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.
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:
- 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.
- Download and install the latest full release of t4-rtx as described above.
Download my latestbridge-remix
nightly. It includes necessary api functionality used by t4-rtx which will eventually merged into the official bridge (Pull Request)
- 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 theassets
folder into your CoDWaW root directory and start the game.
The in-game console should showt4-rtx {version} >
if the dll was loaded correctly.
- 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
)
🔷 It does not enhance materials, meshes or lights 🔷
A demo mod can be found over at ModDB - YouTube Footage
-
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 setr_forceLod
tohigh
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🟩
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🟩
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)🟧
rtx_sky_follow_player
:: sky will follow the player (helps with culling)
🟧r_warm_dpvs
:: disable all culling if true (not recommended - usertx_disable_world_culling
)
🟧r_warm_static
:: unlimited draw distance for static models if true (not recommended, user_lodScaleRigid
)🟩
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 / misc_models tot4rtx/entity-export
mapsettings_update
:: reload map settingsmapsettings_get_defaults
:: prints sun dir/color/intensity in map_settings format based on the stock map settingsunlockall
:: unlock all sp missionsnoborder
&windowed
:: switch between borderless and normal windowed mode- (set dvars
vid_xpos 0
andvid_ypos 0
to put the window in the top left corner)
- (set dvars
-
D.
map_settings.ini
::root/t4rtx
🔸 Tweak sunlight / color, skybox and fog settings
🔸 Override culling per portal / cell (to fix light or shadow culling - dvarr_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
- The
- 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
- 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
)
- use commandline arguments like
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
- Setup
COD5_ROOT
environment variable with path to your cod5 directory (optional) - Run
generate-buildfiles_vs22.bat
to generate build files (build folder) - Compile and copy
t4-rtx.asi
(renamed t4-rtx.dll) to your CoDWaW root folder- ^ automatically happens if you setup
COD5_ROOT
- ^ automatically happens if you setup
- Join the rtx-remix showcase discord and check out the cod5 thread within the
remix-projects
channel. - Join the iw3xo discord if you have questions related to this modification
- rtx-remix: https://github.com/NVIDIAGameWorks/rtx-remix
Not required but makes life easier:
https://community.pcgamingwiki.com/files/file/714-call-of-duty-world-at-war-replacement-steam-multiplayer-executable/
- People of the showcase discord (for testing, feedback and ideas)
- ineedbots/JezuzLizard (for most of the structs)
- nvidia - rtx-remix