similar for T6, but I have been researching and I think there may be a way to use either WAW or Black Ops 1 PC mod tools, create and compile the map, then somehow gear it to build for BO2's zone; I know this is possible but I'm just trying to see if anyone can help point me on the right track on if any of this is public or if I'm going to have to do some decomp and figure it out on my own.

    Thanks everyone!
    -Pheonarx

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    • Cawldwinkundefined Offline
      Cawldwinkundefined Offline
      Cawldwink
      wrote on last edited by Cawldwink
      #2

      If I am right t6 has a different game engine and stuff, also lacking proper mod tools like radiant for making custom maps the same way. However, you can port already existing assets from different game modes/maps to other game modes/maps. For that you gotta use OpenAssetTools from https://openassettools.dev/ to make fast files for your mod (for example, mod.ff) and link it to an original fast file (for example, common_mp.ff) using the batch file (build.bat) similar to that of what GSC Jezuz gave in the Discord server:

      echo off
      set GAME_FOLDER=C:\Users\Jezuz\Desktop\BlackOps2
      set OAT_BASE=C:\Users\Jezuz\Desktop\OpenAssetTools
      set MOD_BASE=%cd%
      "%OAT_BASE%\linker_release.exe" ^
      -v ^
      --load "%GAME_FOLDER%\zone\all\zm_tomb.ff" ^
      --load "%GAME_FOLDER%\zone\all\so_zencounter_zm_prison.ff" ^
      --load "%GAME_FOLDER%\zone\all\so_zclassic_zm_prison.ff" ^
      --load "%GAME_FOLDER%\zone\all\so_zsurvival_zm_transit.ff" ^
      --load "%GAME_FOLDER%\zone\all\so_zclassic_zm_transit.ff" ^
      --base-folder "%OAT_BASE%" ^
      --asset-search-path "%MOD_BASE%" ^
      --source-search-path "%MOD_BASE%\zone_source" ^
      --output-folder "%MOD_BASE%\zone" mod
      
      set err=%ERRORLEVEL%
      
      if %err% EQU 0 (
      XCOPY "%MOD_BASE%\zone\mod.ff" "%LOCALAPPDATA%\Plutonium-staging\storage\t6\mods\mp_player_model_pack\mod.ff" /Y
      ) ELSE (
      COLOR C
      echo FAIL!
      )
      pause
      

      TBH, that is all I've been able to understand about the new mod implementation and am waiting for more precise tutorial for all this hope this helps anyone out there who comes across this post and figures out more of this. ✌

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