Import Models From Call of Duty Games
Exporting models:
- First export your model with Wraith, which can be found here. (Tutorial for Wraith can be found here)
Creating XMODEL_EXPORT through Maya:
- Open the newly created
.MA
file in Maya, and if needed apply the bindfile (.mel
) generated by Wraith.
- Using CODMayaPlugin, export your scene.
- CODMayaPlugin can be downloaded here.
- Select your meshes and joints, and go to
Select > Select Hierarchy
.
- Go to
Call of Duty Tools > Export XModel
.
- Select where to export, and what to name your export by pressing the
...
, and press Export Selected
.
- This will create an
.XMODEL_EXPORT
file, you’re now done in Maya.
Converting models:
- Download Kronos, which can be found here.
- Black Ops III uses
XMODEL_BIN
compared to previous installations, where XMODEL_EXPORT
was used, so it’ll need to be converted.
- Drag and drop your
XMODEL_EXPORT
onto the MODELS
tab to create an XMODEL_BIN
:
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- Copy your newly created
XMODEL_BIN
into BO3root\model_export
.
Importing model into APE:
- Open APE (Asset Property Editor).
- Go to
File > New GDT
and give an appropriate name.
- Right click the newly created GDT and select
New Asset
.
- Give the appropriate name, and select
xmodel
as asset type.
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- Under the entry properties for your newly created asset, find
LODs
and under LOD0 press ...
.
- Locate your
XMODEL_BIN
to set the file path. For example: modme_tutorial\t6_wpn_zmb_raygun2_upg_view_LOD0.XMODEL_BIN
.
- In the preview window your model will appear with a blue and green texture, this
means it's missing a texture
.
- You’ll need to create Materials, which is covered here (coming soon).
Easily create materials for your model:
- While viewing your xmodel entry, you can easily create the missing materials by pressing
New Image
:
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- And that’s it! If you’ve done everything correctly, your model should appear with proper textures, just like this one!
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Contributors: