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! ) pauseTBH, 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. ✌