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Plutonium

Ahrimdonundefined

Ahrimdon

@Ahrimdon
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Recent Best Controversial

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

    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 Plutonium\storage\t6\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.
    BO2 Modding Releases & Resources

  • [Re-Release] [ZM] BO4 Perk and Powerup Shader Pack
    Ahrimdonundefined Ahrimdon

    Credit

    Original post by Nathan3197

    Perk and Powerup Shaders created by Robit

    Tombstone, Widows Wine, Extra BO4 & Other Set of Perk Shaders from Call of Duty Maps Website

    All perk icons downscaled, modified, converted and organized by Ahrimdon

    This is a re-release of the BO4 Perk and Powerup Shaders originally posted by Nathan3197.

    Download

    Perk Icons from Call of Duty Maps:

    Perks.png

    Perk Icons by Robit:

    Robit.png

    Powerup Icons by Robit:

    Powerups.png

    Extra BO4 Perk Icons from Call of Duty Maps:

    ExtraBO4Shaders.png


    The original release of these shaders have subtle flaws and pixelation on each icon. I losslessly downloaded, downscaled, modified, converted and organized the BO4 Perk and Powerup shaders.

    For example:

    Notice the slight pixelation & little black dot at the top of Stamin-Up:

    Staminup.png

    This is removed with my repack.

    Same thing with Electric Cherry, notice the pixelation & little black dots on the entire image:

    Cherry.png

    This is also removed with my repack.


    Install

    WaW

    1. Go into your pluto_t4_full_game game directory

    2. In your main folder, copy one of the .iwd files with an images folder inside of it

    3. Open the file, and go into the images folder

    4. Delete everything but one file inside the folder

    5. Drag the .iwi files into the .iwd/images

    6. Delete the remaining file and rename the .iwd to iw_28

    or

    Use the premade .iwd file I have created

    BO1

    1. Go into your pluto_t5_full_game game directory

    2. In your main folder, copy one of the .iwd files with an images folder inside of it

    3. Open the file, and go into the images folder

    4. Delete everything but one file inside the folder

    5. Drag the .iwi files into the .iwd/images

    6. Delete the remaining file and rename the .iwd to iw_43

    or

    Use the premade .iwd file I have created

    BO2

    1. Drag all .iwi files into your %localappdata&/Plutonium/storage/t6/images folder (Create the folder if you don't have it)

    BO3

    1. You're going to have to figure this one out lol. Plutonium only supports WaW-BO2 and I don't want to infringe on their rules.

    File Types

    I have converted and included the following file types for each game:

    WaW

    • .dds - Uncompiled Direct Draw Surface File - Exported in BC3 (DXT4-DXT5)
    • .iwi - Compiled Image File Ready to Add to Game
    • .png - 512x512 (Original Size) & 128x128 (Downscaled Size)

    BO1

    • .dds - Uncompiled Direct Draw Surface File - Exported in BC3 (DXT4-DXT5)
    • .iwi - Compiled Image File Ready to Add to Game
    • .png - 512x512 (Original Size) & 128x128 (Downscaled Size)

    BO2

    • .dds - Uncompiled Direct Draw Surface File - Exported in BC3 (DXT4-DXT5)
    • .iwi - Compiled Image File Ready to Add to Game
    • .png - 512x512 (Original Size) & 128x128 (Downscaled Size)

    BO3

    • .tiff - Raw Icons to be Added to .gdt
    • .gdt - Premade Perk Icons Exported in .gdt Using Mod Tools - Asset Editor
    • .zone - Template .zone File for Parsing Them into Mod
    • .png - 512x512 (Original Size) & 128x128 (Downscaled Size)

    • Note: In BO2, Mule Kick & Vulture Aid perk shaders have some pixelation at the bottom when in-game. This only happens in BO2. Not sure why this is, if anyone knows why, please let me know!

    If there are any mistakes and/or anything I've missed, please let me know down below! Enjoy!

    BO2 Modding Releases & Resources

  • [Release] [Zombies] Origins Disc Retexture
    Ahrimdonundefined Ahrimdon

    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.)

    BO2 Modding Releases & Resources

  • [Plugin] T5SP Session error fix
    Ahrimdonundefined Ahrimdon

    Nehalem Half a sleep at 4am thinking “I wonder if there’s a fix for the session modify errors plaguing my servers from the start.” Go to check, and FINALLY! Haven’t tested it but just wanted to immediately comment and profess my love for you. Thank you for dedicating your time and effort to this!

    Update: Works like a charm using r3227 (using previous revision for other reasons). No issues, crashing or weird bugs so far.

    BO1 Server Hosting Support

  • This error shows up whenever I try to log in. I made sure i was launching from the right place
    Ahrimdonundefined Ahrimdon

    RussianPancake If I had to guess, their SSL certificate expired, noticed all of of my servers got authentication errors too. Most likely could be a quick fix, and I guarantee the devs just said “fuck it, it’s 1am, they can wait”.

    Launcher Support

  • Can someone send me a BO1 CFG pack pls?
    Ahrimdonundefined Ahrimdon

    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.

    BO1 Client Support

  • 4p EE Parts Not Spawning With Less Than 4p?
    Ahrimdonundefined Ahrimdon

    Decided I would make a post on the forum since I can't find anything useful about this online.

    Last night, my buddies and I did the Buried EE (Richtofen Side) on my server. Everything went as expected, nothing out of the ordinary. Today, I get on to test something out and noticed that the 2 of the Guillotine parts, the Crystal and the Satellite Dish didn't spawn.

    I tried a few things, including running the server without any scripts, using brand new storage files/stat files/server config file, and basically temporarily clearing out any recently modified files that could've changed from last nights completion. I then hopped into a solo game and checked to see if it was solely a server sided issue, it was not. They didn't spawn in solo either. I did the same thing for client side files with no luck.

    The only 2 posts I've found on this issue say it has something to do with the previous Easter Egg completion, however this didn't appear to be the case.

    So my question is, do those 2 parts (or certain parts for 4p EE's) only spawn if the map is initialized/restarted with 4 players? I've never had an issue like this whatsoever. Any help is greatly appreciated as this has truly stumped the living hell out of me. Thanks in advance!

    BO2 Server Hosting Support

  • Setting Cheat Protected Client Dvar's
    Ahrimdonundefined Ahrimdon

    JezuzLizard Don't mean to necropost, but I just want to say thank you for your help once again!

    I kind've understood what you were saying then, but for some reason my braindead ass forgot r_lodbiasrigid and r_lodbiasskinned were defaulted to "0" in the config file... Revisited it and had the biggest "ohhhhhh" moment of my life lol. Took me 2 1/2 months to realize it LMAO. Keep doing what you're doing! You help out this community tremendously!

    WAW Server Hosting Support

  • T5 Config Bug
    Ahrimdonundefined Ahrimdon

    *Not a complaint, just reporting a bug

    Since update r3321, when I launch t5zm, an extra conLZM.cfg config file gets generated 2 directories back.

    I have my Plutonium folder on a different drive and launch the bootstrapper from there, the path being E:\Games\Plutonium instead of %localappdata%\Plutonium. So when starting the game an extra config file generates in E\: but seemingly reads from the one in E:\Games\Plutonium\storage\t5.

    Not entirely sure why this is but I just wanted to bring it to the devs attention because I heard of a possible hotfix! Everything else has been running beautifully 👌, thank you for the hard work 😎 . Not sure if there is a place to report bugs without putting a bounty on it other than here but if there is please lmk!

    BO1 Client Support
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