Skip to content
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Donate
Collapse

Plutonium

  1. Home
  2. BO2 Modding Releases & Resources
  3. [Tutorial][T6][Zombies] How to Add Custom Playermodels to BO2 Zombies

[Tutorial][T6][Zombies] How to Add Custom Playermodels to BO2 Zombies

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
9 Posts 5 Posters 783 Views 1 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • Meshiruundefined Offline
    Meshiruundefined Offline
    Meshiru
    wrote last edited by Meshiru
    #1

    This is a tutorial only. No files, models, or FFs are distributed in this post

    Hello everyone, In this post im going to show you how to add your own playermodels (custom models) to black ops 2 zombies in the TranZit map. For this we are going to need some tools: Blender 3.0, an addon called "BetterBlenderCod", another one called "OpenAssetTool", and any file converter (dds to iwi). We are going to need a reference model which we can find at:
    https://forum.plutonium.pw/topic/18568/release-zombies-all-bo2-zombies-xmodels-obj-ma-xe-smd-files-images-dds-tga?loggedin=true

    Open Blender and create the model, the created model must be humanoid, once we done that, import the reference models
    db410b85-92eb-46f2-8249-e3c98b2e2272-image.png

    ca74c82d-4e10-4506-8e9f-0fd2ea32069f-image.png

    We are going to import the model to Blender with BetterBlenderCod (if you can't add the model properly you have to delete the comments in the XMODEL_EXPORT file)
    5542ccb8-148f-41b4-b90f-aacf76e5c33f-image.png

    Once we imported the reference model, we have to positionate our model in the same place as the reference model. For that, it's got to have the same orientation and position. It's important that we make them exactly in the same pose to avoid errors.

    035ab44c-4fd6-4df0-b3bb-78a8eb1d98a2-image.png

    Once our model is in the same pose and position, remember to delete all Vertex groups associated to your model. After that, we'll have to transfer the reference model's vertex weights to our model. After that we can delete our reference model and add the armature to your model, what we're gonna get with this is that our model inherits the needed requirements so that the engine can correctly replace the character

    f5f80853-0279-4a8d-9ca2-7327da56add5-image.png

    160d05e5-949d-4c54-b94d-c87bd8010daf-image.png

    b650a875-0b8e-49bc-aac7-572be5093bb2-image.png

    IF: The model looks stretched or has weird movements in to the game, we can fix it by setting the weights correctly

    Now that we're here, let's open OpenAssetTools, what we're going to do is decompile the BO2 FF files, in this case we'll focus in a very important one called "so_zclassic_zm_transit.ff" This file contains the playable characters reference from tranzit.

    296f44ec-dfff-4d23-831f-bed691e64b39-image.png

    We'll have to move this file (which we can find in the game files) in the same folder as the apps called "linker.exe", "unlinker.exe", once done this, launch cmd and type "cd (the apps path)" in the console

    1b855012-20f1-4e7a-b0cf-a7ad11c3acc8-image.png

    Example: cd C:\OAT\oat-windows

    1634f150-8ef1-465c-9d34-b0d86d694edc-image.png

    Then execute the command: unlinker.exe -o extract so_zclassic_zm_transit.ff

    501b5c67-7a20-4300-a1f2-2ad018309f2c-image.png

    Once decompiled we'll see a folder called "extract" in which inside we'll focus on the folders named materials, model_export, xmodel, zone_source. Every other folder we just delete it.

    5c099c02-9ea1-4846-b8ea-4bfa2b7a0fcc-image.png

    e8a0bfce-1f88-4b8c-89d0-a63dbe33c077-image.png

    dba7f5c9-67e2-40a0-9b8d-64788d3b59a6-image.png

    Click on the materials folder, and then on the mc folder, there we can see the materials in JSON format, and here you can choose what character you're going to replace, in my case I'll use Russman as an example

    15837dd6-3f8a-4c0d-8966-3d0de5eec3e0-image.png

    7590d91e-a538-4cbe-a066-8566b5ecc6d1-image.png

    d2aa58a4-0b7a-4514-9d83-36235678d113-image.png

    In this case, Russman will have 4 materials in total, 2 for the world model, and 2 for the view model (if you picked another character it'll have more or less materials) It's important to clarify that our model will have the same amount of materials that the engine expects, in this case it's expecting 2 materials for the world model. What we're going to do is we'll go to material properties in Blender and check how many materials your model has.

    35c4d9fd-a64c-4e27-8323-308576831407-image.png

    Farmgirl:
    3a3629c1-d284-4aae-99ef-f55009bd127f-image.png

    Reporter:
    4cf55e4b-6e62-42f0-888f-6b46780abf4c-image.png

    Engineer:
    e7753012-bea8-418d-bb28-ec87f5edf015-image.png

    Oldman:
    d24909a4-36f1-4324-8b89-1883a28c7d41-image.png

    The materials must be called this way: mc/materialname
    Examples:
    mc/mtl_c_zom_player_oldman_body
    mc/mtl_c_zom_player_oldman_head

    a6dc621e-9181-4943-b427-ce01dcb1628a-image.png

    (This is for russman)

    Once done this we can export our model in a GLB file, this file is going to export wherever we have the model_export folder. We have to find the models named:

    c_zom_player_oldman_fb_lod0.glb
    c_zom_player_farmgirl_fb_lod0.glb
    c_zom_player_reporter_fb_lod0.glb
    c_zom_player_engineer_fb_lod0.glb

    dcf45988-8d73-4a29-a933-6868465e3adb-image.png

    Depending on which material we've picked, we replace one model or another, after that our model will need less polygons. And this same model has to be exported with the next files names:

    c_zom_player_oldman_fb_lod1.glb
    c_zom_player_farmgirl_fb_lod1.glb
    c_zom_player_reporter_fb_lod1.glb
    c_zom_player_engineer_fb_lod1.glb

    014503e8-4abe-4cab-b964-f46aaf215b4a-image.png

    We repeat the process for the next models:

    c_zom_player_oldman_fb_lod2.glb
    c_zom_player_farmgirl_fb_lod2.glb
    c_zom_player_reporter_fb_lod2.glb
    c_zom_player_engineer_fb_lod2.glb

    c_zom_player_oldman_fb_lod3.glb
    c_zom_player_farmgirl_fb_lod3.glb
    c_zom_player_reporter_fb_lod3.glb
    c_zom_player_engineer_fb_lod3.glb

    After that we'll have our main model, we'll only leave the arms and delete everything else. The model will only be 2 arms. We'll go to the folder where we downloaded the black ops models and import the reference arms, preferably c_zom_reporter_viewhands. We import the XMODEL to Blender and we'll do the same we did with the reference model (we have to put our model arms in the same position, orientation and pose as the reference arms).

    3c5adfbe-d3a9-48f4-9618-60699ff1b747-image.png

    1c4a7618-3843-4658-9a2c-a5fdab8279b4-image.png

    Like this:

    51ad2fd5-e2d7-442f-91f5-0a407b41a1f6-image.png

    Once done this we delete our model's vertex groups and transfer the vertex weights. After that we delete the reference arms. We assign our reference model's armature to our model. Check the materials and rename them according to what the engine's expecting.
    Example:
    mc/mtl_viewarm_zom_oldman_skin
    mc/mtl_viewarm_zom_oldman

    10ea7353-a067-4e9a-bb78-1d23f7ef9284-image.png

    Now what we're going to do is export our model in the model_exports folder to one of this files:
    c_zom_oldman_viewhands_lod0.glb
    c_zom_reporter_viewhands_lod0.glb
    c_zom_farmgirl_viewhands_lod0.glb
    c_zom_engineer_viewhands_lod0.glb

    4173b577-fa9b-48f9-a1fe-6dda9a0bdf5f-image.png

    (The file you have to select has to be the same as the model you want to replace)

    The folders xmodel, model_export, and materials must be placed in this path after extracting OpenAssetTool:
    C:\OAT\oat-windows\raw\t6

    db6c908c-bc9a-46d5-95b8-448e2574ee95-image.png

    Once done this, if everything's correctly done, the model can be used in game, by first compiling it into an FF file. For that we open up cmd again and we'll type:
    Linker.exe -v ^
    --load "File path so_zclassic_zm_transit.ff" ^
    --source-search-path "ZONE_SOURCE folder's decompiled path" ^
    --output-folder "output folder's path" ^
    so_zclassic_zm_transit

    eacc5c90-ab63-4fa5-bd1c-e125844477b6-image.png

    For the last step we'll add the textures, the textures we're going to use must have a specific name. This names we can find in the JSON files from the materials folder

    Inside the JSON files we'll find many image names in which we only want some specific ones. This file names usually have two important signs "~-"

    976429af-bdf2-4f8a-b577-ea268320cc77-image.png

    If the image name starts with these symbols we'll have to copy and paste it in our iwi file (the .iwi file has to be the texture we want to replace, this texture is the same we used in Blender). Once replaced every necessary texture with its corresponding name, we'll have to put it in a specific folder which we can find in
    Plutonium\storage\t6\images

    c6b53ada-31ff-43df-bf26-a337df4d82c0-image.png

    If you can't find the images folder, create it. There we put our iwi files. Once done this we'll go to the mods folder in Plutonium and create a folder named: zm_YOURMODNAME we'll put the compiling result which is a file named so_zclassic_zm_transit.ff
    This file name should NOT be changed.

    c4d00da1-a0d6-457e-8d47-668b9eb9b206-image.png

    f807cd05-d226-482d-a50a-366729397165-image.png

    After all of this, we'll open the game from the Plutonium launcher and go to the Mods option, we'll see our mod there and we just toggle it. Then we go to Custom game, toggle cheats, start the game. And we'll se our model with the new arms.
    And if you type "cg_thirdperson 1" you're going to see your model.

    186d9ec4-9436-40f7-b3fd-2a977852b45e-image.png

    dd785f40-5d4a-4f24-948c-ab6c2241a884-image.png

    53ba1fc1-0afb-4e29-9ff2-b2bf33787c93-image.png

    924a2326-395f-4daf-9e81-661576986d12-image.png

    8c3710c1-6b1a-4828-9097-fdb865610a91-image.png

    Credits:
    Ahrimdon
    NotSebax
    Laupetin
    marv7000

    1 Reply Last reply
    6
    • Meshiruundefined Offline
      Meshiruundefined Offline
      Meshiru
      wrote last edited by Meshiru
      #2

      IMPORTANT NOTE!!!
      The file so_zclassic_zm_transit.ff (found in the game files) should not be moved! You must copy and paste it into the folder where your unlinker.exe is located!

      AND THIS IS THE CORRECT COMMAND:
      Linker.exe ^
      --load "File path so_zclassic_zm_transit.ff" ^
      --source-search-path "ZONE_SOURCE folder's decompiled path" ^
      --output-folder "output folder's path" ^
      so_zclassic_zm_transit

      1 Reply Last reply
      0
      • mr.kennutbusterundefined Offline
        mr.kennutbusterundefined Offline
        mr.kennutbuster
        wrote last edited by
        #3

        this is so good can you make a tutorial on how to do animated camos for tranzit die rise and the survival maps next plzz?

        Meshiruundefined 1 Reply Last reply
        0
        • mr.kennutbusterundefined mr.kennutbuster

          this is so good can you make a tutorial on how to do animated camos for tranzit die rise and the survival maps next plzz?

          Meshiruundefined Offline
          Meshiruundefined Offline
          Meshiru
          wrote last edited by
          #4

          mr.kennutbuster Thank you!! I'm really happy you found it useful, i'll likely try to make a tutorial about animated camos once i understand the process better

          mr.kennutbusterundefined 1 Reply Last reply
          0
          • Meshiruundefined Meshiru

            mr.kennutbuster Thank you!! I'm really happy you found it useful, i'll likely try to make a tutorial about animated camos once i understand the process better

            mr.kennutbusterundefined Offline
            mr.kennutbusterundefined Offline
            mr.kennutbuster
            wrote last edited by
            #5

            Meshiru plz do because we need animated camos on zm maps that don't have them i have the camo material if you wanna see what's your discord?

            Meshiruundefined 1 Reply Last reply
            0
            • ThatOneFurryOwOundefined Offline
              ThatOneFurryOwOundefined Offline
              ThatOneFurryOwO
              wrote last edited by
              #6

              now this is peak

              1 Reply Last reply
              0
              • FaZe Flickundefined Offline
                FaZe Flickundefined Offline
                FaZe Flick
                wrote last edited by
                #7

                Meshiru thank you for actually taking the time to post a tutorial. The more modders the better 💯

                1 Reply Last reply
                0
                • mr.kennutbusterundefined mr.kennutbuster

                  Meshiru plz do because we need animated camos on zm maps that don't have them i have the camo material if you wanna see what's your discord?

                  Meshiruundefined Offline
                  Meshiruundefined Offline
                  Meshiru
                  wrote last edited by
                  #8

                  mr.kennutbuster
                  Zexarth

                  1 Reply Last reply
                  0
                  • _pro7undefined Offline
                    _pro7undefined Offline
                    _pro7
                    wrote last edited by
                    #9

                    Wow, that's incredible! I'm learning how to create mods, I can already carry weapons, add animated camos to maps, and now I'm going to read this tutorial to learn about player models.

                    1 Reply Last reply
                    0
                    Reply
                    • Reply as topic
                    Log in to reply
                    • Oldest to Newest
                    • Newest to Oldest
                    • Most Votes


                    • Login

                    • Don't have an account? Register

                    • Login or register to search.
                    • First post
                      Last post
                    0
                    • Recent
                    • Tags
                    • Popular
                    • Users
                    • Groups
                    • Donate