Hey guys, I am working on an Orignis styled map since some months now and I decided to port over some models from BO2. Unfortuanally I have some issues with them. I've ported them with Wraith and converted them with AssMan to WaW and everything worked fine. But when I look at them ingame they don't work with the light correctly. Maybe I did a mistake while converting and I hope one of u guys know how to fix it.
The model gets fully lights out and the light don't fade on the model.
It happens to all of my ported models like these sandbags.
Model settings
Material settings
In Radiant I set up my worldspawn corecctly, the sun is working. I placed the lightgrid and lightgrid sky volumes, I placed a skybox model and reflection probes and the map is fully surrounded by a caulk box with a sky texture. I switched the ported models to stock WaW models and it works fine, so I think it is a problem with the converted models. Any help or advise is greatly appreciated. Thanks
At the moment I do not have the possibility to use the BO3 modtools, but for some time now I am planning a bigger project, which I want to realize sometime in the future. In addition of this I have a few questions about some things I'm not sure if they are possible.
1.) Is it possible to replace every quote from the characters, so I can make complete custom characters? 2.) Are there all assets from the DLC's (models, sounds,...) available to use? 3.) Does anyone have a list or something else with the engine limits like max. sounds, images, materials and so on?
Interdimensional F A L L O U T ____________________________________________
Mission Briefing The Ultimis-Crew get sent through time to defeat a nuclear fallout at a research station of Group 935 in an alternative universe. But they don't know, that the fallout has already began and the borders of the dimensions doesn't exist anymore.
Spoiler: click to open...
This map is going to be a hard challenge map, but I also take care of an exciting easter egg and some other special things to make this map fun to play. I hope that you like the project so far. Any opinions, thoughts or ideas are welcome. -fanmagic.
I made this little script a few minutes ago for my upcoming map. It will give you a random Pack a Punch camo on your gun like in BO3.
_________________________________
Open your _zombiemode_perks.gsc and find this function:
Replace the complete function with this:
Next find this function:
Near the end of the function you will see this line:
Replace it with this line:
Now open _zombiemode_weapons.gsc and find this function:
Go to the end of the function and replace:
With these lines:
_________________________________
That was the scripting part. Now you have to open your weaponfile for your upgraded weapon. In this example I will use 'wind_staff_upgraded'.
Open your weaponfile with a text editor and search for this:
Paste the name of your 2nd viewmodel inside the backslashes like this:
Repeat this up to gunmodel4 so it look like this:
Now do the same thing again, but search for this to change the worldmodel too:
It will look like this:
_________________________________
After that you have to create the models you named inside the file. I think that you'll know how to do that. Copy and paste your xmodel, rename it to the name you gave them in the step above, open them with a text editor and change the material to your new pap camo. If you need more help with this just ask down below.
I made this boss a while ago and and I would like to share it with you now. He has basiclly all the features from the one in Black Ops and one or two new ones.
Hello, I would like to change the run speed of a boss zombie, but it doesn't work. The iPrintLNBold's are working fine, but the move speed isn't changing.
What can I do to increase the performance/FPS in my map? I've portaled the map already but I think that maps with tons of fx have more FPS then my map with only 5 rooms ???
Normally the spectators will respawn after the end of a round. But i would like to respawn them instantly after they came into the spectator mode. I looked into _zombiemode.gsc and i find some functions, but im not been able to get this instant respawn to work.
Welcome to this W.I.P.-Topic. This map will feature 4 small areas, connected with an area in the middle. Everything else you see in the screenshots below...
Hey guys, i have another problem. The script on top works fine, but the zombies also spawn in the last zone im in. For example: I spawn in zone 1 and all zombies also spawn only in this zone. After this round i teleport into zone 2, activate zone 2 and deactivate zone 1, so that the zombies only can spawn in zone 2 where im in. But a few zombies spawn again in zone 1. Hope you understand my problem. I thinks it's because im waittill ("between_round_over"): after this notify i teleport the player and deactivate the zone.