iw3xo - a call of duty 4 modification - rtx remix compatibility
This client mod brings various modifications and additions to the base game
and also includes support for nvidia's RTX Remix.
[ Most noteworthy features of iw3xo ]
map exporting -- live link between the game and radiant -- sp map loading in mp --
collision visualization -- day and night cycle with custom sky shader --
custom movement options and much more
[ Remix compatibility ]
This client mod does not come with a 'rtx mod' -> that means:
no custom models, no normal-maps, no fancy pbr materials or lights.
_rtx
build comes with all files required for rtx remixgithub action
builds of:github actions
build:Build-Release
- https://github.com/xoxor4d/iw3xo-dev/actions
iw3x.dll
and the contents of the assets-remix
folder [rtx only] into your cod4 root directoryrun_remix.bat
to start the game with rtx-remix features enablediw3xo.exe
iw3xo.exe
(modified to loadiw3x.dll
instead ofd3d9.dll
)
| ->iw3x.dll
is a proxy d3d9.dll
Dvars / Console Commands
and Current issues
sections🔸 sun, skybox and fog settings can be tweaked by using map_settings.ini
:: iw3xo/rtx
folder 🔸
/devgui
to open a developer gui -> RTX tab
/devgui
command to a key, eg: bind F5 devgui
A. Commandline Arguments:
-rtx
:: enable rtx modules (⚠️ required for rtx-remix)-no_default_sky
:: disable sky spawning (map settings)-no_sun
:: disable sun spawning (map settings)-no_fog
:: disable fog (map settings)-stock_effects
:: render effects using shaders-old_anti_culling
:: use the old anti culling system-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)-no_playershadow
:: disable player shadow casting (required to get thirdperson to work)
- commandline example:
c:\path\iw3xo.exe -rtx -no_default_sky -stock_effects
B. Dvars (I recommend tweaking these via the /devgui
) :
🟩 encouraged to be tweaked
🟦 can be useful in edge case scenarios
🟧 shouldn't be touched
🟩 rtx_culling_tweak_mins
:: prevents a bit of culling
🟩 rtx_culling_tweak_maxs
:: prevents a lot of culling
🟩 rtx_culling_tweak_frustum
:: disables frustum culling
🟩 rtx_culling_tweak_smodel
:: disables static model culling
🟩 rtx_culling_plane_dist
:: distance of frustum culling planes
🟩 r_forceLod
:: force all models to a specific LOD
🟩 r_forceLod_second_lowest
:: prevent game from using the lowest LOD (sometimes used to hide the model)
🟩 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_showCellIndex
:: show portal index info (useful for manual culling overrides via map settings)
🟩 r_showModelNames
:: draw names of static models around the player
🟦 rtx_sky_hacks
:: allows manually declaring textures as sky (maps w. multiple skies)
🟦 rtx_sky_materials
:: materials iw3xo flags as 'sky' materials (logic that replaces the default sky)
🟧 rtx_warm_smodels
:: build model buffers on map load (enabled by default)
🟧 rtx_hacks
:: replace the skybox with a blue-gray texture
🟧 rtx_extend_smodel_drawing
:: disable static model draw limit (max amount of static models drawn at once)
🟧 rtx_sky_follow_player
:: sky will follow the player (might help with culling in some cases)
old_anti_culling
flag is set:🟩 rtx_disable_world_culling
:: tweak overall culling
🟩 rtx_disable_entity_culling
:: tweak culling of script objects (entities)
mapsettings_update
:: reload map settingsmapsettings_get_defaults
:: prints sun direction, color and intensity in map_settings format based on the stock map settings to the consleSwift changes in geometry (eg. teleporting) can crash the game.
r_lodScaleRigid
Remix might try to use your onboard gpu (that is a general CoD issue), so its best to disable it in the bios or within the device manager
Some effects will slow down the game (really depends on the effect and the amount)
remix-projects
channel.
- root/localization.txt -> change first line to "english"
- root/main/ -> rename "localized_yourlanguage_iw**.iwd" files to "localized_english_iw**.iwd"
- root/zone/ -> rename folder "yourlanguage" to "english"
COD4_ROOT
environment variable with a path to your cod4 directory (optional)(build/iw3xo-dev.sln)
and setup paths for the iw3x project (not needed if Step #2)
- General output directory path ->
path-to-cod4-root\
- Debugging command ->
path-to-cod4-root\iw3xo.exe
- Debugging working directory ->
path-to-cod4-root
Optional (Fastfile sources)
Optional:
https://github.com/xoxor4d/iw3xo-radiant
Project Page:
https://xoxor4d.github.io/projects/iw3xo/
Discord:
https://discord.gg/t5jRGbj
This software has been created purely for the purposes of academic research. Project maintainers are not responsible or liable for misuse of the software. Use responsibly.