Hey guys! Thank you for checking out my post on weapon ports to BO3 Zombies!
If you have questions, suggestions, or need help, you can reference the FAQ at the bottom of the page, post a comment here, or you can get to me faster on Discord @ TheSkyeLord#2511
Also, you may need to add this below to the zone file of your map (located @ BO3 Root/usermaps/mapname/zone_source/mapname.zone)
***Make sure you have the correct Weapon Common Asset if you're using any gun from its respective game on this site, as several guns and gun attachments need necessary textures and sounds from the Weapon Common Assets. The weapon packs already have the Weapon Common included***
Total weapons ported: 761 Inspectable Weapons Common (Optional) This is needed for any weapons that have inspectable scripts in their download Download here
CoD: Modern Warfare 2 Remastered Weapons **Weapon pack download may take up to 30 seconds to start download** This is a known issue, and I am working to see if i can resolve it. Link to weapon pack Link to individual weapons
Behind the Scenes Work (You will need an Apple ID/iCloud Account to access this) Link to iCloud Drive folder
Frequently Asked Questions (FAQ) Q: I'm currently having issues with sounds (not playing in game), what's the fix for this? A: There's multiple solutions to this issue. If you're getting an error like "missing source checksum" or "object not set to reference of instance." These two errors would be solved simply by re-linking until they go away. Other errors might include the following: sound aliases aren't in place correctly, the weapon common assets have not been installed or were installed incorrectly, or there's other sounds that are throwing errors. Any and/or all of these would cause weapon sounds to not build into the map correctly. Q: I'm missing texture(s) or certain image(s), what's going on? A: This would indicate that the weapon common asset or weapon installer have either not been installed or were installed incorrectly. If this does not resolve the issue, please contact me ASAP as there may be an issue with the installer. The weapon packs will have the weapon common already included in their download. If weapon packs have missing textures, please contact me ASAP as, in similar with the singular installers, there may be an issue with the weapon pack installer. Q:My wallbuy is showing 0 in price, but still work (Scenario 1). Or, my wallbuy is 0 in price and won't let me buy it off the wall (Scenario 2). What gives? A: So, there's two solutions to these scenarios. For scenario 1, there's a good chance that you've possibly loaded too many strings in to your zm_levelcommon_weapons.csv file. If this is the case, try moving the levelcommon lines that are being used as wallbuys to the top of the file, or remove some uneccessary lines from the file. For scenario 2, you might be missing a string of code from your map's .zone file (located @ BO3\usermaps\zm_mapName\zone_source\mapName.zone). This string of code is provided at the top of the page inside a code snippet box. Q: How do I apply a different Pack-A-Punch camo to your weapons? A: If you want to apply a custom PaP camo, please reference the Q/A below this one. If you want to use a different Treyarch PaP camo, all you'll do is add this line: level.pack_a_punch_camo_index = num; to your map's .gsc file (located @ BO3\usermaps\zm_mapName\scripts\zm\mapName.gsc) below zm_usermap::main();. Once that's added, you'll want to change the "num" in the line to the number you want to use. This page has a list of most of the BO3 camo indexes. It should look like this once you're done: level.pack_a_punch_camo_index = 28; (28 = Origins camo). Q: How do I apply custom Pack-A-Punch camo to your weapons? A: What you'll have to do is open up APE (Asset Property Editor, the monkey icon in your launcher), and search for the weapon that you want to add your custom camo to. Go to the GDT filter box and search for the GDT of the weapon you want to add your custom camo to. All of my GDTs start with skye_, followed by the game's engine tag or the prefix on the weapon's weaponfile name (so, iw4 for MW2, s2 for WWII, t5 for Black Ops 1 etc.) then the gun name. So, the CoD BO1 Commando's GDT would be named skye_t5_commando. Once you've found the GDT, click the grey square to expand the GDT's contents (if they aren't already expanded). Once the asset tree is expanded, scroll around until you find an asset with custom_base136 in the name (referencing the BO1 Commando again, an example is: t5_camo_commando_custom_base136). Once you've found this, select that weaponcamo asset, and the right side of your screen should look like this. Once you're here, find the drop box that says Camo, and find the entry that says Replace with:. In the Replace with box, enter the name of your custom PaP camo material. Once you're done, it should look something like this. Once you're done, make sure to save your changes. If you want to do this for multiple of my weapons, follow these same steps again. One thing of note is that, since we can't access the camo tables for the stock tools BO3 weapons (like the KN-44, ICR-1, Thundergun etc.) those cannot accept a custom camo. To have my weapons use this custom camo in-game, you'll use the same string of code from the above Q/A: level.pack_a_punch_camo_index = num;. This goes in your map's .gsc file (located @ BO3\usermaps\zm_mapName\scripts\zm\mapName.gsc). Once this is in place, set num to number that is listed in Camo Type (again, reference this for the number you'll need to use). Most custom camos will be put in the Camo Type 136 entry, so the .gsc line would look like this: level.pack_a_punch_camo_index = 136;. Q: How do I uninstall or modify raw files for your weapons? A: In short, you don't uninstall my stuff... Just kidding! Below is a list of where all my weapon ports install to:
Code Snippet
Plaintext
- Call of Duty Black Ops III\map_source\_prefabs\zm\skye_prefabs - Call of Duty Black Ops III\model_export\skye_ports - Call of Duty Black Ops III\share\raw\fx\skye_efx - Call of Duty Black Ops III\share\raw\sound\templates - Call of Duty Black Ops III\sound_assets\skye_ports - Call of Duty Black Ops III\source_data (GDTs start with skye_) - Call of Duty Black Ops III\xanim_export\skye_ports
This could be useful if you need to free up space, you want to install newer versions of my weapons, or you want to do a clean install of my weapons, for some examples. Q: How do I add ambient (indoor/outdoor) sounds to your weapons? A: As it stands when I'm writing this FAQ, only certain weapons support ambient sounds. Eventually, all weapons on this page will support ambients. For ambient room setup, pleace reference this page written by Scobalula. Once you've setup the stuff in Scob's tutorial, you'll be good to go. Any stock tools Bo3 weapons will support this and gain ambient sounds with no extra setup required. All of my weapons will also support this feature out of the box with no additional setup once they're updated for ambient sounds. please reference the list below for which weapons currently support ambient sounds. Weapons that currently have ambient room support: - Vanguard (all weapons) - Black Ops: Cold War (all weapons) - Modern Warfare 2: Campaign Remastered (all weapons) - Modern Warfare 2019 (all weapons) - Call of Duty 4: Modern Warfare (all weapons)
CREDITS (this would not be possible without the people & tools below) TheSkyeLord - for porting this stuff to BO3 Azsry - maya scripts, TX to T7 rig, H1 to T7 rig, and tutorials Remark, Mr.Pixel101, WeptReach, & Crypto - for helping level up CW guns and extracting CW assets out of Warzone Scobalula - for Rottwieler Fury, CoD Image Util, Game Image Util, Ambient Room Tutorial, Nevis, Greyhound, Camo Chairs & CoD Maya Tools, and Riley Sound Template TomBMX - .ff exporter (how I got BO1 & WaW sounds) Jari - showing how to use mix map materials Blak - showing how to use mix map materials, Riley Sound Template, and other help along the way. raptroes - help along the way. Thomas Cat - MW to BO3 rig, IK/anim layer help, showing ambient room setup JBird632 - tutorials .115 Cal - for originally game sharing IW, MW:R & BO2 DTZxPorter - Kronos & ExportX for export to bin, SE Tools, Acidra1n originally for WW2 sounds, BassDrop for BO1 sounds, and Wraith Archon to rip raw models & export .sabl & WW2 sounds Collie - for the IW7 and WW2 conversion rigs, an awesome maya shelf, & Riley Sound Template Ray1235 - for CoD Maya Tools xSanchez78 - IW7 conversion rig lilrobot - for the inspectable weapons script Autodesk Maya - for working with CoD xmodels & xanims Audacity & AIMP3 - for editing sounds and converting sound bit rates Blender - for sub-dividing Ghosts and some AW weapons GIMP & Paint.net - for editing images & creating wallbuy chalks
Last Edit: March 16, 2024, 02:08:38 am by TheSkyeLord
Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms.
I still remember back in like 2015 in the WAW days how I'd struggle to find custom weapon ports because I didn't know how to port back then Well and the rules regarding asset posting were a lot stricter back then.
But now thanks to you, no new modder will likely ever experience that pain lmao. Great stuff, Skye!
I still remember back in like 2015 in the WAW days how I'd struggle to find custom weapon ports because I didn't know how to port back then Well and the rules regarding asset posting were a lot stricter back then.
But now thanks to you, no new modder will likely ever experience that pain lmao. Great stuff, Skye!
Thanks man! I'm just happy this stuff is as accessible as it is now and that there are awesome forums to post to
Hey everyone, just an fyi, a fair few of the weapons links will be down since I'm currently doing a major update to the shellejects on most every weapon. sorry for the inconvenience