MW2019 ZoneTool Custom map Dev-Progress Part 9
I've revised the lighting settings such as LightGrid compared to before, so each XModel now blends with the world to a reasonable degree.
In classic CoD titles, lighting is somewhat standardized, but MW19 requires spherical panorama images or lighting images with directional properties, so achieving a perfect 1:1 port from IW3 is quite difficult.
Lately, I've been focusing on researching XModel / SModel systems.
In a previous post, I introduced Techsets with directional properties like cutout, which made it possible to render grass.
This time, I applied that to implement and correctly render tree XModels as well.
Things like grass and trees are just decorative elements in a map, but without them, it can't really be called level design.
So I believe it was worth the time and effort to get the conversion this far.
In this video, I've placed nearly all the foliage-related XModels included in CoD4 Radiant into the map, and they have all been ported successfully at almost the same quality as the original CoD4.
To bring out the map's atmosphere, I covered the ground with grass and placed some fallen trees this time.
It feels much more like an actual map now, which shows how interesting level design can be.
This time the main focus was verifying Tree-type SModels, but I also placed XModels with numSurfs 2 and 3 at the same time.
This means rendering of XModels with more complex surface information is also working successfully.
I also tested scaling down FX, and those converted properly too, so the GfxWorld-side interpretation seems to be mostly fine.
Going forward, I plan to continue testing more complex XModels and verifying DObj as well (Whenever I make a map it always ends up looking like a forest, so can someone make a cool/interesting map for me instead?😵)
#ZoneTool#x64zt#CoD#CallOfDuty#CoDMW#IW8#MW19#MW2019#CustomMap#CoD4#IW3#CustomCamo#FastFile
MW2019 ZoneTool Custom map Dev-Progress Part 8
I’ve successfully gotten Foliage-type XModels rendering, the kind that serve as essential ground decorations in level design.
Because of how the CoD engine is designed, every XModel requires different adjustments depending on its assigned Techset, so tweaking the GfxImages was pretty laborious.
But now that this is working, the overall visuals are starting to come together nicely, and the atmosphere for custom maps feels like it’s improved a lot.
For this video, I recorded the whole process: creating a custom map in real time with CoD4’s Radiant tool, converting it on the spot for MW19, and loading it directly in-game.
One of the really nice features of MW19 is that you don’t have to close the game, you can just modify the fast files and hot-reload them instantly.
Thanks to that design, there’s no need to rebuild the client code every time, and I can swap fast files and test custom maps at runtime. It’s been incredibly helpful for ZoneTool development.
Also, as you can see in the video, I’ve now managed to get the classic numBones 2 FX (gfx_missing_fx) rendering properly.
FX XModels displayed with MW2019’s Techset have very clean and sharp surface rendering, which makes them much easier to work with.
Slightly off-topic from the video, but back when I was in the BodHQ community, they had an even more advanced Demonware Emulator.
It supported full network emulation for every modern CoD title from MW19 all the way to BO6, accurately replicating the ranking system, friends list, level statistics, and everything else.
I don’t think anything has surpassed BodHQ in the last few years.
Even though it’s been shut down, its technology is still alive.
#ZoneTool#x64zt#CoD#CallOfDuty#CoDMW#IW8#MW19#MW2019#CustomMap#CoD4#IW3#CustomCamo#FastFile
MW2019 ZoneTool Progress Part 7
This time I tried playing around with it after making sure XModel (SModel) shapes are rendered accurately
Since this is my first time making a ZoneTool, I was pretty nervous, but I’m starting to feel like the map conversion process is heading in the right direction
I expanded the Bsp Surface size compared to before, so it’s now much easier to test placing and scaling large objects
It’s not a full custom map yet, but I’ll continue implementing other asset conversions so that porting maps becomes possible step by step
Being able to display XModels from older titles on MW19 is a really good result
#ZoneTool#x64zt#CoD#CallOfDuty#CoDMW#IW8#MW19#MW2019#CustomMap#CoD4#IW3#CustomCamo#FastFile
MW2019 ZoneTool Progress Part 5
alright, I’m gradually starting to understand MW2019’s Materials and Techsets
previously, the material sorting for the ground and sky wasn’t working properly, but now I’ve managed to cleanly separate the rendering between the sky and the ground
I also changed the floor texture to a slightly more realistic block texture
once I finish adjusting things like decals a bit more, I’m planning to start adding XModels as well🤍
#ZoneTool#x64zt#IW8#MW19#MW2019#CustomMap#CoD4#IW3#CustomCamo
i plan to make IW8 modding open source for anyone to research and use. other POCs are entirely closed source (heavy disagree), only focus maps, and lack needed conversions for them.
in my version, i will be focusing guns/xmodels first, then maps.
When using Xmodels with openclaw it demonstrates too much of its raw thinking and when reading it didn’t align with goals and objectives of the prompt. If that is resolved I’d explore it based on recent cost increases by other models
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