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https://github.com/xoxor4d/t4-rtx

CoD5 / World at War - Nvidia rtx-remix compatibility mod
https://github.com/xoxor4d/t4-rtx

cod cod5 nvidia remix rtx rtx-remix

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CoD5 / World at War - Nvidia rtx-remix compatibility mod

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CoD-WaW (CoD5) RTX Remix Compatibility Mod

This client modification is specifically made for Nvidia's [RTX Remix](https://github.com/NVIDIAGameWorks/rtx-remix).
How does a shader based game work with remix? By manually reimplementing fixed function rendering :)

__SP__ is feature complete - __MP__ is working but not up-to-date.



![img](.github/img/01.jpg)

![img](.github/img/02.jpg)

### __[ Remix Compatibility Features ]__
Tweak sunlight, fog and skybox per map
Remix friendly culling and the ability to manually override culling per portal
3D is fully rendered via the fixed-function pipeline
Spawning of unique anchor meshes to attach prims to
Per map loading of remix config's to set remix variables


You can support me on [Patreon](www.patreon.com/c/xoxor4d) or on [Coffee](https://ko-fi.com/xoxor4d):

[![ko-fi](https://xoxor4d.github.io/assets/img/social/kofi.png)](https://ko-fi.com/xoxor4d)

# Usage

#### A. Easy way but might not feature the latest and greatest:
- Download the latest [release](https://github.com/xoxor4d/t4-rtx/releases) and extract the contents into your CoDWaW root directory.
> The in-game console should show `t4-rtx {version} >` if the dll was loaded correctly.
If not, look at the [troubleshoot section](#t4-rtx-is-not-being-loaded) further down.

#### B. Manual way but always up-to-date:

1) Download and install the latest full [release](https://github.com/xoxor4d/t4-rtx/releases) of t4-rtx as described above.
Download my latest [`bridge-remix`](https://github.com/xoxor4d/bridge-remix/actions) nightly. It includes necessary api functionality used by t4-rtx which will eventually merged into the official bridge ([Pull Request](https://github.com/NVIDIAGameWorks/bridge-remix/pull/12))


2) Download the latest t4-rtx `github actions` build:
Release-binaries-t4-rtx - https://github.com/xoxor4d/t4-rtx/actions
- Drop `t4-rtx.asi` and the contents of the `assets` folder into your CoDWaW root directory and start the game.
The in-game console should show `t4-rtx {version} >` if the dll was loaded correctly.


#### ⚠️ Info:
- Make sure to __DELETE__ `nvapi.dll` if you've used earlier builds of t4-rtx
- `t4-rtx.asi` has to be loaded via an asi loader
- For ease of use, releases and nightly builds ship with [Ultimate-ASI-Loader](https://github.com/ThirteenAG/Ultimate-ASI-Loader/releases) (`dsound.dll`)

____


🔷 To clarify, this client mod is only making the game compatible with remix. 🔷

🔷 It does _not_ enhance materials, meshes or lights 🔷

### (__Outdated__)
A demo mod can be found over at [ModDB](https://www.moddb.com/mods/cod5-nacht-der-untoten-demo) - [YouTube Footage](https://www.youtube.com/watch?v=hCv3p1qT3q0)

____


# Tweakable Settings:

- A. Commandline Arguments:
- `-no_default_sky` :: disable spawning of a default sky on each map
- `-stock_effects` :: render effects using shaders
- `-old_anti_culling` :: use the old anti culling system (SP only)
- `-no_fog` :: disable fog
- `-no_forced_lod` :: do not set `r_forceLod` to `high` by default
- `-load_normal_spec` :: enable loading of specular and normal maps (if you need to for some reason)

> eg:  `c:\path\CoDWaWmp.exe -no_default_sky -stock_effects`


- B. Dvars:

🟩 encouraged to be tweaked
🟦 can be useful in edge case scenarios
🟧 shouldn't be touched

#### Culling dvars:
🟩 `rtx_culling_plane_dist` :: distance of frustum culling planes
🟩 `rtx_fx_cull_elem_draw_radius` :: fx elements inside this radius around the player are not culled

#### General dvars:
🟩 `r_aspectRatio` :: **AUTO** is truly auto now and supports any aspect ratio
🟩 `r_forceLod` :: force all models to a specific LOD
🟩 `r_lodScaleRigid` :: adjust static model draw distances (lower values increase draw distance)
🟩 `r_showTess` :: draws material info (incl. all image names) of surfaces (geometry / models)
🟩 `r_showTessDist` :: adjust draw distance of ^ info text
🟩 `r_showTessSkin` :: show info for skinned meshes
🟩 `r_showCellIndex` :: show portal index info (useful for manual culling overrides via map settings)

#### Dvars that should only be changed if you know what you are doing:
🟧 `rtx_sky_follow_player` :: sky will follow the player (helps with culling)
🟧 `r_warm_dpvs` :: disable all culling if true (not recommended - use `rtx_disable_world_culling`)
🟧 `r_warm_static` :: unlimited draw distance for static models if true (not recommended, use `r_lodScaleRigid`)

#### Culling dvars when `old_anti_culling` flag is set (or in `MP`):
🟩 `rtx_disable_world_culling` :: tweak overall culling
🟩 `rtx_disable_entity_culling` :: tweak culling of script objects (entities)


- C. Console commands:
- `export_entities` :: export map entities / misc_models to `t4rtx/entity-export`
- `mapsettings_update` :: reload map settings
- `mapsettings_get_defaults` :: prints sun dir/color/intensity in map_settings format based on the stock map settings
- `unlockall` :: unlock all sp missions
- `noborder` & `windowed` :: switch between borderless and normal windowed mode
- (set dvars `vid_xpos 0` and `vid_ypos 0` to put the window in the top left corner)


- D. `map_settings.ini` :: `root/t4rtx`

🔸 Tweak sunlight / color, skybox and fog settings
🔸 Override culling per portal / cell (to fix light or shadow culling - dvar `r_showCellIndex`)
🔸 Spawn unique anchor meshes that can be used to attach unique prims and lights to
🔸 Ability to load multiple remix config's per map (`root/t4rtx/map_configs`)


- E. Assets Folder :: `root/t4rtx`

- The `_assets` folder can be used to override certain game assets like gsc files without requiring a mod


## ⚠️ Current issues:
- Fullscreen, changing resolution or anything else that requires the game to restart the renderer might crash the game
- MP might be unstable until latest features are ported from SP


## 💭 Troubleshoot:
#### game wont load or shows an error on startup
- Make sure you are on the latest version (1.7)
- Disable your onboard gpu (Device Manager or BIOS)
- Try to run the game in windowed mode:
- use commandline arguments like `c:\path\CoDWaW.exe +set r_fullscreen 0`
- or edit your player config (`appdata/local/Activision/CoDWaW/players/yourprofile`)

#### Other issues
- ~~Captures loaded in the toolkit don't work correctly (UTF8 error), look [here](https://github.com/xoxor4d/t4-rtx/wiki/Home-%E2%80%90-General-Tips-%E2%80%90-Troubleshooting-%E2%80%90-etc)~~ (should be fixed)
- Using the remix toolkit currently requires you to have __no__ whitespaces in your game path
- Black main menu? Make sure the shadermodel dvar is set to 3.0


## Compiling yourself:
1. Setup `COD5_ROOT` environment variable with path to your cod5 directory (optional)
2. Run `generate-buildfiles_vs22.bat` to generate build files (build folder)
3. Compile and copy `t4-rtx.asi` (renamed t4-rtx.dll) to your CoDWaW root folder
- ^ automatically happens if you setup `COD5_ROOT`


## Questions?
- Join the [rtx-remix showcase](https://discord.gg/j6sh7JD3v9) discord and check out the cod5 thread within the `remix-projects` channel.
- Join the [iw3xo](https://discord.gg/t5jRGbj) discord if you have questions related to this modification
- rtx-remix: https://github.com/NVIDIAGameWorks/rtx-remix

Not required but makes life easier:
https://community.pcgamingwiki.com/files/file/714-call-of-duty-world-at-war-replacement-steam-multiplayer-executable/


## Credits
- [People of the showcase discord](https://discord.gg/j6sh7JD3v9) (for testing, feedback and ideas)
- [ineedbots/JezuzLizard](https://github.com/JezuzLizard/T4SP-Server-Plugin) (for most of the structs)
- [nvidia - rtx-remix](https://github.com/NVIDIAGameWorks/rtx-remix)




![img](.github/img/03.jpg)