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Tools/program

A list of tools and programs you will need to port weapons from all COD games!

Click on the tool/program in the list below to download them.

Setting Up Maya

How to set up Maya ready to port weapons!

Up axis

How to set-up up axis

  • First head to the windows tab at the top, then "Settings/Preferences" > "Preferences".

windows_settings_preference

  • Click on "Settings".

preferences_settigs

  • Select up axis: Z.

world_coordinate_system_up_axis_z

Import settings

How to set up import settings

  • Go to the file tab top left, then click on the box next to "Import...".

file_import_box_settings

  • Look for playback options and select "Override to Match Source" for both "Framerate Import" and "Animation Range".

playback_options_framerate_import_animation_range

  • At the bottom of the window you should see "Namespace options", select "Merge into selected namespace and rename incoming objects that match".

namespace_opstions_merge_into_selected_namespace_rename_incoming_objects_that_match

Timeline speed

How to set timeline speed

  • Right click your timeline at the bottom of your screen, head to "Playback Speed" > "Real-time".

timeline_right_click_playback_speed_real_time

Legacy Default Viewport

How to enable Legacy Default Viewport

  • Head to your maya folder located in your documents folder e.g Documents/maya/2026, there you should see a file called "Maya.env" open it with any text editor (notepad, np++, VS code).

Maya_env

  • Once there copy this into to the file and save MAYA_ENABLE_DEPRECATED_VIEWPORT=1.

maya_env_open

  • Restart Maya if you have it open, after restarting you should see a setting called "Legacy Default Viewport" in Renderer.

viewport_2_0

Setting Up CODMayaTools (FINISH)

How to install CODMayaTools!

  • Download CODMayaTools from our github

  • Head to your scripts folder located in documents e.g Documents/maya/2026/scripts, open the zip and move all files into the scripts folder. If you already have a userSetup.mel file open it and add python("import CoDMayaTools"); then save and close.

codmayatools_move_to_scripts

  • Restart your Maya if you have it open.

Setting Up Cast

How to install Cast!

  • Download Cast from dtzxporter's github.

  • Go to your plug-ins folder e.g Program Files/Autodesk/Maya2026/bin/plug-ins, open the zip and move all files into the plug-ins folder.

cast_move_to_plugins

  • In Maya go to windows tab at the top, then "Settings/Preferences" > "Plug-in Manager".

windows_settings_preferences_plugin_manager

  • Search "cast" and tick "castplugin.py".

search_cast_tick_castplugin

Setting Up ManyAnims (FINISH)

How to install ManyAnims!

  • Download ManyAnims from ManyAsset github

  • Head to your scripts folder located in documents e.g Documents/maya/2026/scripts, open the zip go to the 2023+ folder and move the file into the scripts folder.

manyanims_move_to_scripts

  • Open your userSetup.mel file and add python("import ManyAnims"); then save and close.

usersetup_mel_manyanims_import

  • Restart Maya if you have it open, once maya is open you should see a tab at the top of your screen called "ManyAnims", By default xanim_export and cast will be enabled.

manyanims_settings

Using Saluki

How to use Saluki!

  • Download Saluki from saluki-releases github

  • Move the exe into its own folder.

unzip_saluki_move_to_folder

  • Run Saluki and head to settings.

open_saluki_settings

  • There you can select what type of assets you want to export.

assets_type_export

  • Settings that I use are exporting all avaliable LODs, image type .TGA and Strip directory from material path. You can check other settings if you wish.

exporting_all_avaliable_LODs

export_image_type_tga

strip_directory_from_material_path

  • After you're done with your settings, simply run the game you want to export from and click "Load Game" in Saluki.

REMEMBER if you're porting from a game with ricochet anti-cheat you HAVE to use Cordycep or you will get banned!

load_game_show

  • You can also preview most to all assets with Saluki by pressing the letter "P" on your keyboard.

saluki_preview_model

saluki_preview_image

saluki_preview_sound

  • Note: for older COD games, if all their assets don't get loaded you will need to load their IWDs with "Load File" and selecting the IWDs.

  • Once you've exported the assets you wanted, head to the exported_files folder in root folder of where Saluki is, there you should see the name of the game you exported from and the assets inside.

saluki_export_folder_show

Using Cordycep

How to use Cordycep!

  • Download Cordycep from Dest1yo's discord server under the tools channel.

  • Move the files into their own folder.

unzip_cordycep_move_to_folder

Cordycep (COD: Online)

Using Texture Smith (TS)

How to use Texture Smith (TS)!

  • When you run Texture Smith for the first time it will look like this.

ts_first_open

  • You can change the theme of TS by clicking Dracula at the bottom right corner, I like Moonfly so I will be show it with that theme from now on, pick whatever you like.

ts_pick_theme

CoD Spec/Gloss (RGB/A Split)

  • How to split Specular!

  • In TS Select Spec/Gloss (RGB/A Split) in the drop down top left.

ts_spec_gloss_split_setting

  • Once selected, drag and drop the specular into TS.

ts_spec_gloss_split_drag_drop

  • You should see a preview of the converted textures, you can click on the left and right buttons to see both images.

ts_spec_gloss_split_preview

  • When you're ready to export your textures pick the format you want and click "Save outputs".

ts_output_format

  • Your converted textures should export where you imported them from with _s and _g.

ts_spec_gloss_split_output

  • You can now delete the original packed specular and use the split spec and gloss!

CoD Greyscale XY Normal Map (A/G)

  • How to convert Greyscale XY Normal Map!

  • In TS Select CoD Greyscale XY Normal Map (A/G) in the drop down top left.

ts_greyscale_yx_normal_map_setting

  • Once selected, drag and drop the specular into TS.

ts_greyscale_yx_normal_map_drag_drop

  • You should see a preview of the converted texture.

ts_greyscale_yx_normal_map_preview

When you're ready to export your texture pick the format you want and click "Save outputs".

ts_output_format

  • Your converted texture should export where you imported it from with _normal.

ts_greyscale_yx_normal_map_output

  • You can now delete the original normal map and use the converted one!

Detail Map Merger

  • How to merger detail map into colour

  • In TS Select Detail Map Merger in the drop down top left.

ts_detail_map_merger_setting

  • Once selected, drag and drop the colour first then the detail map into TS, next set the Detail Intensity to 0.50.

ts_detail_map_merger_drag_drop

  • You should see a preview of the merged texture.

ts_detail_map_merger_preview

  • When you're ready to export your texture pick the format you want and click "Save outputs".

ts_output_format

  • Your converted texture should export where you imported it from with _detailed.

ts_detail_map_merger_output

You can now delete the original colour and detail map and use the merged one!

BC5 XY Normal Map

  • How to convert yellow XY Normal Map!

  • In TS Select CoD BC5 XY Normal Map in the drop down top left.

ts_bct_xy_normal_map_setting

  • Once selected, drag and drop the normal into TS.

ts_bct_xy_normal_map_drag_drop

  • You should see a preview of the converted texture.

ts_bct_xy_normal_map_preview

When you're ready to export your texture pick the format you want and click "Save outputs".

ts_output_format

  • Your converted texture should export where you imported it from with _normal.

ts_bct_xy_normal_map_output

  • You can now delete the original normal map and use the converted one!

Invert RGB Values

  • How to Invert roughness (gloss/cosine)

  • In TS Select Invert RGB Values in the drop down top left.

ts_invert_rgb_values_setting

  • Once selected, drag and drop the gloss into TS.

ts_invert_rgb_values_drag_drop

You should see a preview of the converted texture.

ts_invert_rgb_values_preview

  • When you're ready to export your textures pick the format you want and click "Save outputs".

ts_output_format

  • Your converted textures should export where you imported them from with _inverted.

ts_invert_rgb_values_output

  • You can now delete the original gloss and use the inverted one!

PBR to Colour/Spec/Gloss

  • How to convert Yellow Specular

  • In TS Select Split All Channels (Global) in the drop down top left.

ts_split_all_channels_setting

  • Once selected, drag and drop the packed specular into TS.

ts_split_all_channels_yellow_spec

  • You should see a preview of the converted textures, you can click on the left and right buttons to see all images.

ts_split_all_channels_yellow_spec_preview

  • When you're ready to export your textures pick the format you want and click "Save outputs".

ts_output_format

  • Your converted textures should export where you imported them from with _r, _g, _b and _a.

ts_split_all_channels_yellow_spec_output

  • Each texture corresponds to a channel _r is red, _g is green, _b is blue and _a is alpha. Red is specular correction (inverted metallic), green is occlusion, blue is nothing and alpha is roughness

  • Start by deleting _b as it's nothing, next _g (occlusion) keep this as you can merge it into the colour, if its full white the material doesn't use it, you can delete it. _r (specular correction (inverted metallic)) is your specular and _a (roughness) is your gloss, you will need to invert both of these.

ts_invert_split_r

ts_invert_split_a

  • Once both are inverted you can delete the original _r and _a.

ts_pbr_invterd_r_a

  • In TS Select PBR to Colour/Spec/Gloss in the drop down top left.

ts_pbr_to_col_spec_gloss_setting

  • Set colour mask to 0.50 and specular mask to 1.00

ts_prb_col_spec_mask_options

  • Once selected, drag and drop the colour, specular and gloss into TS.

ts_pbr_to_col_spec_gloss_drag_drop

  • You should see a preview of the converted textures, you can click on the left and right buttons to see all images.

ts_pbr_to_col_spec_gloss_preview

  • When you're ready to export your textures pick the format you want and click "Save outputs".

ts_output_format

  • You can now delete the inverted _r and _a and use the converted ones.

ts_pbr_to_col_spec_gloss_output

  • Unless you're porting this to a game with PBR you can delete the _colour from TS and use the original colour.

  • You can now delete the original yellow specular and use the converted ones!

ts_pbr_to_col_spec_gloss_delete_unused

CoD Specular/Albedo (IW/MW)

  • How to split Specular and Albedo!

  • In TS Select CoD Specular/Albedo (IW/MW) in the drop down top left.

ts_nml_gloss_occ_iw_mw_settings

  • Once selected, drag and drop the packed specular/albedo into TS.

ts_nml_gloss_occ_iw_mw_drag_drop

  • You should see a preview of the converted textures, you can click on the left and right buttons to see both images.

ts_nml_gloss_occ_iw_mw_preview

  • When you're ready to export your textures pick the format you want and click "Save outputs".

ts_output_format

  • Your converted textures should export where you imported them from with _c and _s.

ts_nml_gloss_occ_iw_mw_output

  • You can now delete the original packed specular/albedo and use the split specular and colour!

CoD Normal/Gloss/Occlusion (IW/MW)

  • How to split N.G.O (Normal/Gloss/Occlusion)!

  • In TS Select CoD Normal/Gloss/Occlusion (IW/MW) in the drop down top left.

ts_nml_gloss_occ_iw_mw_setting

  • Once selected, drag and drop the packed Normal/Gloss/Occlusion into TS.

ts_nml_gloss_occ_iw_mw_drag_drop

  • You should see a preview of the converted textures, you can click on the left and right buttons to see all images.

ts_nml_gloss_occ_iw_mw_preview

  • When you're ready to export your textures pick the format you want and click "Save outputs".

ts_output_format

  • Your converted textures should export where you imported them from with _n, _g and _o.

ts_nml_gloss_occ_iw_mw_output

  • You can now delete the original packed Normal/Gloss/Occlusion and use the split normal, gloss and occlusion!

CoD MW2R Blue Image (S/G/O)

  • How to split blue S/G/O (Specular/Gloss/Occlusion)!

  • In TS Select CoD MW2R Blue Image (S/G/O) in the drop down top left.

ts_mw2r_blue_image_setting

  • Once selected, drag and drop the packed Specular/Gloss/Occlusion into TS.

ts_mw2r_blue_image_drag_drop

  • You should see a preview of the converted textures, you can click on the left and right buttons to see all images.

ts_mw2r_blue_image_preview

  • When you're ready to export your textures pick the format you want and click "Save outputs".

ts_output_format

  • Your converted textures should export where you imported them from with _s, _g and _o.

ts_mw2r_blue_image_output

  • You can now delete the original packed Specular/Gloss/Occlusion and use the split specular, gloss and occlusion!

CoD WW2 Green Image (S/O/G)

  • How to split S/O/G (Specular/Occlusion/Gloss)!

  • In TS Select CoD WW2 Green Image (S/O/G) in the drop down top left.

ts_ww2_green_image_setting

  • Once selected, drag and drop the packed Specular/Gloss/Occlusion into TS.

ts_ww2_green_image_drag_drop

  • You should see a preview of the converted textures, you can click on the left and right buttons to see all images.

ts_ww2_green_image_preview

  • When you're ready to export your textures pick the format you want and click "Save outputs".

ts_output_format

  • Your converted textures should export where you imported them from with _s, _o and _g.

ts_ww2_green_image_output

  • You can now delete the original packed Specular/Occlusion/Gloss and use the split specular, occlusion and gloss!

  • Please note the occlusion from this packed texture is a cavity map (another type of AO), so use the exported _o for normal occlusion.

CoD WW2 Split Colour/Specular

  • How to split Colour/Specular!

  • In TS Select CoD WW2 Split Colour/Specular in the drop down top left.

ts_split_col_spec_setting

  • Once selected, drag and drop the colour and unpacked specular into TS.

ts_split_col_spec_drag_drop

  • You should see a preview of the converted textures, you can click on the left and right buttons to see all images.

ts_split_col_spec_preview

  • When you're ready to export your textures pick the format you want and click "Save outputs".

ts_output_format

  • Your converted textures should export where you imported them from with _c and _s.

ts_split_col_spec_output

  • You can now delete the original colour and unpacked specular and use the new _c and _s

C/S/O Merger

  • How to merge Colour, Specular and Occlusion!

  • In TS Select C/S/O Merger in the drop down top left.

ts_c_s_o_merger_setting

  • Once selected, drag and drop the colour, specular and occlusion into TS.

ts_c_s_o_merger_drag_drop

  • Set AO Contrast to 1.00 and specular Intensity to 0.50

ts_c_s_o_merger_options

  • You should see a preview of the converted texture.

ts_c_s_o_merger_preview

  • When you're ready to export your texture pick the format you want and click "Save outputs".

ts_output_format

  • Your converted textures should export where you imported them from with _baked.

ts_c_s_o_merger_output

  • You can now delete the original colour and use the _baked one!

Installing COD4:MW ModTools

How to install COD4:MW ModTools!

Using ManyWeapons

How to use ManyWeapons!

Using HydraX

How to use HydraX!

Using ZoneBuilder

How to use ZoneBuilder (ZB)!

Using ZoneTool

How to use ZoneTool (ZT)!

Using OpenAssetTools

How to use OpenAssetTools (OAT)!

Using x64 ZoneTool

How to use ZoneTool (x64 ZT)!

Using BassDrop

How to use BassDrop!

Using CascView

How to use CascView!