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 ]
tweak sunlight, fog and skybox per map -- spawning of unique anchor meshes to attach new prims --
remix friendly culling and the ability to override culling per portal --
3D is fully rendered with fixed-function
- Download the latest iw3xo release - the
_rtx
build comes with all files required for rtx remix
- Extract the contents into your cod4 root directory.
- Skip to Step 5 if you are not interested in nightly builds
- [rtx only] Install the latest full rtx-remix release (0.4.1 at this time)
https://github.com/NVIDIAGameWorks/rtx-remix/tags
- [rtx only] [optional] Install the latest
github action
builds of:
remix bridge - https://github.com/NVIDIAGameWorks/bridge-remix/actions
remix runtime - https://github.com/NVIDIAGameWorks/dxvk-remix/actions
- Download the latest iw3xo (develop branch)
github actions
build:
Build-Release
- https://github.com/xoxor4d/iw3xo-dev/actions
- Drop
iw3x.dll
and the contents of theassets-remix
folder [rtx only] into your cod4 root directory
- Run
run_remix.bat
to start the game with rtx-remix features enabled
or directly runiw3xo.exe
iw3xo.exe
(modified to loadiw3x.dll
instead ofd3d9.dll
)
| ->iw3x.dll
is a proxy d3d9.dll
- Read the
Dvars / Console Commands
andCurrent issues
sections
🔷 It does not enhance materials or meshes 🔷
My actual remix-mod with enhanced materials, meshes and lights can be found over at ModDB:
https://www.moddb.com/mods/cod4-mp-rtx-remix-iw3xo
-
Use console command
/devgui
to open a developer gui -> RTX tabI suggest binding the
/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 setr_forceLod
tohigh
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
- 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
🟩rtx_fx_cull_elem_draw_radius
:: fx elements inside this radius around the player are not culled🟩
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 that iw3xo flags as 'sky' materials (logic that replaces the default sky)🟧
rtx_warm_smodels
:: build model vertex 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 (helps with culling)
🟧rtx_fx_alpha_scalar
:: global fx alpha scalar🟩
rtx_disable_world_culling
:: tweak overall culling
🟩rtx_disable_entity_culling
:: tweak culling of script objects (entities)
- C. Console Commands :
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 consle
🔸 Tweak sunlight / color, skybox and fog settings
🔸 Override culling per portal / cell (to fix light or shadow culling - dvar r_showCellIndex
)
🔸 Spawn unique anchor meshes that can be used to attach unique prims and lights to
-
Swift changes in geometry (eg. teleporting) can crash the game.
- Decrease geometry drawing by increasing culling or play with
r_lodScaleRigid
- Decrease geometry drawing by increasing culling or play with
-
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)
- join the rtx-remix showcase discord and check out the cod4 thread within the
remix-projects
channel. - join the iw3xo discord if you have questions related to iw3xo
- sp compatibility mod: iw3sp-mod-rtx
- rtx-remix: https://github.com/NVIDIAGameWorks/rtx-remix
- CoD4 1.7
- English localization (other languages work when renamed)
- 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"
- Clone the repo! (zip does not include deps!)
- Setup a
COD4_ROOT
environment variable with a path to your cod4 directory (optional) - Use generate-buildfiles.bat to build project files with premake
- Open
(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
- Build -> Build Solution or run with debugger
Optional (Fastfile sources)
- https://github.com/xoxor4d/xcommon_iw3xo (compiled, placed into root/zone/english/)
- https://github.com/xoxor4d/xcommon_iw3xo_menu (compiled, placed into root/zone/english/)
Optional:
https://github.com/xoxor4d/iw3xo-radiant
Project Page:
https://xoxor4d.github.io/projects/iw3xo/
Discord:
https://discord.gg/t5jRGbj
- X Labs (especially Snake)
- The Plutonium Project Team (especially Rektinator)
- Nukem9 - LinkerMod
- g-truc - glm
- ocornut - Dear ImGui
- Jelvan1 - cgame proxymod
- Nvidia - rtx-remix
- people of the rtx showcase discord (for testing, feedback and ideas)
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.