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Topics - Scobalula

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About Rottweiler

Rottweiler is a vicious Call of Duty sound exporter, supporting the majority of Call of Duty titles that store their sounds in the Fast Files and/or PAKs. It was developed to aid Call of Duty Map Makers/Modders in obtaining sounds from other Call of Duty titles.

How to use Rottweiler

  • Choose a Fast File to load (For weapon sounds, you'll usually want to load common/common_mp for any of the games).
  • Drag it onto the list view or click Load Fast File, it will proceed to decompress the fast file and search for audio.
  • Once the sounds are loaded (if there are any), you can now export sounds that are listed.


Rottweiler is licensed under the MIT license and it and its source code is free to use and modify. Rottweiler comes with NO warranty, any damages caused are solely the responsibility of the user. See the LICENSE file on the repository for more information.

Audio exported through Rottweiler is property of Activision and the respective developers, said copyrighted Audio CANNOT be used in a commercial environment or for profit, the intention of Rottweiler is to aid users making mods for other Call of Duty titles using their own SDKs.

All work was done purely on the fast files through a Hex Editor, using legally obtained copies of the games, and no game code was touched or used. Rottweiler does not and will never rebuild/re-compress fast files.


  • For Advanced Warfare and Modern Warfare Remastered, in order for Rottweiler to export sounds stored in the PAKs, they must be in the same folder as the Fast File you loaded.
  • Due to the fact a lot of VOX data is streamed, the localized files might not contain sound information.
  • For a full list of titles that Rottweiler supports, see the README on the Github page, for those it does not support, alternative programs are linked.


The latest version of Rottweiler can be found on its Github Releases page:

It would be appreciated if you credited me for using Rottweiler. :)

Rottweiler is currently in Alpha, while it has been tested, expect quirks.

3rd-Party Applications & Tools / [APP] WAVto48k
« on: September 23, 2017, 11:12:38 pm »

A small app I made as in introduction to using C#, made it in less than an hour and it was simple to make while allowing me to get my feet a bit wet with using C#.
Could be useful to those maybe wanting to release assets while ensuring you don't get reports of non-48k sounds because people aren't using Porter's patch.  :P
To use simply drag wav/s onto the exe or execute via command line.  ;D
Download (click Code tab if you're interested in my potentially cringy code):

Modding / [TUT] "Dual Render" Scopes
« on: August 29, 2017, 04:14:52 am »
This will show you how to do "Dual Render" scopes in Bo3 (or well as good as you're going to get it). It can also work for Optics like the Tracker Sights, etc.

3rd-Party Applications & Tools / CoD FF Sound Exporter
« on: July 27, 2017, 12:43:30 pm »
So I decided to add support for more games from previous to my tool. :P

Usage is simple and same as IW6 version, just drag and drop FFs onto the exe.

Supports: CoD 4, 5, 6, 8 and 10.

For CoD Bo1 use BassDrop, for Bo2, Bo3 and IW use Wraith, for Paks of Ghosts/AW use Wraith.


Github page:

3rd-Party Applications & Tools / IW6 Sound Extractor
« on: July 11, 2017, 06:02:17 am »
IW6 Sound Extractor

Had a few hours last night and decided why not. :P
To use:
  • Dump FF using FF Viewer.
  • Drag and Drop the DAT file onto the exe.
  • Dumps WAVs so you can use them straight away.
  • Files are dumped to DAT's directoy.

FF Viewer:!tIFngSpa!f_q-WJ87Huzb4rR-ol5OxH5Pb8XOYkYXAtp63z-o9eI


3rd-Party Applications & Tools / IW7 Image Seperator
« on: July 02, 2017, 03:44:05 am »
So if you've exported from Infinite Warfare you'll know the daunting process of separating the normal maps, ao maps, etc. from the tons of images that come with models.
So, since I like automating stuff, here's a tool to handle it.  :-*

To use:
1. Group images into their own folders in a base folder with no other files/folders, like this. The folder
name will define the prefix of the images, i.e. weapon_fmg will result in weapon_fmg_n, etc.
2. Set the image format to write to in settings.ini (default is PNG).
3. Enter the directory of the main folder.
4. Let her do her job.
* Accepts/Writes: TIFF, TGA, PNG, DDS*, JPEG
* Alpha channels are maintained for _CS.
* Potential for Access Denied Errors with files that already exist, so delete them I guess.
*DDS Cannot be written to.*
**While I do take suggestions, this tool was made for my needs and it does what I want it to do, I only released it as there's no point in keeping it to myself. If you want to modify the app, feel free, the Py file is there. Make a pull request if you have a suggestion.**


3rd-Party Applications & Tools / [MAYA] One Click Does Plenty
« on: April 05, 2017, 03:38:11 am »

Prepare yourselves for the rattling that will come with this awesome, epic, amazing, spectacular, super Box Map Assister!

To use:

  • Put the py file in the script folder into your Maya scripts folder.
  • Add this to your usersetup.mel: python("import oneclickdoesplenty");‚Äč
  • Set your directories for XANIM_EXPORT (where the anims are going) and SEANIMS (Where the exported anims are)
  • Click Run Export.


  • Your scene should be set up as if it was the scene you would use for animation model and base for if you were to manually export.
  • You can query the directories at any time by click the button to query them, I store them as attributes on the scene so it's stored with the file.
  • Do not annoy me with simple issues.


dont foget 2 suppot me on patreon

3rd-Party Applications & Tools / [App] Auto-GDT 0.1.3
« on: March 29, 2017, 10:22:18 am »

A tool that will take your dank animations and add them to a GDT/Create a new one. :)

In its current state the tool works. Currently I have it setup only for weapon animation (i.e. it doesn't set correct options for AI anim, etc.)

  • Will detect automatically whether it's looping or non-looping based off name.
  • I guess it does what the title says.

Please report any bugs you find. :)

YouTube / Extinct: The Last Compound
« on: March 14, 2017, 07:58:14 am »
This map was awesome on WaW, it's awesome on BO3. :)

YouTube / Bo3 Gulag
« on: March 12, 2017, 08:03:12 am »
Puf returns with another installment of Kellog's Factory Tour. (Sorry if audio is a little weird. :P)

Modding / Enable Auto-aim for Controllers
« on: November 04, 2016, 04:16:48 am »
If you're like me and like to play zombies with a controller then you'll understand the absolute beauty of what we know as Target Assist/Auto-aim. I found this feature missing in a lot of custom weapons on ZM maps and even my own ports.

It's a simple setting in the weapon asset (credit to Hitman who found the settings in Kuda's weapon):

The Auto Aim Range seems to handle the Auto-aim when you ADS so I set that to the same as the assist range, though you might want to increase it. Simply type "auto aim range" into the search to find it. :)

Zombie Maps in Progress / [WIP] zm_alley (Name TBD)
« on: October 31, 2016, 11:35:31 am »
Return of the Gargage got lost in transit so today I present zm_alley. I won't provide much info and just show some screenshots and will show more as I progress. :)

NOTE: This is an early WIP. :)

Radiant Black Prefabs / [PREFAB] Detached Garage
« on: October 15, 2016, 11:42:24 pm »

A small detached Garage because I love Garages and I believe every map should have a Garage, so make sure to put this in your map and don't forget to like and subscribe.



Zombie Maps in Progress / [W.I.P] Return of the Garage
« on: October 01, 2016, 10:43:27 pm »
Garage Returns for a second round. \__________ :gusta: __/

This is not a remake, port, etc. of my original Garage, this is a complete different map and depicts a Garage in a small town, depending on how it goes it might be smaller than my Original but with more options in where you can go, etc.

Some screenshots with more to come as I work on the map:

Modding / [TUT] Link and build lights on Non-SSE 4.1 CPU
« on: October 01, 2016, 12:15:25 am »
NOTE: This is a very, very echy solution, your compile times will be increased by a hell of a lot since we're "emulating" SSE 4.1, however it's a good solution for people like myself who at the very least want to build lights to see how it looks in Radiant (you can just build sun from then on).

This tutorial is provided AS IS, with no implied warranty. You assume full responsibility, neither myself or Intel are responsible for any damages to your PC, map files, assets, etc.

So you have an older Phenom or whatever AMD CPU (or even an older Intel CPU (u wot Pentium 4 m8?) and you don't have SSE 4.1, well read on.

For AMD users from my research only Bulldozer+ CPUs support, Intel CPUs all the way back to Penryn should support it from 2008.

If you're unsure check in CPU-Z if it supports 4.1.

To start download this from Intel:

Make sure to grab the win version, other is Linux I believe. And get something like 7zip to extract it.

1. Extract the files to BO3ROOT\bin (where the exe's are for Radiant, Launcher, etc.).

2. Right click on "sde.exe" and send to Desktop to create a shortcut there.

3. Right Click on it and open its Properties and enter this to run the Launcher under it:

Code: [Select]
 -- modlauncher.exe

4. Now you can run it (might take a minute to load Launcher) and select your map to compile lights/link. DO NOT run APE/Radiant under this, they are very glitchy which is why I recommend doing it under Launcher, once you do that, you should have Lighting in Radiant. And again this can take a while, especially linking.

Some screenshots for pr00f: (more once it compiles incoming)

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