Per-game
Here you will find porting tips for each game!
COD1/UO (iw)
- Load all IWDs to extract assets
- Rig converter (iw rig)
COD2 (iw2)
- Load all IWDs to extract assets
- Rig converter (iw2 rig)
- Split Specular | GIU: CoD Spec/Gloss (RGB/A)(Multiple CoDs)
- ConvertNormal | GIU: CoD Greyscale XY Normal Map w/ Alpha (MW/WaW/MW2/MW3/BO1)
COD4 (iw3)
- Rig converter (fix j_webbing)
- Split Specular | GIU: CoD Spec/Gloss (RGB/A)(Multiple CoDs)
- ConvertNormal | GIU: CoD Greyscale XY Normal Map w/ Alpha (MW/WaW/MW2/MW3/BO1)
WAW (t4)
- Rig converter (fix j_webbing)
- Split Specular | GIU: CoD Spec/Gloss (RGB/A)(Multiple CoDs)
- ConvertNormal | GIU: CoD Greyscale XY Normal Map w/ Alpha (MW/WaW/MW2/MW3/BO1)
MW2 (iw4)
- photoshop (detail map)
- Split Specular | GIU: CoD Spec/Gloss (RGB/A)(Multiple CoDs)
- ConvertNormal | GIU: CoD Greyscale XY Normal Map w/ Alpha (MW/WaW/MW2/MW3/BO1)
BO1 (t5)
- Rig converter (fix j_webbing)
- Split Specular | GIU: CoD Spec/Gloss (RGB/A)(Multiple CoDs)
- ConvertNormal | GIU: CoD Greyscale XY Normal Map w/ Alpha (MW/WaW/MW2/MW3/BO1)
- Invert roughness (gloss/cosine)
MW3 (iw5)
- photoshop (detail map)
- Split Specular | GIU: CoD Spec/Gloss (RGB/A)(Multiple CoDs)
- ConvertNormal | GIU: CoD Greyscale XY Normal Map w/ Alpha (MW/WaW/MW2/MW3/BO1)
FW (nx1)
- photoshop (detail map)
- Split Specular | GIU: CoD Spec/Gloss (RGB/A)(Multiple CoDs)
- Coverter Normal | GIU: XY Normal Map (BC5 Grey/Yellow w/ No Alpha) (Modern Games/Global)
BO2 (t6)
- Rig converter (fix j_webbing)
- Coverter Normal | GIU: XY Normal Map (BC5 Grey/Yellow w/ No Alpha) (Modern Games/Global)
- Split Specular | GIU: CoD Spec/Gloss (RGB/A)(Multiple CoDs)
- Attachment locations | OAT: "attachviewModelOffsetXX" Convert value from Inches to CM
Ghosts (iw6)
- Blend Fire and Settle anims
- Split Specular | GIU: CoD Spec/Gloss (RGB/A)(Multiple CoDs)
- Coverter Normal | GIU: XY Normal Map (BC5 Grey/Yellow w/ No Alpha) (Modern Games/Global)
- Sub-D mesh (most to all weapons)
COD:Online (codo)
- photoshop (detail map)
- ConvertNormal | GIU: CoD Greyscale XY Normal Map w/ Alpha (MW/WaW/MW2/MW3/BO1)
AW (s1)
- Split Specular | GIU: CoD Spec/Gloss (RGB/A)(Multiple CoDs)
- Sub-D mesh (some weapons)
BO3 (t7)
- Rig converter (t7 rig)
- Attachment locations | HydraX: "attachviewModel1" (tag pos x 2.54 = tag pos)
IW (iw7)
- Rig converter (iw7 rig)
- Split Specular | GIU: CoD Spec/Gloss (RGB/A)(Multiple CoDs)
- Split N.O.G | GIU: Normal/Gloss/Occlusion (Infinite Warfare/Modern Warfare)
MWR (h1)
- Blend Fire and Settle anims
- Split Specular | GIU: CoD Spec/Gloss (RGB/A)(Multiple CoDs)
WW2 (s2)
- Split S.G.O | GIU: CoD S/G/O (Green Image) (World War II)
- Split S/A | GIU: CoD Specular/Albedo (World War II)
BO4 (t8)
- Rig converter (t8 rig)
MW19 (iw8)
- Rig converter (iw7 rig)
- Split S/A | GIU: CoD Specular/Albedo (Infinite Warfare/Modern Warfare)
- Split N.O.G | GIU: Normal/Gloss/Occlusion (Infinite Warfare/Modern Warfare)
MW2:CR (h2)
- Split Specular | GIU: CoD Spec/Gloss (RGB/A)(Multiple CoDs)
- Split S.G.O | GIU: CoD S/G/O (Blue Image) (Modern Warfare 2 Remastered)
BO:CW (t9)
- Rig converter (t9 rig)
- Invert roughness (gloss/cosine)
Vanguard (s4)
- Rig converter (iw7 rig)
- Split S/A | GIU: CoD Specular/Albedo (Infinite Warfare/Modern Warfare)
- Split N.O.G | GIU: Normal/Gloss/Occlusion (Infinite Warfare/Modern Warfare)
MW22 (iw9)
- Rig converter (iw7 rig)
- Split S/A | GIU: CoD Specular/Albedo (Infinite Warfare/Modern Warfare)
- Split N.O.G | GIU: Normal/Gloss/Occlusion (Infinite Warfare/Modern Warfare)
MW23 (jup)
- Rig converter (iw7 rig)
- Split S/A | GIU: CoD Specular/Albedo (Infinite Warfare/Modern Warfare)
- Split N.O.G | GIU: Normal/Gloss/Occlusion (Infinite Warfare/Modern Warfare)
BO6 (t10)
- Rig converter (iw7 rig)
- Split S/A | GIU: CoD Specular/Albedo (Infinite Warfare/Modern Warfare)
- Split N.O.G | GIU: Normal/Gloss/Occlusion (Infinite Warfare/Modern Warfare)
BO7 (sat)
- Rig converter (iw7 rig)
- Split S/A | GIU: CoD Specular/Albedo (Infinite Warfare/Modern Warfare)
- Split N.O.G | GIU: Normal/Gloss/Occlusion (Infinite Warfare/Modern Warfare)