All Activity
- Past hour
-
Daily Scramble #980 — all 6 words, avg 5.0s · 152 pts ▶ Play the XtremeIdiots Daily Games
-
Daily Wordle #980 — solved in 3/6 · 70 pts ▶ Play the XtremeIdiots Daily Games
-
- Today
-
MISERY changed their profile photo
-
Daily Trivia #980 — 10/10 correct in 1:02 · 120 pts ▶ Play the XtremeIdiots Daily Games
-
Markoff reacted to a post in a topic:
map mp_red_sparrow fx update
-
Great work m8, very black ops looking nice to see something a bit different being worked on, would like to see a picture of the map in radiant ?
-
NinjaBazZa reacted to a post in a topic:
map mp_red_sparrow fx update
-
I also got a few others in the works too. they need a lot yet skyway, a remake of terminal. nuketown x greenband is much further along.
- Yesterday
-
Merlin007 reacted to a post in a topic:
map mp_red_sparrow fx update
-
刀evious reacted to a post in a topic:
map mp_red_sparrow fx update
-
Hi there! Nice work Markoff!!! Mikel
-
Hi all a few FX pictures fire, smoke, fog the map has sound distant artillery ,air raid, far away bombs plus announcer game type will be death match, team death match and [ sabotage for freeze tag ] teams Russian v German
-
Daily Sudoku #979 — completed in 13:00 · 128 pts ▶ Play the XtremeIdiots Daily Games
-
Daily Crossword #979 — completed in 1:39 · 151 pts ▶ Play the XtremeIdiots Daily Games
-
Been using mostly sol and fable, just got updated to astra tho.
-
You described it pretty much exactly right. The only pointers I could really give you is, group the models into your xmodel. you can't get around the 1000 model cap, so group them into less x models. you can also call models from the main .ff and the _load.ff. Splitting the .ff's lets the linker load more model verts without overflowing the 32mb linker cap.
-
Daily Wordle #978 — solved in 3/6 · 70 pts ▶ Play the XtremeIdiots Daily Games
-
MikelMahou started following 刀evious
-
MikelMahou started following Ruggerxi
-
MikelMahou started following Markoff
-
Hi there! I am asking about your method because i tried and actually use this one: 1. Extracting the Map Geometry & Models Modern Call of Duty games pack assets inside encrypted database files (.fp / CASC / Fastfiles). To extract them, developers use low-level memory dumping and ripping tools: Cordisep & Saluki: Used heavily for modern era titles (like Warzone and newer Black Ops games) to export the raw .cast model files and materials. Husky / C2M: Memory-ripping tools designed to extract BSP (Binary Space Partitioning) data directly from a map while the game is running. They output a raw .obj 3D file of the environment. Greyhound / Wraith Archon: Standard asset extractors used to pull individual static xmodels, weapons, and textures from the engine cache. 2. Processing and Reconstruction (Blender or Maya) When you rip a map using tools like Husky, the resulting mesh consists of un-welded triangles and missing chunks. You must import the .obj or .cast files into a 3D modeling program like Blender or Autodesk Maya. You will need to manually fix topology, separate the scene into modular Model Groups, and rebuild the textures. 3. Converting to CoD-Readable Formats Radiant cannot open standard FBX or OBJ files directly. You must convert your cleaned 3D models into formats the older engines recognize: For World at War (CoD5): Models must be exported from Maya using the official Activision plugins as .XMODEL_EXPORT files and then compiled into .XMODEL using the Asset Manager (AssetMod / CoD5ModTools). For Black Ops 3: You can use the Asset Property Editor (APE) within the Black Ops 3 Mod Tools to import and process the meshes. To convert the actual layout brush data into something Radiant can open, developers often use community scripts like OBJ-to-CoD-Radiant-Map-File to generate a readable .map file. Summary of the Reality Porting an entire modern map backward is incredibly time-consuming. Because newer engines utilize advanced physics, massive asset budgets, and complex material layers that older engines like World at War cannot handle, the map geometry will usually function only as a visual reference template. You will ultimately have to manually rebuild most of the map layout directly inside CoD Radiant using native geometry blocks (brushes) and terrain patches. So, i am wondering if you have found a way better to do all this. Thank you! Mikel
-
Nice, are you using astra or fable 5.1 for this?
-
Hi there! Nice work 刀evious!1 Can you describe your method with IA to get the files to import to radiant? I am doing something close to this, but for Cod Waw, so i would really interested. Thank you! Mikel
- Last week
-
Happy Birthday
-
Daily Connections #978 — solved all 4 groups — flawless! · 120 pts ▶ Play the XtremeIdiots Daily Games
-
Have a GREAT birthday!!
-
MikelMahou started following gasofa
-
Well some people hate AI but I'm pretty impressed. I can now create model groups from some newer cod maps and import them into radiant. Clowntown was the first try, and i think it looks pretty good but not perfect. I still need to recreate the player collision and do a lot of manual stuff but I plan on doing several more maps. here are some screenshots of the next one. It still needs work, but hot damn.
-
gasofa started following MikelMahou
-
Happy birthday everyone!!
-
Happy Birthday everyone.
-
Daily Wordle #977 — solved in 3/6 · 70 pts ▶ Play the XtremeIdiots Daily Games
-
XtremeIdiots Supported Games
-
Call of Duty 4
Open Club · 809 members
-
Call of Duty: World At War
Open Club · 458 members
-
Call of Duty 2
Open Club · 214 members
-
>XI< Fest 2026 - Virginia Beach, VA
Closed Club · 11 members
-
Modern Warfare 2019
Open Club · 158 members
-
Battlefield 6
Open Club · 43 members
-
Call of Duty: Modern Warfare II/III/Warzone
Open Club · 28 members
-
World of Warships
Open Club · 88 members
-
>XI< Fest 2025 - Orlando/Kissimmee
Closed Club · 20 members
-
Ark Survival Evolved
Open Club · 78 members
-
Loasis Virtual Happy Hour Group
Public Club
-
XI Fest - Branson, MO 2024
Closed Club · 24 members
-
Unreal Tournament
Open Club · 42 members
-
XI Fest - Georgia 2022
Closed Club · 29 members
-
Battlefield 2042
Open Club · 49 members
-
>XI< Fest 2023 Gatlinburg
Closed Club · 51 members
-
Rust
Open Club · 76 members
-
Battlefield 4
Open Club · 156 members
-
PLAYERUNKNOWN'S BATTLEGROUNDS
Open Club · 138 members
-
XI Fest - Brussels 2018
Closed Club · 37 members
-
War Thunder
Read Only Club · 38 members
-
Minecraft
Open Club · 300 members
-
Battlefield 3
Read Only Club · 36 members
-
ARMA
Open Club · 54 members
-
Battlefield V
Open Club · 86 members
-
Left 4 Dead 2
Read Only Club · 60 members
-
Insurgency
Open Club · 212 members
-
Destiny 2
Open Club · 16 members
-
Crysis Wars
Open Club · 26 members
-
BFBC2
Read Only Club · 27 members
-
XI Fest - Charlotte 2019
Closed Club · 61 members
-
World War 3
Open Club · 24 members
-
XI Fest - Nashville 2018
Closed Club · 66 members
-
Battlefield 1
Read Only Club · 93 members
-
Rising Storm 2: Vietnam
Read Only Club · 19 members
-
