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CoD-WaW (cod5) rtx-remix compatibility mod

This client modification is specifically made for nvidia's 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.


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[ 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


If you want to buy me a coffee:

ko-fi

Usage

A. Easy way but might not feature the latest and greatest:

  • Download the latest release 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 further down.


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

  1. Download and install the latest full release of t4-rtx as described above.
    Required as it currently comes with a custom build of bridge-remix (api features)

  1. 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 (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(Outdated)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 - YouTube Footage



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 and static models (misc_models) to t4rtx/entity-export/mapname.map
    • mapsettings_update :: reload map settings
    • mapsettings_get_defaults :: prints sun direction, color and 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 (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?

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


Credits


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