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Releases: Scobalula/Greyhound

Cosmetic Bone Counts

25 Jun 09:49
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  • Fixed cosmetic bone counts incorrectly showing up for games besides Bo3/Bo4

Extended Cosmetic Bone Info

18 Jun 13:22
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  • Added Cosmetic Bone counts to Info and added a new file called _cosmetic.mel that will contain a list of cosmetic bones used in the model, dragging this onto Maya will select all cosmetic bones.

This is only for Black Ops III and Black Ops IIII, and the feature is only useful for Black Ops III Mod Tools as cosmetic bones are only used in those games. A future update soon for CoDMayaTools will be released that allows you to select specific cosmetic bones instead of a "cosmetic parent", this will be required for some models and has been fully tested on KT4's models by Harry Bo21

MW2019/BO4 Material Support

23 May 07:31
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  • Support for exporting materials directly from MW2019 and BO4

No plans to add support for other games, but they may come at a later date

MW2CR Image Fix + Loaded Sounds

02 May 21:24
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  • Added support for MW2CR Loaded Sounds (Streamed Audio (i.e. Music), coming soon)
  • Fixed materials missing images in MW2CR

MW2CR Support

01 May 13:35
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  • Support for XModels, XAnims, and XImages from Modern Warfare 2 CR, with sounds planned in the next day or 2

Thanks to everyone who donated to fund support for the game, even with the similarities it took hours of my time to figure out minute changes and add support. If you'd like to support me, Click Here to donate. Huge amounts of work goes into developing/maintaining the tools,, so anything helps, especially given the current state we're in!

MW Update + Bo3 Hitboxes

29 Apr 09:23
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  • Support for the latest Modern Warfare update
  • Support for Black Ops 3 Hitboxes

Bo4 SAB Issues

11 Apr 12:28
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Fixed issues relating to exporting from Bo4 SAB files.

MW Fixes

08 Apr 10:39
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  • Fixed joint name issues due to more changes to the string table
  • Removed additive flags for additive anims for MW so that they return to the existing behavior, it is recommended if you don't want to deal with animation layers, etc. to wait until DTZxPorter's CAST format is implemented as it addresses a lot of the shortcomings that SEAnim had when dealing with these types of anims, along with other features.

Faster Load Game

12 Mar 12:12
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  • Drastically reduced Load Game time (especially for instances where lots of assets are being loaded)

MW String Fixes

10 Mar 18:28
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  • Fixed corrupt strings in MW Update due to in-game changes to the string table