The mod tools for Call of Duty: World at War were released just a short time ago today. This should provide the necessary tools to any hopeful World at War modders to get the ball rolling on their ideas.
We do have a local mirror set up at Total Gaming Files, so you won't have to look too hard for the download. Treyarch have set up a special mod Wiki for World at War mods. New information and guides are located at the Wiki.
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We do have a local mirror set up at Total Gaming Files, so you won't have to look too hard for the download. Treyarch have set up a special mod Wiki for World at War mods. New information and guides are located at the Wiki.
[break="special information on installation and more"]
Installation
After downloading the tools, you will need to unzip them into your root game directory.
After installing the tools, go to\Activision\Call of Duty World At War\bin and start Launcher.exe
Launcher
See the Launcher Overview page to see how to operate the Launcher program.
Note: Mod Builder and Compile Tools are no longer used, Launcher replaces both functionality and then some.
Converter
After installing your tools, you will need to run Converter at least once before actually using the various tools like Radiant, FX Editor, etc to make sure they operate properly.
Note: If you're on Vista, you will more than likely need to make sure to change the property on converter.exe to 'Run As Administrator' or turn UAC off otherwise converter might not generate all the assets properly.
Running Converter generates assets from the GDTs located in the \source_data folder that some of the tools will rely on.
Note: The first time you run Converter it may take a few minutes to complete because it's generating all the assets from the GDTs for the first time.
Converter is an automated process, so just click the Converter button on the Launcher under the Applications tab and let it run.
Storing/Running Mods
Since Call of Duty World At War is a Games For Windows title, custom content now needs to live in your Documents and Settings/YOUR_USERNAME/Local Settings/Application Data/Activision/CoDWaW or AppData/Local Data/Activision/CoDWaW/ for XP or Vista, respectively. You still use the root game directory as a development environment, but to play your content you will need to copy your mods to the new designated area. Launcher conveniently does this for your automatically when you compile a map or build a mod, but when you share your content be sure it is clear to users on where exactly to place your mods.
Trying to run mods from the root directory of where your game is installed is the wrong way in Call of Duty World at War. Forcing the game to run mods from the game installation directory using dvars like fs_BaseGame or fs_localAppData is not intended/supported and may affect your profile/stats, Punkbuster, other users trying to run the mod who store mods in the correct folder, and/or the actual mods if you do not use the Documents and Settings(XP)/Local Data(Vista) folder.