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    Ahrimdon (@Ahrimdon)

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    Information about Ahrimdon

    Joined
    Last Online
    Website
    www.youtube.com/channel/UC3EHZcXmHPAPn9c90_TGBkQ
    Age
    20

    Best posts made by Ahrimdon

    • [Release] [Zombies] All BO2 Zombies xModels (.OBJ, .MA, .XE & .SMD) Files + Images (.DDS, .TGA)

      Preface

      I have only found one other post containing xModel Exports. Here are the Zombies Only xModels. These xModel's were exported and organized by myself. I will have a short section on how you can do the same if you so choose. Along with some short instruction on what to do with these files.

      These files are used for 3D Texture Model Editing (Creating Custom Camos, Textures, Models, etc.). The main two file types people will be working with are .OBJ and .MA. Both of these files types are used with a large array of 3D editing programs, such as, but not limited too, Blender, Adobe, Autodesk, Meshlab, etc.


      Downloads

      • These .rar files have been compressed to down around ~10% of their normal size. I highly recommend you extract purely the textures you need if you plan on only doing a few. You MUST extract before working!

      BO2 Zombies Weapon Texture Models
      *Only the weapon xModels (.OBJ, .MA, .XE & .SMD) + (.DDS & .TGA) Files

      Weapon Texture models.png

      All BO2 Zombies xModels (.MA, .OBJ, .XE, .SMD)
      *All zombie models from every single zombies map, once again (.MA, .OBJ, .XE, .SMD) files.
      *.DDS & .TGA files downloaded separately.

      all zombie models.png

      All .DDS Files for Zombies
      *All .DDS & .TGA files extracted from

      • base.ipak
        dlczm0.ipak
        dlczm1.ipak
        dlczm2.ipak
        dlczm4.ipak
        patch_zm.ipak
        zm_nuked.ipak
        zm_nuked_patch.ipak

      all .dds.png


      How did I export these files?

      I used a program called Lime made by the legend himself, Tom Crowley. Tom has tons of essential programs for Call of Duty modding! I highly recommend you check him out!

      Can you export them using Plutonium?

      No you cannot. Lime looks for specific Call of Duty .EXE's that are running. For BO2, it looks for the t6*.exe. It will not recognize Plutonium since Plutonium uses a bootstrapper. In order to export your own models you will need a Steam Copy, or an "illegal" copy, however I don't condone the latter. That's why I put this together!

      What do the file extensions mean?

      The common files that will be worked with are (.OBJ & .MA) + (.DDS & .TGA). The former being the 3D image models, and the latter being the 2D model texture layers. If you are looking to 3D design weapon camos then you will need to export the .TGA file for the particular model as a .PNG. This will act as the normal layer in the 3D design software of your choice.

      How do I make my own weapon camos?

      Before I go on you will need to check out this video. It will show you how to do this entire process from start to finish in detail. Excluding exporting the .TGA file for your normal layer. These screenshots are only to give a vague idea and not an ACTUAL tutorial. If you wish to do this properly, then you must watch the video! This is for Weapon Camos ONLY.

      Note: You will need NVIDIA Texture Tools for Photoshop in order to export as .DDS.

      Tip: The Specular Layer .DDS files always have an S somewhere near the end or some variation of "Spec" in the name. The Diffuse Layer .DDS files will always have _col at the end of it. As mentioned previously, in order to get the Normal Layer .DDS file you must open the .TGA file in Photoshop and export it as a .PNG I then open the exported model in Adobe Substance 3D Painter.

      • I personally use Adobe Dimension to Export my selected model as another .OBJ to begin the process in order to remove some of the "environment".

      Desktop Screenshot 2022.03.17 - 16.38.03.52.png
      Note: Always use the "View" folder .OBJ & .MA when editing weapon camos.

      • Then open Adobe Substance 3D Painter and click on New Project. Select the template Specular Glossiness and set the resolution to 1024 or 2048. Select the .OBJ weapon file in the "View" folder and click Ok.

      Desktop Screenshot 2022.03.19 - 01.03.35.16.png Desktop Screenshot 2022.03.19 - 01.03.55.45.png

      • Before going any further, delete the Height Channel under "Texture Set Settings " for each layer. Also clicking the "Bake Mesh Maps" option for each layer and baking the meshes to your projects resolution will significantly improve texture quality.

      Desktop Screenshot 2022.03.19 - 01.11.41.23.png

      • Next, add the original weapon camo. You will have to find the .DDS and .TGA files that pertain to your particular weapon of choice and export them as .PNG files. This will be the default base weapon skin. Refer to the video above for specifics.

      Desktop Screenshot 2022.03.18 - 23.36.02.34.png
      Note: All image layers must be in .PNG format in order to import as textures.

      • After that create your design. You can use Photoshop and other programs to design assets like text which can later be imported and placed on the weapon model.

      Desktop Screenshot 2022.03.18 - 23.36.20.25.png

      • After that export all layers except normal into Photoshop and use the Submerger Script to merge the layers correctly. This part is crucial, if you do not use this script, this process will most likely not work.

      Desktop Screenshot 2022.03.19 - 01.17.39.16.png Desktop Screenshot 2022.03.18 - 23.37.04.56.png Desktop Screenshot 2022.03.18 - 23.38.02.18.png Desktop Screenshot 2022.03.18 - 23.38.18.16.png Desktop Screenshot 2022.03.18 - 23.38.27.27.png

      • The next step is very tricky and hard to explain. This step is also crucial, as the Submerger script isn't perfect. I suggest you refer to the video I linked above to perform this next step properly.

      Desktop Screenshot 2022.03.18 - 23.40.00.53.png Desktop Screenshot 2022.03.18 - 23.40.11.04.png Desktop Screenshot 2022.03.18 - 23.41.46.86.png Desktop Screenshot 2022.03.18 - 23.43.47.28.png Desktop Screenshot 2022.03.18 - 23.44.43.30.png End Pt. 2.png

      • Once done, export the diffuse and specular layers as .PNG files. You can ALSO merge all layers and export them as .DDS files. Make sure to use BC3 8BPP Interpolated Alpha (a.k.a DXT4/DXT5) in Photoshop.

      Desktop Screenshot 2022.03.18 - 23.40.33.44.png Desktop Screenshot 2022.03.18 - 23.49.27.60.png Desktop Screenshot 2022.03.18 - 23.50.07.88.png Desktop Screenshot 2022.03.18 - 23.50.35.59.png

      • For the next step you'll have to export your normal layer from Substance Painter and follow the instructions in the video linked above. This process is ever so slightly different.

      Desktop Screenshot 2022.03.18 - 23.53.19.23.png Desktop Screenshot 2022.03.18 - 23.53.37.04.png Desktop Screenshot 2022.03.18 - 23.55.24.36.png Desktop Screenshot 2022.03.18 - 23.56.59.45.png Desktop Screenshot 2022.03.18 - 23.57.53.71.png Desktop Screenshot 2022.03.19 - 00.20.42.19.png

      • Once you have all 3 layers you are now able to convert them into .IWI files. If you exported as .DDS, then skip this step and refer to the next. Open each .PNG you exported in Photoshop, alone. Click Save As, and it should give you the option to save it as a .DDS. Refer to the step above on how to save .DDS files properly.

      • You should now have all 3 layers saved as .DDS files. Download the Tom IWI & DDS Converter and drag and drop your .DDS files onto the .EXE to and press 1 for BO2.
        Note: If it's not working make sure to set the .EXE to Run as Administrator.

      Desktop Screenshot 2022.03.18 - 23.58.30.64.png

      • Drag and drop your converted files into your \pluto_t6_full_game\t6r\data\images directory. If you don't have one, make one.
        Note: Your new .IWI files have to be the same exact name as the original .DDS layers.

      Desktop Screenshot 2022.03.19 - 00.00.04.46.png

      • If done properly you camo should appear on your weapon EXACTLY how you designed it! 😄

      3.png 2.png Mp40 pic pt.1.png 4.png 5.png


      Disclaimer

      I may have missed a few here and there, if so, please don't hesitate to let me know and I will fix. This will not be perfect, hence why I included all the xModels and image files as separate downloads.

      Questions & Help

      Almost every question you have will most likely be answered in the video. Make sure to watch it the entire way through as it has very minute details that make a huge impact on success of the process and the aesthetics of the camo.

      Purpose of Upload

      I wanted to upload all of the zombie models, on the sole basis that everyone has access to them without having the paid game. I hope everyone enjoys and can successfully make their own dope textures. If anything is wrong in this post, please let me know and I'll be happy to edit it!

      Edits

      • Grammar
      • Re-did the entire example and added a lot more pictures and detail.
      posted in BO2 Modding Releases & Resources
    • [Release] [Zombies] Origins Disc Retexture

      Ever wanted to not pay a thought to getting the staff discs in Origins? Well look no further! This re-texture paints the discs a solid white, while keeping the inner middle circle it's respective staff color. I have been searching for something like this for a while now and couldn't find anything, so I decided to make it. I hope you guys enjoy! Especially the newbies!

      You can download the files HERE

      INSTRUCTIONS

      • Extract all of the .iwi files into your \pluto_t6_full_game\t6r\data\images directory

      *If you don't have a \pluto_t6_full_game\t6r\data\images, create one and paste the .iwi files into it.

      plutonium-bootstrapper-win32.ex Screenshot 2022.02.15 - 09.43.35.61.png plutonium-bootstrapper-win32.ex Screenshot 2022.02.15 - 09.44.07.62.png plutonium-bootstrapper-win32.ex Screenshot 2022.02.15 - 09.44.32.19.png plutonium-bootstrapper-win32.ex Screenshot 2022.02.15 - 09.45.26.67.png plutonium-bootstrapper-win32.ex Screenshot 2022.02.15 - 09.48.22.13.png

      (This is my first release for the T6 community, please go easy if it isn't perfect.)

      posted in BO2 Modding Releases & Resources
    • Can someone send me a BO1 CFG pack pls?

      @JNATUS Make a folder called players in your BO1 Directory and put your config.cfg in that folder. Then open console in-game and type /exec config.cfg.

      posted in BO1 Client Support

    Latest posts made by Ahrimdon

    • Launching Plutonium With a Batch File

      @JezuzLizard Good to know, thanks for the quick reply.

      posted in Plutonium Launcher Support
    • Launching Plutonium With a Batch File

      I have made lan batch files to start each game, I'm just confused on how I would go about starting it online. I used the -lan parameter, is there a way to add the authentication in order to launch it online? So far when I launch games without the -lan parameter I get the error message Could not authenticate to Plutonium: non-success status code: 401.

      Thanks in advance!

      posted in Plutonium Launcher Support
    • Can someone send me a BO1 CFG pack pls?

      @JNATUS Make a folder called players in your BO1 Directory and put your config.cfg in that folder. Then open console in-game and type /exec config.cfg.

      posted in BO1 Client Support
    • Cant start server

      @MommyJett37 Try putting your dedicated_sp.cfg into your main folder. Had the same issue.

      posted in BO1 Server Hosting Support
    • Issue With "allClientDvarsEnabled" [Solved]

      So I think I found a workaround. If you want to use /view_inputSensitivity over the in-game gamepad sensitivity options you'll have to use the command /aim_view_sensitivity_override "sensitivity value". Looks like they moved controller sensitivity values over to that command, which actually makes a lot of sense ever since the integration of native advanced gamepad support . I heavily prefer this as it gives the option to fine tune stick sensitivity with decimals rather than strictly integers. As for the /sensitivity command, I think the dev's took it out, which also makes sense due to redundancy, but also kind of sucks for those who use a universal mouse sensitivity across Plutonium games.

      As for /exec, this command seems to have also been taken out. There are two work arounds for this, one for server, one for client.

      For client, instead of /exec custom_config.cfg, you must use bind P "sv_cheats 1; r_lodBiasRigid -1000".

      For server side, add the line player setClientDvar("r_lodBiasRigid", "-1000"); to your _clientids.gsc under the onPlayerConnect() function and recompile!

      This is pretty much an extension/update to a post I made ~2 Weeks Ago regarding a Dvar that was no longer functional. I think may have found the issue and it lies with the Dvar seta allClientDvarsEnabled "0". I'm not going to pretend to know what changed or if this if even the problem, however setting this to "1" and making the .cfg read only brought back Dvar's such as /sensitivity and /view_inputSensitivity which I thought had been taken out for good. Those Dvar's only showed up after changing the value to "1", but didn't work like they used too. /view_inputsensitivity was a helpful one too as I had an exact value I play on universally. I'm guessing since the addition of advanced controller options (Deadzone, etc.) those commands were scrapped or hidden possibly along with the /exec command?

      My main question would be, is it possible to still use these commands via an override command or other means or have they been scrapped permanently? Temporarily? Wanted to make a new thread to see what's going on with those commands and maybe shed some light to others wondering the same!

      posted in BO2 Client Support
    • "exec" DVAR Non-Functional

      @Resxt Wow thanks for the fast reply, I'll just stick to that and editing the default config! Didn't know about default FOV either, so thank you. Swear it was working for me before, but all I've read is exactly what you're saying, which is weird. Either way, appreciate your time!

      posted in BO2 Client Support
    • "exec" DVAR Non-Functional

      @Resxt Thanks for the reply man! I used to bind DVAR's with that method but eventually switched over to my own dedicated config file. Executing the config file works for T4 and IW5, just not T6. I probably should've clarified a bit more that's my bad. I'll include pictures of exactly what I'm talking about. Basically, it has all my default settings in it for each game and it's titled main.cfg, with file extensions on. I use the command "/exec main.cfg" and bind it using the command bind 0 "exec main.cfg". It has been working for me fine for roughly a year now and just recently stopped for T6 with the implementation of r3043. I created a file with only cg_fov "100" tested the exec in all the games and my suspicions were confirmed. Have tried it in custom matches, solo and a dedicated server and it seems to only be an issue with T6. Appreciate your time!

      Directories.png MW3.png WaW.png BO2.png

      posted in BO2 Client Support
    • "exec" DVAR Non-Functional

      Earlier today I hopped on and pressed my key bind I use for LodBias/Custom Settings and it didn't work for the first time ever. I thought I was crazy because it's worked like a charm every time. Tried everything from verifying files to putting the file in different folders than usual and even all folders in the directory and “%localappdata%/Plutonium” at one point, none of it worked.

      I wanted to make it wasn't me so I hop on MW3 and WaW to test the exact same config file and voila, works like a charm on both games. Put the config file in storage - > IW5/T4 -> players. For testing purposes my config file had one line, cg_fov "100". It worked before the update to r3043, but not after, solely for BO2. Just wanted to see if there's a new way, it's a glitch, or at least bring it to someone's attention, in a non-complaining manner of course. Thanks in advance!

      posted in BO2 Client Support
    • [Release] Shield durability in hud

      @AD-BOY7 Sure man, I can do that. Check out my most recent post. Already did all the work for you :). Without sounding cocky, pretty sure I’m the first one to ever dump every single model and .dds/.tga for BO2 zombies, organize it and post it. You’ll want to download only the “All .dds files”. That will have everything you’re looking for!

      posted in BO2 Modding Releases & Resources