Activision has legally demanded that I stop leaking and disseminating confidential information related to Call of Duty/Activision and I am complying with their demands. Still gonna stick around and chat about Official Call of Duty info and anything not related to leaks/confidential information. Cheers for these past few years.
### BO7 ZoneTool Custom Map Dev-Progress Part 4 ###
Development of my BO7 ZoneTool is progressing smoothly, and I've finally added a new feature that many of you have been waiting for!
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【 - Proof of Concept: Converting T7 Custom Zombies Maps into SAT ZM Maps and Gradually Recreating T7 Gameplay Behavior - 】
If you've been following my Twitter or YouTube posts, you may already know that ZoneTool originally started as a project to convert custom maps from CoD4 to MW2019.
Because of this, the initial focus of ZoneTool was primarily on converting CoD4 Multiplayer maps into MW2019 Multiplayer maps.
I gradually expanded support to include WaW maps, and later continued developing additional conversion features to support newer titles such as MWIII.
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◆ New Feature: Selectable MP / ZM Map Conversion
The main new feature I've added this time is actually just one thing:
The ability to let users choose whether to convert an MW2019 map fastfile into an MP map or a ZM map.
Previously, the application only had a single button for converting maps from MW2019 to BO7.
I've now modified this process so users can select their preferred destination mode, either Multiplayer or Zombies.
This addition significantly expands the variety of custom maps users can create.
Supported source-to-intermediate conversions:
- CoD4 → MW2019 (1.20 / 1.38 / 1.57 / 1.63–1.69)
- WaW → MW2019 (1.20 / 1.38 / 1.57 / 1.63–1.69)
- BOIII → MW2019 (1.20 / 1.38 / 1.57 / 1.63–1.69)
These conversions produce the intermediate output.
From there, the intermediate fastfiles can be converted further for newer titles.
Supported destination conversions:
- MW2019 → MWIII MP
- MW2019 → BO7 MP
- MW2019 → BO7 ZM
These combinations open up many possibilities for experimentation!
For example, converting a CoD4 Multiplayer custom map into a BO7 Zombies map would allow players to experience Zombies on traditional MP maps, similar to Onslaught.
Conversely, WaW or BOIII Zombies maps could be converted into MWIII or BO7 Multiplayer maps. By adjusting the player spawn points, it would become possible to play team-based modes such as Team Deathmatch on maps originally designed for Zombies.
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◆ Newly Implemented Zombies Conversion Features
The following features are the main focus of my current development work.
>> 1. Large-Scale Asset Streaming
- Generate engine-specific XPAK packages to allow IW8+ engines to efficiently load large BOIII user-created maps.
- Enable streaming of large assets so that even massive custom maps can be loaded without placing unnecessary strain on the engine.
>> 2. BOIII Asset, Animation, and Effect Conversion
- Accurately convert the effects and animations associated with models in BOIII Zombies maps into MW2019-compatible XAssets.
- Use MW2019 as an intermediate conversion target to achieve high-quality visuals while maintaining compatibility with subsequent conversions to MWIII and BO7.
>> 3. BOIII GSC to BO7 GSC Conversion
- Convert BOIII Zombies GSC scripts into a format that can be interpreted by BO7.
- Recreate the original gameplay logic of BOIII custom Zombies maps within the BO7 engine.
>> 4. Zombie and Hellhound Spawn Systems
- Accurately preserve the zombie and Hellhound spawn points defined in the original BOIII custom Zombies maps.
- Allow zombies and Hellhounds to spawn from the same locations in BO7 as they did in BOIII.
- Preserve the original zombie population settings and special round configurations.
>> 5. Window Barrier and Zombie Entry Animations
- Allow zombies spawning outside the map to remove the converted BOIII window barriers and climb through the windows to enter the playable area.
- Recreate the original BOIII barrier removal and window-climbing behavior in BO7.
- Allow players to repair destroyed window barriers by holding the interaction button, using the exact same barrier repair animations as BOIII.
>> 6. Mystery Box System
- Enable the Mystery Boxes placed in the original BOIII custom Zombies maps to function in BO7.
- Recreate the original BOIII Mystery Box animations and visual effects.
- Support the original BOIII Teddy Bear mechanic, including the Mystery Box relocation animations and behavior.
- Allow Mystery Boxes to dispense Carry Forward weapons from IW9, JUP, and T10, reconstructed through custom weapon mappings.
>> 7. Wall Weapons and Purchasable Obstacles
- Allow players to approach and interact with wall weapons to purchase corresponding BO7 weapons based on the closest matching weapon groups.
- Enable purchasable doors and removable obstacles from the original BOIII Zombies maps to function through player interaction.
All of these are newly added sub-features designed to recreate the original BOIII Zombies experience in BO7.
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◆ Additional Improvements and Fixes
Alongside these features, I've also continued making various improvements to the conversion system.
- Improved visual and graphics conversion accuracy, including LightGrid, ReflectionProbes, PrimaryLights, and more.
- Improved the conversion of MW2019 effects into their corresponding BO7 effect formats.
- Added conversion support for mapEnts models and dynEnts models.
- Added ladder conversion support.
- Added breakable glass conversion support.
- Various additional fixes and improvements.
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◆ Current Development Status and Future Plans
There are still many features that haven't been showcased in this video, but I'll be introducing them in future development updates!
Right now, I'm gradually working toward making as many original BOIII assets as possible function directly in BO7 while preserving their original behavior.
Since the conversion process currently follows the **BOIII → MW2019 → BO7** pipeline, there are still some behavioral and visual inconsistencies caused by differences between the engines, particularly in coordinate axes, texture interpretation, and other asset properties.
These issues should gradually improve as I continue researching the engine differences and refining the conversion logic.
Even at this stage, the project is still in its early development phase, and I expect the visual quality and overall accuracy to improve significantly in future updates.
Moving forward, I plan to expand testing to a wider variety of custom maps, with the ultimate goal of allowing players to experience as much of the original BOIII Zombies gameplay as possible in BO7.
Thank you all for your continued interest and support!
Stay tuned for more development updates!
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@theniusong very cool, but small suggestion if you can do the horizontal game picker above the first weapon like in the legacy category that'd be goated