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Black Ops 3 Closed Mod Tools Alpha Started! + Screenshot and Videos!

HOT
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Created 8 years ago
by CabCon
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Constants and Variables
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Meh. Black Radiant is cluttered with so much garbage now its hard to see what the hell your doing. Hopefully there is a way to change it back to the old GTK Radiant layout, otherwise this'll be a pain to use.

I mean, come on, animation and FX editor/preview? Was that really necessary to add?
Thank God we're leaving you back here with WAW. Have fun on a 8 year old engine!
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Thank God we're leaving you back here with WAW. Have fun on a 8 year old engine!
It's already began
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

Goliath Script Placer: http://ugx-mods.com/forum/index.php/topic,11234.msg125257/topicseen.html#new

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If you find that cluttered, have fun with most others editors like Unreal's, lol.

I have, actually. Not very easy to use at all, not only because of how cluttered it us, but no 2D grid and how demanding the Unreal engine is.

And Source's Hammer editor... holy crap. 3 2D grids and you have to click buttons to simply create a brush. I know these sound like stupid complaints, but honestly its a total nightmare. No idea how CS:GO custom mappers do it.

No thanks. GTK Radiant please.

Quote
On topic, FX preview will be great, we can test how FX will look with the in editor light compile, for example adding fires burning or things like that.
Animation preview we can look how traverses and things will work, no more roughly estimating the height we need.
Could also be useful for seeing how Bosses/special AI move around your map, and if its suitable/adapted for them

Having the ability to do those things is helpful, sure, but does it really have a place in the level editor itself?

Thank God we're leaving you back here with WAW. Have fun on a 8 year old engine!

Actually, I do plan on eventually moving to BO3 if they allow script editing.
Last Edit: April 22, 2016, 09:34:41 pm by daedra descent
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Having the ability to do those things is helpful, sure, but does it really have a place in the level editor itself?
100%. Whether you think it or not, FX and animation play a MAJOR role in level design. I mean, look at the plane trap in ZNS. That shit would have NEVER turned out well if they had to keep going back and forth between mapping, re-animating, and compiling the map just to see if the damn thing would work. All those ropes and trees have a lot of potential for fucking up if it lowered too low or rose too high. FX is a huge thing as well because I'm sure I'm not the only one who has made an fx, only to find it rotated on compiling. All of this shit is integral to knowing the actual look and layout of the map.
Actually, I do plan on eventually moving to BO3 if they allow script editing.
Fuck.
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Meh. Black Radiant is cluttered with so much garbage now its hard to see what the hell your doing. Hopefully there is a way to change it back to the old GTK Radiant layout, otherwise this'll be a pain to use.

I mean, come on, animation and FX editor/preview? Was that really necessary to add?

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I wish it to be as easy to use such as a tick boss for what box you want (if only this was a waw feature, like ticking brutus to add him in)

It does look relatively different, but looking at it, the icons have changed, but their functionality look very simular.

100%. Whether you think it or not, FX and animation play a MAJOR role in level design.
YES! Thankyou!

I have, actually. Not very easy to use at all, not only because of how cluttered it us, but no 2D grid and how demanding the Unreal engine is.

And Source's Hammer editor... holy crap. 3 2D grids and you have to click buttons to simply create a brush. I know these sound like stupid complaints, but honestly its a total nightmare. No idea how CS:GO custom mappers do it.

No thanks. GTK Radiant please.

Just like the original radiant, it's going to take some time to familiarize, but if you find that task to bad, then I +1 on you making some more world at war maps for the next 8 years.
Last Edit: April 22, 2016, 11:43:26 pm by PlutoBro
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https://www.youtube.com/watch?v=BzbC1a0DF98


 :rainbow: :rainbow: :rainbow: :rainbow:
Welp, that settles it. I'm getting my baseball bat and any box map fuckers will get their asses kicked if shit like this is capable in however long it took zeroy to do that.
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Welp, that settles it. I'm getting my baseball bat and any box map fuckers will get their asses kicked if shit like this is capable in however long it took zeroy to do that.
PREACH!
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Looks like Asset Manager is going to also be in the tools which means that you'll be able to import weapons right???

https://www.youtube.com/watch?v=4cZLEsp9fno
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not necessarily, but i dont see why we wouldnt be able to
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not necessarily, but i dont see why we wouldnt be able to
Well there's some people who are very paranoid about any limits that Treyarch might put into the mod tools for BO3. Some people for example are scared you won't be able to script for Black Ops 3 as well as make zombie maps.
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Well there's some people who are very paranoid about any limits that Treyarch might put into the mod tools for BO3. Some people for example are scared you won't be able to script for Black Ops 3 as well as make zombie maps.
Treyarch: 400fx limit in waw, why not make 300fx limit in bo3  :troll: t4m bo3 edition

 
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