http://rs285.pbsrc.com/albums/ll43/myknsj/d34fc96f.gif~c200 It actually gave me cancer. The easy way to explain the problem with weapons is this way: Images = Color/Looks of the gun. The least amount of images a gun can have (and still have it look nice with shininess/reflections) is three: Color map which is the default look of the gun like this Normal map which adds details such as depth to the model And Specular map, which is made up of two images, but when converted into files the game uses, it only takes one; it adds reflectiveness/shininess to the surface of the gun when it is in contact with a light source so it looks like this Note the way the light shines on the side of the gun. That is the work of the specular map. Materials = Settings game uses to put images on the gun Materials also take up space, but the point of them is that each material contributes the images used. Some materials only use one image (example would be the red dots on the rail of the DSR-50, while others can take four which turns into three (referring here to the color map, normal map, and specular map). So take for example the DSR-50. The DSR-50 (with the scope) has 6 different (and necessary) materials used: The red dots on the rail of the gun, (one image) The main body of the gun, (three images [after converting]) The bullet in the magazine of the gun, (three images [after converting]) The red text and lines on the scope of the gun (look at the dial of the scope where it has 1, 2, 3, etc.), (one image) The scope of the gun, (three images [after converting]) And the lens on the scope of the gun. (two images [after converting, this one specifically does not use a normal map]) This adds up to 13 images. Just for the DSR-50. Typically the main sources of a lot of images come from guns that have multiple materials to them (so sniper rifles for example). One way to reduce the amount of images is to remove the normal maps and specular maps, but that in the end removes details from the gun that makes it look similar to its original counterpart from whichever game it came from. Even with this, there are also other limits to consider which includes but not limited to the weapon file for the gun, the sounds, and even animations. While some limits you may never hit while modding, the main ones you usually do would be the image/material limit (not sure of exact number for images, most likely above 2048 since the material limit is 2048), weapon file limit (in World at War it was 128, but I believe that was increased for BO1), and sound limit (in World at War it was 1600, but most likely increased). Next question may be "Well if those numbers are so high, then how could you possibly hit them with mods?" The problem is that the game loads both the stock images, materials, sounds, animations, etc. and then it deals with whatever mod you load, so in reality the limit is a lot lower based on what is already in the game. That is the issue ZAM is running into. Because of the overabundance in assets being used (not being negative), there is barely any room left to add any new items. So if you wanted new weapons, they'd have to use (as an example) the least amount of images possible or remove guns that use the most amount of images. Hopefully this gives you all that don't mod (or at least not as extensively as others) an idea of what the problem ZAM is having.