Per-game
Here you will find porting tips for each game!
COD1/UO (iw)
- Load all IWDs to extract assets
- Rig converter (iw rig)
- Sound Aliases |
pak1.pk3(soundaliases/iw_sound.csv)
COD2 (iw2)
- Load all IWDs to extract assets
- Rig converter (iw2 rig)
- Split Specular | TS: CoD Spec/Gloss (RGB/A Split)
- Convert Normal | TS: CoD Greyscale XY Normal Map (A/G)
- Sound Aliases |
iw_06.iwd(soundaliases/iw_sound2.csv)
COD4 (iw3)
- Rig converter (fix j_webbing)
- Split Specular | TS: CoD Spec/Gloss (RGB/A Split)
- Convert Normal | TS: CoD Greyscale XY Normal Map (A/G)
- Sound Aliases |
COD4 Mod Tools(raw/soundaliases/common.csv)
WAW (t4)
- Rig converter (fix j_webbing)
- Split Specular | TS: CoD Spec/Gloss (RGB/A Split)
- Convert Normal | TS: CoD Greyscale XY Normal Map (A/G)
- Sound Aliases |
WAW Mod Tools(raw/soundaliases/weapons.csv)
MW2 (iw4)
- Detail Map | TS: Detail Map Merger (Detail Intensity 0.50)
- Split Specular | TS: CoD Spec/Gloss (RGB/A Split)
- Convert Normal | TS: CoD Greyscale XY Normal Map (A/G)
- Sound Aliases | ZB: Dump
localized_common_mp(userraw/dump/localized_common_mp/sounds)
BO1 (t5)
- Detail Map | TS: Detail Map Merger (Detail Intensity 0.50)
- Rig converter (fix j_webbing)
- Split Specular | TS: CoD Spec/Gloss (RGB/A Split)
- Convert Normal | TS: CoD Greyscale XY Normal Map (A/G)
- Invert roughness (gloss/cosine)
- Sound Aliases |
BO1 Mod Tools(raw/soundaliases/zones/mpl_common.all.csv) - Sounds | BassDrop
MW3 (iw5)
- Detail Map | TS: Detail Map Merger (Detail Intensity 0.50)
- Split Specular | TS: CoD Spec/Gloss (RGB/A Split)
- Convert Normal | TS: CoD Greyscale XY Normal Map (A/G)
- Sound Aliases | ZT: Dump
localized_common_mp(dump/localized_common_mp/sounds)
FW (nx1)
- Detail Map | TS: Detail Map Merger (Detail Intensity 0.50)
- Split Specular | TS: CoD Spec/Gloss (RGB/A Split)
- Converter Normal | TS: BC5 XY Normal Map
- Sound Banks | Saluki: "Load Sound Banks" Setting
BO2 (t6)
- Rig converter (fix j_webbing)
- Converter Normal | TS: BC5 XY Normal Map
- Split Specular | TS: CoD Spec/Gloss (RGB/A Split)
- Attachment locations | OAT: "attachviewModelOffsetXX" Convert value from Inches to CM
- Sound Aliases | OAT: Dump
common_mp(zone_dump/zone_raw/common_mp/soundbank/mpl_common.all.aliases.csv)
Ghosts (iw6)
- Blend Fire and Settle anims
- Split Specular | TS: CoD Spec/Gloss (RGB/A Split)
- Converter Normal | TS: BC5 XY Normal Map
- Sub-D mesh (most to all weapons)
- Sound Aliases | x64 ZT: Dump
common_mp(dump/common_mp/sounds)
COD:Online (codo)
- Detail Map | TS: Detail Map Merger (Detail Intensity 0.50)
- Split Specular | TS: CoD Spec/Gloss (RGB/A Split)
- Convert Normal | TS: CoD Greyscale XY Normal Map (A/G)
AW (s1)
- Blend Fire and Settle anims
- Split Specular | TS: CoD Spec/Gloss (RGB/A Split)
- Convert Normal | TS: BC5 XY Normal Map
- Sub-D mesh (some weapons)
- Sound Aliases | x64 ZT: Dump
common_mp(dump/common_mp/sounds)
BO3 (t7)
- Rig converter (t7 rig)
- Convert Normal | TS: BC5 XY Normal Map
- Attachment locations | HydraX: "attachviewModel1" (tag pos x 2.54 = tag pos)
- Sound Aliases | HydraX: Dump
mp_common(exported_files/Black Ops III/sound/zone/zm_common.all.alias.csv)
IW (iw7)
- Rig converter (iw7 rig)
- Split Specular | TS: CoD Spec/Gloss (RGB/A Split)
- Split N.O.G | TS: Normal/Gloss/Occlusion (IW/MW)
- Sound Aliases | x64 ZT: Dump
common_mp(dump/common_mp/sound/common_mp.all.aliases.csv)
MWR (h1)
- Blend Fire and Settle anims (Some DLC wpns)
- Split Specular | TS: CoD Spec/Gloss (RGB/A Split)
- Convert Normal | TS: BC5 XY Normal Map
- Sound Aliases | x64 ZT: Dump
common_mp(dump/common_mp/sounds)
WW2 (s2)
- Blend Fire and Settle anims
- Rig converter (iw7 rig)
- Split S.G.O | TS: CoD WW2 Green Image (S/O/G Split)
- Split S/A | TS: CoD WW2 Split Colour/Specular
BO4 (t8)
- Rig converter (t8 rig)
- Convert Normal | TS: BC5 XY Normal Map
MW19 (iw8)
- Rig converter (iw7 rig)
- Split S/A | TS: CoD Specular/Albedo (IW/MW)
- Split N.O.G | TS: Normal/Gloss/Occlusion (IW/MW)
- Sound Banks | Saluki: "Load Sound Banks" Setting
- Sabl/Sabs | CascView
- WarZone | All WZ assets still exist (iw8, t9 and s4)
- 60 FPS Animations | Check if the anim is 30 or 60 FPS
MW2:CR (h2)
- Split Specular | TS: CoD Spec/Gloss (RGB/A Split)
- Split S.G.O | TS: CoD S/G/O (Blue Image) (Modern Warfare 2 Remastered)
- Sound Aliases | x64 ZT: Dump
common(dump/common/sounds)
BO:CW (t9)
- Rig converter (t9 rig)
- Convert Normal | TS: BC5 XY Normal Map
- Invert roughness (gloss/cosine)
- 60 FPS Animations | Check if the anim is 30 or 60 FPS
Vanguard (s4)
- Rig converter (iw7 rig)
- Split S/A | TS: CoD Specular/Albedo (IW/MW)
- Split N.O.G | TS: Normal/Gloss/Occlusion (IW/MW)
- Sound Banks | Saluki: "Load Sound Banks" Setting
- 60 FPS Animations | Check if the anim is 30 or 60 FPS
MW22 (iw9)
- Rig converter (iw7 rig)
- Split S/A | TS: CoD Specular/Albedo (IW/MW)
- Split N.O.G | TS: Normal/Gloss/Occlusion (IW/MW)
- Sound Banks | Saluki: "Load Sound Banks" Setting
- 60 FPS Animations | Check if the anim is 30 or 60 FPS
MW23 (jup)
- Rig converter (iw7 rig)
- Split S/A | TS: CoD Specular/Albedo (IW/MW)
- Split N.O.G | TS: Normal/Gloss/Occlusion (IW/MW)
- Sound Banks | Saluki: "Load Sound Banks" Setting
- 60 FPS Animations | Check if the anim is 30 or 60 FPS
BO6 (t10)
- Rig converter (iw7 rig)
- Split S/A | TS: CoD Specular/Albedo (IW/MW)
- Split N.O.G | TS: Normal/Gloss/Occlusion (IW/MW)
- Sound Banks | Saluki: "Load Sound Banks" Setting
- 60 FPS Animations | Check if the anim is 30 or 60 FPS
BO7 (sat)
- Rig converter (iw7 rig)
- Split S/A | TS: CoD Specular/Albedo (IW/MW)
- Split N.O.G | TS: Normal/Gloss/Occlusion (IW/MW)
- Sound Banks | Saluki: "Load Sound Banks" Setting
- 60 FPS Animations | Check if the anim is 30 or 60 FPS