Downloading And Installing The Tools
From CoDWWModWiki
Contents |
Where To Start
Now that you have Call of Duty: World at War, and you want to start modding, you need to download and install the Mod Tools.
- Scroll down and choose one of the download mirrors from the Mod Tools 1.0 section.
- Install Mod Tools 1.0 using the installation instructions down below.
- Once completed, download and install Mod Tools 1.2. (you do not have to download and install 1.1)
- Now download and install Mod Tools 1.2.1.
- Following the installation of 1.2.1 download and install Mod Tools 1.3.
- After installing Mod Tools 1.3, download and install Mod Tools 1.4.
- Follow the instructions for running Converter and you're good to go!
Download Mirrors
To download the tools, visit any one of the mirror links that have posted the tools:
9/18/09 - Mod Tools v1.4 Update Released! (requires v1.3 first)
Below you will find a list of the updated files included with Mod Tools 1.4. This package has almost 3000 assets to help you create your own Der Riese-style levels in conjunction with Patch 1.6.
As always, we are excited to see new, fan-made zombie maps created by the community. Have fun!
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Added and Updated Files:
- DLC3 zombie .map prefabs.
- DLC3 zombie zone_source files.
- DLC3 Updated new scripts.
- DLC3 xmodel, xmodelparts, and xmodelsurfs files.
- DLC3 xanim files.
- DLC3 materials and material_properties files.
- DLC3 FX files.
- DLC3 weapons, vision, ui, maps, collmaps, and animtrees files.
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Download Mirrors:
*FilePlanet *Big Download *FileShack *Gamers' Life Line *Modsonline.com *Computer Games Online *Gamershell.com *CustomCOD.com *GZDownloads *AusGamers
7/17/09 - Mod Tools v1.3 Update Released! (requires v1.2.1 first)
Below you will find a list of the updated files included with Mod Tools 1.3. This package has over 2800 assets to help you create your own Shi No Numa-style levels in conjunction with Patch 1.5.
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Added and Updated Files:
- DLC2 zombie .map prefabs.
- DLC2 zombie zone_source files.
- DLC2 Updated new scripts.
- DLC2 xmodel, xmodelparts, and xmodelsurfs files.
- DLC2 xanim files.
- DLC2 materials and material_properties files.
- DLC2 FX files.
- DLC2 weapons, vision, ui_mp, maps, collmaps, and animtrees files.
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Download Mirrors:
*Big Download *FileShack *Worth Playing *Gamershell *Gamezone *Fileplanet *CustomCOD *Computergames.ro *MyCallOfDuty Mirror 1 *MyCallOfDuty Mirror 2 *MyCallOfDuty Mirror 3 *MyCallOfDuty Mirror 4
5/07/09 - Mod Tools v1.2.1 Update Released! (requires v1.2 first)
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Added Files:
- FX files used in Verruckt, Kneedeep, Nachtfeuer, and Subway.
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Download Mirrors:
*FPSAdmin *MODSonline *CoDBoards
4/10/09 - Mod Tools v1.2 Update Released! (requires full install package below, but not 1.1 Package)
Readme File:
++SPECIAL NOTES++
- This Mod Tools update requires CoD:WaW patch 1.4.
- We recommend that you covert and recompile all mods and custom maps to ensure compatibility with CoD:WaW patch 1.4.
- Patch 1.4 recognizes IWD's in the /usermaps folder. In the case of duplicate files in both /usermaps and /mods folders, the files in /usermaps will take priority.
- This 1.2 update also includes the files from the "CoDWaW - Mod Tools Package 1.1" download that was released in January.
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Issues Fixed:
- Custom models no longer crash the lighting process in Launcher.exe when compiling a map that contains a custom model.
- Converter's "ERROR: dll version number does not match converter version" error has been resolved.
- Launching "mp_usermaps" in the /mods directory no longer causes clients to be kicked when joining the host's game.
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Added and Updated Files:
- mp_castle.map and all .map prefabs associated with it.
- code_post_gfx_mp, flamethrower, mp_vehicle_fx, nazi_zombie_asylum, vehicles_drivable_mp, water, and zombiemode CSV files.
- ambient, attack, behind, crawl, death, elec, laugh, n/sprint, sprint, and taunt Zombie sound effects.
- destructibledef and destructiblepiece files.
- Updated dlls in the /deffiles folder.
- Updated new scripts.
- DLC xmodel, xmodelparts, and xmodelsurfs files.
- DLC xanim files.
- DLC materials and material_properties files.
- DLC weapons, vision, ui_mp, maps, collmaps, and animtrees files.
- mp_tool.exe and sp_tool.exe.
- asset_manager, AssetViewer, cod2map, cod2rad, CoDWaWRadiant, converter, EffectsEd3, Launcher, linker_pc, MODSound, and ShaderCompiler executibles.
Download Mirrors:
*FPSAdmin *MyCallOfDuty *WorthPlaying *FilePlanet *Gamershell *AusGamers *MODSonline
1/23/09 - Mod Tools 1.1 Package Released! (requires full install package below)
Files Added:
- mp_castle.map and all .map prefabs associated with it.
- code_post_gfx_mp, flamethrower, vehicle, and water CSV files.
- ambient, attack, and sprint Zombie sound effects.
- destructibledef and destructiblepiece files
Download Mirrors:
*BASHandSlash *Call of Duty HQ *CoD Boards *CoD Creators *CoD Mapping *Custom CoD *FileFront *FileShack *FPSAdmin *GamersHell *Gamers' Life Line *ModsOnline *MyCallOfDuty *Planet Call of Duty *WorthPlaying
11/20/08 - CoD:WaW Mod Tools 1.0 Released!
Download Mirrors:
*AusGamers *Big Download *CustomCoD *FilePlanet *FileShack *GamersHell *GameSpot *GameZone *MODSonline *MyCallOfDuty *Total Gaming Files *WorthDownloading
Installation
After downloading the tools, you will need to unzip them into your root game directory. Unless you have a specific location you like installing your games in, the default root directory should be C:\Program Files\Activision\Call of Duty - World at War.
After installing the tools, (which will take awhile since the 1.0 Mod Tools is 1GB in size), go to <root>\Activision\Call of Duty World At War\bin and start Launcher.exe
Launcher
See the Launcher Overview page to see how to operate the Launcher program.
Converter
After installing your tools, you will need to run Converter at least once before actually using the various tools like Radiant, FX Editor, etc to make sure they operate properly.
Running Converter generates assets from the GDTs located in the \source_data folder that some of the tools will rely on.
Converter is an automated process, so just click the Converter button on the Launcher under the Applications tab and let it run.
| ERROR: dll version number does not match converter version |
Storing/Running Mods
Since Call of Duty World At War is a Games For Windows title, custom content now needs to live in your Documents and Settings/YOUR_USERNAME/Local Settings/Application Data/Activision/CoDWaW or AppData/Local Data/Activision/CoDWaW/ for XP or Vista, respectively. You still use the root game directory as a development environment, but to play your content you will need to copy your mods to the new designated area. Launcher conveniently does this for your automatically when you compile a map or build a mod, but when you share your content be sure it is clear to users on where exactly to place your mods.
Trying to run mods from the root directory of where your game is installed is the wrong way in Call of Duty World at War. Forcing the game to run mods from the game installation directory using dvars like fs_BaseGame or fs_localAppData is not intended/supported and may affect your profile/stats, Punkbuster, other users trying to run the mod who store mods in the correct folder, and/or the actual mods if you do not use the Documents and Settings(XP)/Local Data(Vista) folder.
