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iw3xo/rtx - a Call of Duty 4 modification

This client mod brings various modifications and additions to the base game
and also includes support for nvidia's RTX Remix.


GitHub release (latest by date)build-releaseGitHub commits since latest release (by date)DownloadsDiscord


[ Most noteworthy features of iw3xo ]
map exporting -- live link between the game and radiant -- sp map loading in mp --
collision visualization -- day and night cycle with custom sky shader --
custom movement options and much more



[ Remix compatibility ]
tweak sunlight, fog and skybox per map -- spawning of unique anchor meshes to attach new prims --
remix friendly culling and the ability to override culling per portal --
3D is fully rendered with fixed-function


img

> Features / Guides / In-Depth <

https://xoxor4d.github.io/projects/iw3xo/

Usage

Mandatory but might not feature the latest and greatest:

  1. Download the latest iw3xo release - the _rtx build comes with all files required for rtx remix
  • Extract the contents into your cod4 root directory.
  • Skip to Step 5 if you are not interested in nightly builds

Nightly (always up-to-date):

  1. [rtx only] Install the latest full rtx-remix release (0.4.1 at this time)
    https://github.com/NVIDIAGameWorks/rtx-remix/tags

  1. [rtx only] [optional] Install the latest github action builds of:
    remix bridge - https://github.com/NVIDIAGameWorks/bridge-remix/actions
    remix runtime - https://github.com/NVIDIAGameWorks/dxvk-remix/actions

  1. Download the latest iw3xo (develop branch) github actions build:
    Build-Release - https://github.com/xoxor4d/iw3xo-dev/actions
  • Drop iw3x.dll and the contents of the assets-remix folder [rtx only] into your cod4 root directory

  1. Run run_remix.bat to start the game with rtx-remix features enabled
    or directly run iw3xo.exe

iw3xo.exe (modified to load iw3x.dll instead of d3d9.dll)
| -> iw3x.dll is a proxy d3d9.dll


  1. Read the Dvars / Console Commands and Current issues sections


Remix section

🔷 To clarify, this client mod is only making CoD4 compatible with remix. 🔷

🔷 It does not enhance materials or meshes 🔷

My actual remix-mod with enhanced materials, meshes and lights can be found over at ModDB:
https://www.moddb.com/mods/cod4-mp-rtx-remix-iw3xo


  • Use console command /devgui to open a developer gui -> RTX tab

    I suggest binding the /devgui command to a key, eg: /bind F5 devgui

  • A. Commandline Arguments:

    • -rtx :: enable rtx modules (⚠️ required for rtx-remix)
    • -no_default_sky :: disable sky spawning (map settings)
    • -no_sun :: disable sun spawning (map settings)
    • -no_fog :: disable fog (map settings)
    • -stock_effects :: render effects using shaders
    • -old_anti_culling :: use the old anti culling system
    • -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)
    • -no_playershadow :: disable player shadow casting
  • commandline example:  c:\path\iw3xo.exe -rtx -no_default_sky -stock_effects

  • B. Dvars (I recommend tweaking these via the /devgui) :

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

    Culling dvars:

    🟩 rtx_culling_tweak_mins :: prevents a bit of culling
    🟩 rtx_culling_tweak_maxs :: prevents a lot of culling
    🟩 rtx_culling_tweak_frustum :: disables frustum culling
    🟩 rtx_culling_tweak_smodel :: disables static model culling
    🟩 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_forceLod :: force all models to a specific LOD
    🟩 r_forceLod_second_lowest :: prevent game from using the lowest LOD (sometimes used to hide the model)
    🟩 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_showCellIndex :: show portal index info (useful for manual culling overrides via map settings)
    🟩 r_showModelNames :: draw names of static models around the player
    🟦 rtx_sky_hacks :: allows manually declaring textures as sky (maps w. multiple skies)
    🟦 rtx_sky_materials :: materials that iw3xo flags as 'sky' materials (logic that replaces the default sky)

    Dvars that should only be changed if you know what you are doing:

    🟧 rtx_warm_smodels :: build model vertex buffers on map load (enabled by default)
    🟧 rtx_hacks :: replace the skybox with a blue-gray texture
    🟧 rtx_extend_smodel_drawing :: disable static model draw limit (max amount of static models drawn at once)
    🟧 rtx_sky_follow_player :: sky will follow the player (helps with culling)
    🟧 rtx_fx_alpha_scalar :: global fx alpha scalar

    Culling dvars when old_anti_culling flag is set:

    🟩 rtx_disable_world_culling :: tweak overall culling
    🟩 rtx_disable_entity_culling :: tweak culling of script objects (entities)


  • C. Console Commands :
    • mapsettings_update :: reload map settings
    • mapsettings_get_defaults :: prints sun direction, color and intensity in map_settings format based on the stock map settings to the consle

map_settings.ini :: root/iw3xo/rtx

🔸 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


⚠️ Current Issues

  • Swift changes in geometry (eg. teleporting) can crash the game.

    • Decrease geometry drawing by increasing culling or play with r_lodScaleRigid
  • Remix might try to use your onboard gpu (that is a general CoD issue), so its best to disable it in the bios or within the device manager

  • Some effects will slow down the game (really depends on the effect and the amount)


img img


Questions?



Requirements:

  1. CoD4 1.7
  2. English localization (other languages work when renamed)
  • root/localization.txt   -> change first line to "english"
  • root/main/   -> rename "localized_yourlanguage_iw**.iwd" files to "localized_english_iw**.iwd"
  • root/zone/   -> rename folder "yourlanguage" to "english"


Build / Compile

> How to build / compile the project using Visual Studio

  1. Clone the repo! (zip does not include deps!)
  2. Setup a COD4_ROOT environment variable with a path to your cod4 directory (optional)
  3. Use generate-buildfiles.bat to build project files with premake
  4. Open (build/iw3xo-dev.sln) and setup paths for the iw3x project (not needed if Step #2)
  • General       output directory path -> path-to-cod4-root\
  • Debugging   command -> path-to-cod4-root\iw3xo.exe
  • Debugging   working directory -> path-to-cod4-root
  1. Build -> Build Solution or run with debugger

Optional (Fastfile sources)

  1. https://github.com/xoxor4d/xcommon_iw3xo (compiled, placed into root/zone/english/)
  2. https://github.com/xoxor4d/xcommon_iw3xo_menu (compiled, placed into root/zone/english/)



Optional:
https://github.com/xoxor4d/iw3xo-radiant

Project Page:
https://xoxor4d.github.io/projects/iw3xo/

Discord:
https://discord.gg/t5jRGbj


Credits



Disclaimer

This software has been created purely for the purposes of academic research. Project maintainers are not responsible or liable for misuse of the software. Use responsibly.