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
- 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-remixnightly. 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 actionsbuild:
Release-binaries-t4-rtx - https://github.com/xoxor4d/t4-rtx/actions
- Drop
t4-rtx.asiand the contents of theassetsfolder 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.dllif you've used earlier builds of t4-rtx t4-rtx.asihas 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_forceLodtohighby 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-exportmapsettings_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 0andvid_ypos 0to 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
_assetsfolder 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_ROOTenvironment variable with path to your cod5 directory (optional) - Run
generate-buildfiles_vs22.batto 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-projectschannel. - 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



