fab2cod · fab2cod-outputs

Outputs

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Assets

When you convert a model, it will place it will create its own folder inside the Fab directory in your Black Ops III root. If you try to convert the a model that is already in the directory, it will skip it. So make sure your models have unique names.

If the model is from Fab, the LOD suffix will be stripped from the name.

Meshes

When you drag a USDZ model, the meshes will be converted to a single xmodel_bin file.

Materials and Textures

Any materials used on the meshes will be converted to Black Ops III properties. Each map will prioritise an input texture but if one is not assigned, it will use the value.

PBR Materials

Metallic materials will be converted into will be converted into Specular and change the Geometry type is changed to Geometry Advanced. If no metallic value is present, the material remains as Geometry Plus.

Texture names will be overridden to copy the Treyarch naming scheme.

Example

The base colour texture for a model called chair_01 and a material called chair_wood would be called i_mtl_fab_chair_01_chair_wood_n.png

Levels of Detail

When using Fab models, you can drag multiple LODs onto the converter and it will asign them as LODs inside an xmesh asset.

It is recommended to only use _low, _medium, and _high. Do not use _raw because it is not optimised for gameplay and will be computationally heavy.

Textures from the highest LOD will be used.