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View Full Version : Downloading And Installing The Tools



CaptCom
May 5th, 2009, 10:19
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.

* Download and install the Mod Tools 1.0 (http://www.filefront.com/12411739/CoD-WW-MODTOOLS.rar/).
* Install Mod Tools 1.0 using the installation instructions down below.
* Once completed, download and install Mod Tools 1.2 (http://38.118.213.189/7aid5tph13+/worthplaying/callofdutyworldatwar/CoD_WW_MODTOOLS_v1.2.zip). ( you do not have to download and install 1.1 )
* Now download and install Mod Tools 1.2.1 (http://www.fpsadmin.com/forum/downloads.php?do=file&id=126&act=down).
* Following the installation of 1.2.1 download and install Mod Tools 1.3 (http://www.bigdownload.com/games/call-of-duty-world-at-war/pc/call-of-duty-world-at-war-mod-tools-v13/).
* After installing Mod Tools 1.3, download and install Mod Tools 1.4 (http://www.bigdownload.com/games/call-of-duty-world-at-war/pc/call-of-duty-world-at-war-mod-tools-v14/).
* Follow the instructions for running Converter and you're good to go!

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 (http://www.codutility.com/etqw/index.php?file=Forum&page=viewtopic&forum_id=29&thread_id=93) 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.


47Note: If you're on Vista or Win7, you will more than likely need to make sure to change the property on converter.exe to 'Run As Administrator' or turn UAC off otherwise converter might not generate all the assets properly.


46


Running Converter generates assets from the GDTs located in the \source_data folder that some of the tools will rely on.
Image:Note.pngNote: The first time you run Converter it may take a few minutes to complete because it's generating all the assets from the GDTs for the first time.

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
You will get that error at the very end of running Converter, but only with the original Mod Tools release. Mod Tools 1.2 has addressed this issue.

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, Vista and Win7, 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 and Win7 ) folder.

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