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Messages - Aidan

Weird, fixed it by doing Average Normals...

Edit: Actually, it worked when I didn't select any joints for exporting. When I selected the joints and exported it, it gave the error. It also changed the Tri_Vert_Ratio number now from 8.20144 to 8.26087.

Yeah... CoD is weird. Sorry :/
10 years ago
I just now tested to see if it works with WaW and it doesn't work either, strange though that it works with the Treyarch version of the tool and not yours. Could there be something within the code for verts that makes it non-working?

I'm not sure. None of your surfaces according to that export screen have a tri/vert ratio greater than 8.20144 like it says, so it's probably another one of CoD's cryptic and stupid errors. It could have something to do with bad geometry, though I don't know much about modeling. Try triangulating the model before you export (even though the exporter should do that anyways).
10 years ago
I tried running a model through Black Ops 1's Asset Manager after exporting the model with the tool in 2012 64-bit and it came up with this error and doesn't convert the model:
http://prntscr.com/2ya2um
But if Treyarch's tool for Maya 8.5 is used on the same model, it works fine.

*Fixed image, failed with url :P*

I've seen that error before with WaW (with both Treyarch's and my tool), and I'm not sure what causes it. Either way, the tool was designed for WaW so there are going to be problems when using it for other CoDs.
10 years ago
 In this tutorial, I'm going to show you how to make a Kino Der Toten style teleporter. It does not include the random room you go to after leaving the pack-a-punch room.
     
    First, download these files. This includes the 2 script files you'll need plus an example map.
    Kino Der Toten Teleporter v2
     
    Now follow these steps:
     
    Step 1:
    Extract the gsc files to your mod/maps folder. (Cod WAW Root folder/mods/*your map name*/maps)
    If you already have the _zombiemode_perks.gsc file in your mod, you'll have to replace it (sorry!).
     
    Step 2:
    Go to your main gsc file. (Cod WAW Root folder/raw/maps/*your map name*.gsc)
    If you have your main gsc file in your mod/maps folder, you need to edit that one instead.
    At the bottom of the main() function, add
     
   
Code Snippet
Plaintext
    thread maps\_kinostyle_teleporter::init();
   
     
    Step 3:
    Open the file _kinostyle_teleporter.gsc file in your mod/maps folder. Close to the top, you will see a function called AddItems(). At the bottom of it, there are variables you need to change. Under the 'You CAN edit these' section, editing is optional. But you must change the one in the next section. If you have a PAP machine in the room you teleport too, set this to true. Otherwise, set it to false.
     
    Step 4:
    Open Launcher and go to the Mod Builder tab. Select your map, and check the 2 files in the IWD file list. Compile, making sure you have 'Build IWD file' checked.
     
    Step 5:
    Open your map in radiant. If you haven't already, go ahead and build the teleporter machine and the PAP room, etc. Now you'll need to place some script_origins and trigger_uses.
     
    Step 6:
    Place a trigger_use on your mainframe. Give it the KVP 'targetname', 'kino_mainframe_trigger'.
    Place a trigger_use on your teleporter. Give it the KVP 'targetname', 'kino_teleporter_trigger'.
     
    Step 7:
    Place a script_origin in the middle of the mainframe halfway into the ground. Give it the KVP 'targetname', 'kino_mainframe_fxspot'.
    Place a script_origin in the middle of the teleporter halfway into the ground. Give it the KVP 'targetname', 'kino_teleporter_fxspot'.
     
    Step 8:
    Place 4 more script_origins around the mainframe (not too close to eachother!). Give them all the KVP 'targetname', 'kino_mainframe_spawn'.
    Place 4 script_origins in the PAP room (not too close, either). Give them all the KVP 'targetname', 'kino_paproom_spawn'.
     
    Step 9:
    Place another script_origin (omg!) somewhere in your map where you want zombies to go when you are teleporting. Give it the KVP 'targetname', 'kino_teleporter_zombiegoto'.
    Step 10:
    Create a 'black box'. Make a black box in radiant, about 1 blue box long, 4 squares wide and 6 squares tall. Put 4 script_origins in the middle.
    Make them 4 squares apart. (It would really help on this to look at the example map.)
    Give them all the KVPs: 'targetname', 'kino_image_room' AND 'script_noteworthy', 'teleport_room_#'.
    In the 2nd KVP, replace # with numbers 0-3. Make sure each script_origin has a different number, so all 4 numbers are used.
     
    Step 11:
    Go to the zone_source folder and open your map's .csv file (Cod 5 Root folder/zone_source/*your map name*.csv)
    At the bottom, add the code:
     
   
Code Snippet
Plaintext
    xmodel,tag_origin_animate
   
     
    That's it. Compile your map and it should work.
     
    Here is what it should look like if everything is done corretly:
   <COMING SOON>
10 years ago
Updated to version 1.1!

+ Added feature to switch the gun in a weapon rig file
* Fixed trying to write to the export file before it was created
* Changed the "No joints selected; exporting with a default TAG_ORIGIN." warning to not create a warning dialog after export
* Other small random fixes
10 years ago
i get an error when trying to xport a xanim:
(Image removed from quote.)
Oops, I forgot to remove that line of code lol. I'll fix it soon and post an update. Either way, your getting that error because you didn't select any joints to export.


I know it's greedy but is it possible to make an option like the original tools where you could switch the gun in a viewmodel rig? (like the cod 4 m16 one) ::)
I can try :P
10 years ago
thanks so much dude!

Np. Hopefully I can make it within the next week or two.
10 years ago
The exporter now supports XAnims with notetracks, and adds in the gunsleeve and viewmodel rig buttons!

Everything worked in the tests I did, but please inform me of any bugs :)
10 years ago
Apparently Saje is making a similar app, but since he's working on the UGX mod as well as other things, for the site, who knows if he'll get around to finishing it.

I talked to Saje about it, and he said he stopped working on it. So I'll probably make one soon :)
10 years ago
Great job Aidan! You just made someones day! (not mine because I use the 8.5 version)
If youll make an anim exporter plus notetrack support then we would finally have an alternative to Maya 8.5!

Thanks! I'll probably be making an animation exporter soon :)
11 years ago
VERSION 1.5.1
  + Added CoD4 XModel importing
  + Automatically exports black vertices as white (can disable this in the customization section at the top of the script)
  * Bug fixes

  Due to a bug in v1.5, this update has to be downloaded manually. Sorry! The bug should be fixed in this version though :)



This app exports XModels and XAnims (with notetrack support) from Maya 2012+,  and also has the same rigging and gunsleeve features that are in Treyarch's Maya 8.5 exporter. It can also import XModels from CoD5, and hopefully in future versions XAnims and from other CoDs too.

Note: Please inform me of any bugs found and I'll try to fix them :)

Installation

Note: If you have the old "CoDExportTools" version of this program, make sure to uninstall it first!

1) Download the script below and save it to My Documents\maya\<maya version>\scripts\.
2) In the same folder, create usersetup.mel (if you don't already have one). Add this code to the end of the file:
Code Snippet
Plaintext
python("import CoDMayaTools");
3) Restart Maya

How to use

Everything is under the menu Call of Duty Tools at the top of the main window. Almost every button and object in the dialogs has a Tool Tip (mouse-hover text) that explains what it does, so check those for help.



Demo model and animation made by Darkmapper

Also
11 years ago
when i try to launch a map a notification or something comes up and it sais to click continue to continue, but it doesnt do anything. I believe i have to have CoD WaW to play. please help i really want to play

Yes, you need to have CoD WaW for PC to play.
11 years ago
the map manager doesn't give very good descriptions of the errors or the causes lol.

Do they need to be?
But, here is a list of the error code descriptions.
Each description is basically what happened last before the error. So if you see error '1' for example, the problem actually happened between error '1' and error '2' (other than on 3 and 3-6). The numbers are just so I can know about where the program failed.

  • 0 - Nothing has even happened yet, if you get this something is very wrong.
  • 1 - Updated the maplist to hide the map that is being installed.
  • 2 - Got information on where the downloaded file was saved.
  • 3 - Zipping Lib failed to extract zip's contents to save location. Most likely a permissions error.
  • 4 - Got a list of directories from the zip extraction location.
  • 1-1 - Just started the moving file loop. Init'ed some vars.
  • 2-1 - Got the path of the files to put into the mods folder (the map files itself).
  • 2-2 - Got the path of the files to put into the user folder (not used).
  • 2-3 - Got the path of the files to put into the root folder (for video loadscreens).
  • 2-4 - Got a path to an unsupported folder (probably a typo on our part).
  • 1-2 - Got a list of the files to move from the download location to wherever they need to be moved.
  • 1-3 - No files to be moved or unsupported folder - go to next iteration of loop.
  • 3-1 - Nothing has really happened since 1-2.
  • 3-2 - Got some path info.
  • 3-3 - Deleted an old file.
  • 3-4 - Nothing has really happened since 3-2.
  • 3-5 - A zip or iwd needs to be merged with files from the download.
  • 3-6 - The Zipping Lib failed to merge the old zip/iwd with the new one.
  • 3-7 - Nothing has happened since 3-4.
  • 3-8 - Delete file to make room for the new one.
  • 3-9 - Moved the new file to wherever it needed to go.
  • 5 - Just finished the file moving loop. Files should be moved to the mods folder now.
  • 6 - Cleaned up the save path directory.
  • 7 - Deleted the download.
  • 8 - Let the maplist to re-show the map that was hidden (if necessary).

Again, this probably wont be helpful for you fixing the problem - they are just made for me to know where the program failed.

An error of 5-8 means the map has installed and the problem is just cleanup. So if you get an error in 5-8, it's not an issue.
11 years ago
I love the point stack script, where you shoot a zombie continuously and you get 10, 20, 30 and so on points.. very neat feature. & of course you gotta love the wonder weapons.

The point stack thing was actually because we ran out of HUD elements, and the default point thing used around 15-20 at some times lol. Now it only uses 4, max (one for each player)
11 years ago
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