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Plutonium

coder x64undefined

coder x64

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  • How to port weapons from IW5/T6 to T5
    coder x64undefined coder x64

    hindercanrun Yes, by following this guide you should be able port any weapon from IW5/T6 to T5.

    BO1 Modding Releases & Resources

  • [ZM] Zombie + Health Counter BO1
    coder x64undefined coder x64

    CringeNormie Sorry I haven't notice that I have updated the script to change the health bar position

    BO1 Modding Releases & Resources

  • How to port weapons from IW5/T6 to T5
    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

    BO1 Modding Releases & Resources

  • gsc injector
    coder x64undefined coder x64

    This mod doesn't load like that you need to move the maps folder to: %localappdata%\Plutonium\storage\t6 and delete everything you have added inside scripts folder

    BO2 Modding Support & Discussion

  • gsc injector
    coder x64undefined coder x64

    Don't use injectors it will get you banned follow this guide to load GSC scripts: https://plutonium.pw/docs/modding/loading-mods/

    BO2 Modding Support & Discussion

  • custom map creation
    coder x64undefined coder x64

    Its similar to WAW there are just two requirements first you need to install CODBO1 mod tools here is the guide: https://forum.plutonium.pw/topic/21442/how-to-install-bo1-mapping-and-modding-tools
    And second you need to have some experience in GSC: https://plutonium.pw/docs/modding/gsc/how-to-gsc/
    And here is a playlist to learn about the basics of mapping: https://www.youtube.com/playlist?list=PLwlA8xZdjWAg0o9EGpticKPRm8LYZ6yk2

    BO1 Modding Support & Discussion

  • bo2 torrent no .exe
    coder x64undefined coder x64

    https://cdn.plutonium.pw/updater/plutonium.exe

    BO2 Client Support

  • How to port weapons from IW5/T6 to T5
    coder x64undefined coder x64

    sadslothxl For now I am not sure about this but I think about creating one later

    BO1 Modding Releases & Resources

  • How to port weapons from IW5/T6 to T5
    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

    BO1 Modding Releases & Resources

  • [Release] Misty hands in Call of the Dead
    coder x64undefined coder x64

    SoyKappy Yes its possible to load mods in plutonium to add custom models here is an example of adding uzi from t6 prison to t5 der riese:
    2022-06-23 (1).png

    BO1 Modding Releases & Resources

  • How can I remove Perk Limit in Solo BO1?
    coder x64undefined coder x64

    level.perk_limit doesn't exist in BO1 in _zombiemode_perks.gsc you need to go to vending_trigger_think() function you will find if (player.num_perks >= 4) this check if the player have 4 perks and block the player from buying more perks just change the limit to anything else.
    example: if (player.num_perks >= 10) this will change the perks limit to 10

    BO1 Client Support

  • banned for modding
    coder x64undefined coder x64

    TiQiMotrat Loading the mods in the official way won't get you banned but if you are trying to modify plutonium memory or injecting it you need to do this in LAN mode: https://plutonium.pw/docs/anticheat/

    BO1 Modding Support & Discussion

  • [ZM] EnCoRe V8 - Mod Menu
    coder x64undefined coder x64

    TiQiMotrat You wont get banned for using this mod

    BO1 Modding Releases & Resources

  • BO1 Plutonium - Working mods
    coder x64undefined coder x64

    H3X1C
    Plutonium version r3266
    Names:
    Steves House
    Trench Defense
    Waffen der Schönheit Weapons Mod
    Mindshare
    Project Thor
    Playable: No
    Description of issue: Plutonium crashes after loading the map.

    Name: First Person Dead Ops Arcade
    Playable: No
    Description of issue: Can't switch to first person

    Name: Renaissance Mod
    Playable: No
    Description of issue: Plutonium crashes after loading the mod.

    All the issue are the same in plutonium staging version r3267

    BO1 Modding Support & Discussion

  • [ZM] Zombie + Health Counter BO1
    coder x64undefined coder x64

    UPDATE: Fixed the zombie total value overlapping the zombie text and added health bar and styles.

    BO1 Modding Releases & Resources

  • [ZM] Which mod menu do you suggest me to install?
    coder x64undefined coder x64

    This mod wont work like that everything is explained in the README inside the archive you need to replace common_zombie_patch.ff inside BO1Folder/zone/common with the modified one but make sure to create a copy for the original file if you want to remove the menu

    BO1 Modding Support & Discussion

  • BO1 Simple Perk Bottles
    coder x64undefined coder x64

    Here I rendered the perks just for fun:
    RenderPerk2.jpg RenderPerk3.jpg RenderPerk4.jpg RenderPerk5.jpg RenderPerk6.jpg RenderPerk7.jpg RenderPerk.jpg RenderPerk1.jpg

    BO1 Modding Releases & Resources

  • Perma banned after restarting pc?
    coder x64undefined coder x64

    The anticheat wont banned you permanent if you have use cheats for the first time and it wont ban you for no reason if you want to use cheats you can just read the docs before getting yourself banned

    Launcher Support

  • Perma banned after restarting pc?
    coder x64undefined coder x64

    You wont get banned for trying to join a friend you tried to inject the game and you got a warning that you are banned for 7 days the second time its permanent: https://plutonium.pw/docs/anticheat/

    Launcher Support

  • [ZM] PAP Void Camo BO1
    coder x64undefined coder x64

    @IssamGamer To remove the PAP Texture just remove from images folder:
    pack_a_punch_c.iwi
    ~-gpack_a_punch_moving_c.iwi
    ~-gpack_a_punch_c.iwi
    ~~-gpack_a_punch_s-rgb&~-rpac~9d5de7c9.iwi
    ~~-gpack_a_punch_moving_s-rgb~9dbcc9d8.iwi

    BO1 Modding Releases & Resources
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