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CoD5 / World at War - Nvidia rtx-remix compatibility mod

Batchfile 0.01% Lua 1.16% C++ 97.84% GSC 1.00%
cod cod5 nvidia remix rtx rtx-remix

t4-rtx's Introduction

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.


img

[ 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(Outdated)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


img img

t4-rtx's People

Contributors

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t4-rtx's Issues

Issue with the rendering

Really weird rendering, the screens are at the high preset, it's nearly all white in lower presets.
Call of Duty  World at War Screenshot 2024 02 24 - 02 24 12 83
Call of Duty  World at War Screenshot 2024 02 24 - 02 24 19 50

No assets?

Could you update the DEMO to include the assets?

RTX Remix - GPU Feature Error on Game Launch

When attempting to launch the game with RTX Remix, an error pops up stating that the GPU does not support the required features for RTX Remix. The specific message is:

Steps to Reproduce

  1. Install RTX Remix for World at War.
  2. Run the game.
  3. Error message appears and the game exits.

Expected Behavior

The game should launch with RTX Remix enhancements without any errors.

Actual Behavior

The game fails to launch and provides a GPU feature error.

Log Files

I will attach the d3d9.log file from the game directory for further investigation.

Environment

  • GPU: RTX 4080 Mobile
  • Driver Version: 551.52
  • Operating System: Windows 11

Please let me know if there's any other information I can provide to help resolve this issue.

Thank you.
d3d9.log
image

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