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Just began mapping, I have a few questions.

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Created 11 years ago
by johnzuhhhhhhhhhh
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Hey guys, I've recently started mapping and so far I've been able get by just fine but I have a few questions that googling hasn't helped with yet and I need to know the answers before I can continue.

1. UGX-MOD seems to delete _zombie_spawners.gsc and other files similar to that. Is there anyway to find these files or re-add them? I'm currently working on a horror/atmospheric map and one of the things I'm interested in adding is a boss zombie who roams randomly similar to George from CotD

I've already found tutorials on how to add boss zombies and even make them free-roam similar to what I'm looking for but the problem is I can't find the damn _zombie_spawners.gsc file to make the needed modifications.

2. UGX-MOD weapons deal a much higher amount of damage as to the WaW stock weapons. Is there anyway to modify these weapon attributes as well as removing some of the weapons? I feel that there is far too many weapons with 20+round clips.

3. I'm interested in using the custom round counter from http://ugx-mods.com/forum/index.php?topic=3895.0
The problem is they're in a .PNG format and you need them to be .TGA for IWD conversion. From what I know, .TGA files don't have transparency so how would I go about porting these in? I've made custom chalks for 'ambience' as well but they have a black background, how do fix comrades?

4. Is there anyway to make UGX-MOD jump straight into Classic mode after selecting 'Singleplayer' as to taking the user to another menu? Co-Op doesn't matter as much I'll just point out that the map plays best in Classic mode.

Also if you have any ideas/recommendations for my horror map then feel free and pm me.
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1. Inside root\mods\mapname\ugx_mod.iwd
2. Inside root\mods\mapname\ugxm_guns.iwd
3. Make sure your .dds / .tga images have alpha channels, and convert them with the GE-128 setting ( framebuffer - alphatest -> GE-128 ) in ass-man.
4. Prob possible, but wouldn't know how to.. Only made one ugx-mod map b4, never messed with that..
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1. Inside root\mods\mapname\ugx_mod.iwd
2. Inside root\mods\mapname\ugxm_guns.iwd
3. Make sure your .dds / .tga images have alpha channels, and convert them with the GE-128 setting ( framebuffer - alphatest -> GE-128 ) in ass-man.
4. Prob possible, but wouldn't know how to.. Only made one ugx-mod map b4, never messed with that..
How would I go about opening/editing a .iwd file? notepad++ has alien text.
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How would I go about opening/editing a .iwd file? notepad++ has alien text.
You can use winrar to open .IWD files

Lukkie1998
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link to winrr:
http://www.rarlab.com/download.htm

happy mapping
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4. Is there anyway to make UGX-MOD jump straight into Classic mode after selecting 'Singleplayer' as to taking the user to another menu? Co-Op doesn't matter as much I'll just point out that the map plays best in Classic mode.
You have to edit ugxm_init.gsc in ugx_mod.iwd, so it goes straight to classic mode instead of opening the gamemode selection menu.

 
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