

Compiling the model in APEĪccess APE by launching the Black Ops 3 Mod Tools on Steam, then clicking the monkey button in the toolbar:Ĭreate a new. TIFF, the only image format Black Ops 3 supports. While you have Kronos open, find all the textures exported by Wraith and drop them into Kronos’ image converter to convert them to. Copy these and place them into your %BO3Dir%/model_export folder (you may place them in any subdirectory inside the model_export folder). xmodel_exports into Kronos and wait for another window to appear with your converted XMODEL_BIN files. Open Kronos and click on the Model and Animation Converter tab (the cube):ĭrag and drop all your. Now click the three dots to navigate to a path first, then enter the name of your xmodel_export.Ĭlick Export Selected and respond to the save prompt however you wish, then wait for the progress bar to finish. Highlight all the nodes in Outliner ( Window > Outliner if you cannot see it), then click Select > Hierarchy or Edit > Select Hierarchy, depending on your Maya version.Ĭlick the slot dropdown and select Slot 1, then click !!Save Selection! in the Export XModel window. Exporting the modelĬlick on Call of Duty Tools in the Maya toolbar and select Export XModel. NOTE: Save this as a new scene somewhere easy to access, this will be used for creating the animated model when converting animations. t6_attach_mag_dsr50_view_LOD0:tag_clip) and use the Move and Rotate tools to align it to where you feel is correct.

Example.Ĭlick on the joints attached to each of the imported models (usually identifiable by the namespace at the beginning of the joint name: e.g. NOTE: You may drag-and-drop the other model files for this step, as both methods will lead to the same result.Īttach all imported joints to the root joint of the main model (normally j_gun or tag_weapon) by hovering over the joint to move, holding middle mouse and then dragging it to the root bone of the main model. Try to take note of which joints are associated with which models during this process. This will generally be the body piece that has the trigger and pistol grips, then click File > Import and import each of the other models you ripped into the same scene. Open the ‘main’ model that the weapon will use. mel file into the Maya window and wait for the status bar at the bottom to say ‘The model has been binded.’ Do this for every model that you ripped, saving the changes as you go. Dragging-and-dropping the file will merge it with the untitled scene and add a namespace in front of all your imported items, which may lead to issues later down the line.ĭrag the bind. ma file rather than dragging-and-dropping the.

WARNING: Ensure you go File > Open and locate the. Change the Renderer to ‘Legacy Default Viewport’ and press 6 to go into textured view. NOTE: If you do not wish to edit the models before compiling them, skip to Step 3. Wait for the success toast message to appear. Highlight all assets you wish to export and click the Export Selection button in the top-right. Experiment with models and try to find the one you are after. WARNING: Not all assets are named the same as the in-game weapon name (e.g. Once the assets have finished enumerating, enter a search term to filter down the number of assets listed. Start a custom game so that the game begins to load the assets into memory.Ĭlick ‘Load Game’ in Wraith and wait for the asset list to fill. NOTE: Open the game you are ripping from BEFORE touching any other options within Wraith. Select the game you wish to rip from in the top-left dropdown menu. The other two are optional, but are not needed for this process. You will only need to do this once.Ĭlick on Settings and under Models, ensure that Export.

Open Wraith and log into your Modme account. snipers have the body, scope and magazine as separate models). Use Wraith to rip models from BO3, BO2 or BO1, MW, MW2 and MW3 - Ensure you rip every model you wish to use for the weapon (e.g. Try to adhere to these and see if they work for you. Any TIPs or WARNINGs that you see are things I have noted to have worked/not worked based on past experiences. The basic workflow of getting a custom weapon into Black Ops 3 is as follows:Īlthough this process might appear daunting at first, often taking first-timers up to 4 hours to complete a single weapon port, you will figure out your own shortcuts along the way to speed up the process.
