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Posted (edited)

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.

 

 

 

 

image.thumb.png.5a41cadd3b610e2e6c7c6d3c05553e26.png

 

 

image.thumb.png.39aa4d915d7a8cb26771cc64b41c726f.png

 

 

 

 

Edited by 刀evious


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Posted


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Posted

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



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Posted
5 hours ago, 刀evious said:

🤯

 

image.thumb.png.35ea29934932b8d20dc29a9b8d5208b9.png

 

image.thumb.png.f816f2af29ca2dfbfb48ab041699f2fe.png

Nice, are you using astra or fable 5.1 for this?



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Posted

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


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Posted (edited)
3 hours ago, MikelMahou said:

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

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.  

Edited by 刀evious


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Posted
3 hours ago, Sharpe said:

Nice, are you using astra or fable 5.1 for this?

Been using mostly sol and fable, just got updated to astra tho.



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Posted

I also got a few others in the works too.

they need a lot yet

 

skyway, a remake of terminal.

image.thumb.png.33f3fb8f2f65e8a656baf1c6014c5e4a.png

 

 nuketown x

image.thumb.png.0f136719c2d76ecc9032c7befaa5df06.png

 

greenband is much further along.         

 

image.thumb.png.ffe2b5f0bc6b4df0c114896c2c0aaa40.png

 

 

 

 

 



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Posted

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 ? 

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Posted (edited)
3 hours ago, Markoff said:

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 ? 

sure bud which one? here is greenband

image.thumb.png.64b6befd80e6c7ae8e337e6352938873.png

image.thumb.png.31f39ae516a082c6411918a263756ceb.png

image.thumb.png.028fbf44fa6d8116134faf5c6ca64396.png

Edited by 刀evious

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