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.
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