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Topics - jiggy22

So I'm hoping to start working on mods of Nacht, Verruckt, and Shi No Numa, and apparently I need the dlc_code to add additional weapons to the map. The only problem is that it's nowhere to be found in my raw/maps directory. I have dlc3_code, but only because I found a download for it. Unfortunately, I'm not so lucky with this one. Are there also dlc1_code and dlc2_code gsc files that I don't know about that I need? Anybody out there that can send me the dlc_code gsc file? Thanks! :)

Double Post Merge: February 07, 2017, 03:01:56 am
Still looking for these if anybody can help me!
7 years ago
Currently facing a couple annoying issues with my Der Riese mod. The biggest problem I'm facing right now is with the Mystery Box light. When the box teleports to a different location, the box light briefly appears, then disappears, while the old light remains where the previous box spawn used to be. Any way to fix this?

Another issue I'm having involves delayed sounds. Such sounds include powerup pickup lines, round end and round start sounds. There's gotta be a way to fix this as well, right? Thanks to anyone who can help!
7 years ago
I'm working on a custom model of Amm-O-Matic, and after I convert it in Asset Manager, it's simply invisible, no texture, no nothing. This isn't the only model I've had issues with, so I really don't know what to do. I've tried and retried converting, but nothing ever works. Anybody out there know how to fix this? Even though the board has been kind of quiet the past few days,  I'd really appreciate it if someone could help me with this, as I'm unable to port several important models into my mod because of this. Thank you!
7 years ago
So I've recently been able to successfully script Mule Kick into Der Riese using a combination of Harry's perk xmodels and Bam's gsc files. Everything is working fine, except that when using the mystery box, the vox lines usually said when taking a weapon are absent. In addition, when taking a weapon, the purchase sound is also missing. I'm sure it has something to do with his perks_standalone_functions gsc file, but I'm not exactly sure what I'd have to change. Thanks :)
7 years ago
So I've lately been facing quite a few issues with sounds for my Der Riese mod. Aside from my Death Machine sounds not working (funnily enough, although the firing and wind up/down sounds don't work at all, the raise sound works just fine), I've also been having trouble trying to replace the announcer quotes and perk jingles. I've done everything I can think of, including:
- Renaming the sound files.
- Renaming the sound folder.
- Copying/Pasting the soundaliases into other .csv files that I know work.
- Editing the _zombiemode_powerups.gsc file to reference the new sounds.
- Change the directories that the sounds are in (ex. raw/sound/announcer, raw/sound/sfx/announcer, etc)
- Using Tom's BO sound tool to convert the sounds back and forth.
- Edit the dlc2_shared.csv to reference the new sounds.

And yet, nothing works. I've been looking through both UGX and ZombieModding to see if anybody else had this question solved. Lots of people were having the same problem, but most of them had no replies. So does anybody have any diea of what I'm doing wrong? I know I've got the sounds in the correct pcm.wav format, the sound folders are in my mod directory as well as my raw directory, and the soundaliases are set up correctly to my knowledge. Thanks to anybody who can help me :)

EDIT: So it turns out that I had the announcer quotes were installed correctly, the pitch was just bumped up to 1.2% in the csv file. So those have been fixed. Still having issues with the Death Machine sounds though.
7 years ago
Sorry if this is a simple question to ask, but how exactly would I go about with porting the Black Ops zombies HUD into my mod? I've been looking through the raw files, but I'm not exactly sure which materials I'd need to get. Thanks!
7 years ago
I'm looking to potentially use the sound file of Samantha's scream at the end of the Ascension easter egg, but I've been unable to find it anywhere in any of the .iwd files for Black Ops. Anybody possibly know where it is?
7 years ago
So I have the xmodels from Harry's perk pack, but I don't have his pack installed in my mod. I'm trying to replace the Double Tap machine with his ported Double Tap 2.0 model. I got it to work for the "on" variant, but without the power on, the perk remains unchanged. I carefully looked through _zombiemode_perks to see if the original model is mentioned anywhere, but it isn't. Anybody know how I can fix this? Is it as simple as calling the perk model at the top of the gsc file? Thanks.
7 years ago
So I'm working on a mod of Der Riese, and I know I've definitely installed Harry's perk pack correctly, but when I load the game, the perk machines don't turn on and only a hand icon shows up. Do I have to edit something in nazi_zombie_factory.gsc to get it to work? Thanks.
7 years ago
So I'm working on an expansion mod of Der Riese (which you can see more of in the works in progress subsection), and I was wondering how it's possible to script in other perks into the map. I know it's definitely possible, after looking at xSanchez78's Der Riese mod and lilrifa's Nacht Der Untoten revamp mod, but I have no idea where to start. Any experienced scripters out there that have any idea? Thanks :)
7 years ago
After being inspired by T4M and xSanchez78's amazing Der Riese Mod, I've since spent the past three weeks working on my own expansive reworking of Der Riese, my all-time favorite zombie map. This mod features WWII-era guns and below ONLY, with the exceptions being the Wonder Weapons and the Death Machine. I wanted to keep the vintage feel of the map as close to the original as possible, so no modern-era weapons are making an appearance (plus, I'm a huge sucker for the WWII weapons). With most of the all-new weapons, I made custom Pack-a-Punch camos for their upgraded counterparts by using the original materials. Below you'll find a complete list of weapons, images, perks, changes, additions, and things still left to complete before the mod sees public release. I'm also planning on working on mods of the other three WaW zombie maps, so those'll come soon as well. I'm ALSO hoping to create a mod of Kino Der Toten on Black Ops, one that features all WaW weapons, like how it was originally intended as the fourth WaW zombies DLC map. I'm currently facing some issues with scripting the weapons into the map though, so that'll have to wait for a little bit while I figure that out. Anyways, I hope you enjoy looking at what I have so far!

WEAPONS (As of mid-February, lots of things have since been changed!):
Spoiler: click to open...
Pistols:
1. Colt M1911/Mustang and Sally
2. Mauser C96/Boomhilda
3. Nambu/Nam-Boom
4. Remington New Model Army/Sassafras
5. Tokarev TT-33/The Liberator
6. Walther P38/P115 Exterminator
7. .357 Magnum/.357 Plus 1 K1L-u

Submachine Guns:
1. Grease Gun/The Bullet Hose
2. M1927/Speakeasy
3. MP40/The Afterburner
4. PPS-42/The Bottle Blaster
5. PPSh-41/The Reaper
6. Thompson/Gibs-o-Matic
7. Type 100/1001 Samurais
8. Sten/Ein Sten

Bolt-Action Rifles:
1. Arisaka/The Eviscerator
2. Kar98k/Armageddon
3. Lee-Enfield/Lee-Ermy
4. Mosin-Nagant/Dragoon (the upgraded version features a bayonet, it's pretty awesome!)
5. Springfield/The Screamin' Eagle

Sniper Rifles:
1. PTRS-41/The Penetrator
2. Scoped Kar98k/Scoped Armageddon

Rifles:
1. AK47/Reznov's Revenge (map takes place in March of 1946, the AK-47 was designed and prototyped by then, so I'll let this one slide!)
2. Gewehr 43/G115 Compressor
3. M1 Carbine/Widdershins RC-1
4. M1 Garand w/Launcher/The Imploder
5. STG-44/Spatz 447+
6. SVT-40/Leadbelly (upgraded variant features equal head + chest multipliers of x6)

Shotguns:
1. Double-Barreled Shotgun/24-Bore Long Range
2. M1897 Trench Gun/Gut Shot
3. Model 1887/The Terminator (planning on porting over the akimbo variant for the upgraded version)
4. Sawed-Off Double-Barreled Shotgun/The Snuff Box
5. Ithaca M37/Raid

Light Machine Guns:
1. BAR/The Widow Maker
2. Bren/Her Majesty
3. Browning M1919/B115 Accelerator
4. DP-28/Emma's Record Player
5. FG42/420 Impeller
6. MG08/15/Magna Collider/115
7. MG42/Barracuda FU-A11
8. Type 99/The Emperor's Fury

Specials:
1. Bouncing Betty
2. Bowie Knife
3. Death Machine/Meat Grinder
4. Hands
5. M2 Flamethrower/F1W Nitrogen Cooled
6. Molotov Cocktail
7. Panzerschreck/Longinus

Wonder Weapons:
1. Cymbal Monkey
2. Ray Gun/Porter's X2 Ray Gun (Ray Gun uses BO model)
3. Wunderwaffe DG-2/Wunderwaffe DG-3 JZ


PERKS:
Spoiler: click to open...
1. Amm-O-Matic
2. Deadshot Daiquiri
3. Double Tap 2.0
4. Juggernog
5. Mule Kick
6. Speed Cola
7. Quick Revive (Solo)
8. Stamin-Up

POWER-UPS:
Spoiler: click to open...
- Max Ammo
- Insta-Kill
- Double Points
- Nuke (now gives 800 points when Double Points is active)
- Carpenter (now gives 400 points when Double Points is active)
- Bonus Points
- Open Fire (unlimited ammo - uses Death Machine power-up icon)

ADDITIONS:
Spoiler: click to open...
- Black Ops character models (Pending)
- Randomized starting characters
- Fixed melee animations (no more lunging)

CHANGES:
Spoiler: click to open...
- Players now start off with their own hands as a secondary starting weapon (haven't you ever wanted to punch zombies to death? Well now you can!)
- The WAW Colt pistol has been replaced with the BO2 model, and has been given a buff up to 40 damage per shot.
- Springfield has been given much-needed damage and multiplier buffs.
- Boomhilda fires in full-auto as opposed to the BO2 laser-firing variant. I wanted to make it more similar to the real-life M712 variant of the weapon. Plus the scripts for the original version weren't available!
- The G-115 Compressor now fires in three-round bursts. I wanted to make it much more useful, instead of a throwaway weapon with no unique features to it.
- The stock M1 Garand/M-1000 has been trashed in favor of just having the grenade launcher variant.
- The M2 Flamethrower's mobility has been slightly increased.
- Melee delay while holding the M2 Flamethrower/F1W Nitrogen Cooled has been fixed.
- Molotov Cocktail base damage has been increased from 150 to 600.
- Porter's X2 Ray Gun has been given a damage buff in order to increase its usability in later rounds.
- 420 Impeller is given a telescopic sight.
- Power-ups and Teddy Bear uses BO3 models.

TO-DO: (if anybody could possibly help me with these, that would be absolutely amazing!)
Spoiler: click to open...
- Replace zombie models with better-looking ones from Kino Der Toten.
- Improve on some PAP textures for new weapons. DONE
- Give zombies more sound varieties (some sounds used in Nacht Der Untoten were left unused for later maps, ex. many of of the crawler sounds)
- Port in BO3 Hellhound models.
- Replace Double Tap Root Beer model and function with Double Tap 2.0. DONE
- Include additional character vox from BO. DONE
- Hitmarkers script. DONE
- MOTD HUD DONE
- Add graphics filter DONE
- Port in BO viewhands
- Other general script fixes (delayed round change music, mystery box light issues, Cymbal Monkey not talking when being primed, etc.

IMAGES:
Spoiler: click to open...
BOOMHILDA:


LEADBELLY:


MEAT GRINDER:


SILENCED STEN:


EIN STEN:


FAT MAN:


NAM-BOOM:


NATASCHA:


P115 EXTERMINATOR:


420 IMPELLER (w/Scope):


SCOPED ARMAGEDDON:


THE EVISCERATOR:


FIST OF IRON:


EMMA'S RECORD PLAYER:


SPEAKEASY:


THE SCREAMING EAGLE:


THE TERMINATOR:


THE EMPEROR'S FURY:


THE LIBERATOR:


RAY GUN (BO Model):


BREN (Work in Progress):


M3 GREASE GUN (Work in Progress):


LEE-ENFIELD (Work in Progress):


LUGER (Work in Progress):


PPS-42 (Work in Progress):

PEOPLE TO THANK SO FAR (if I happened to forget something or somebody, please let me know!):
- SpiralModz from CFGfactory for the ported BO2 Colt, Mauser C96, MG08/15 and Remington New Model Army, as well as the PAP camos for the Magna Collider/115 and Sassafras.
- ConvictioNDR for the ported M1927.
- UGX Rorke from CFGfactory for the ported Sten and AK-47.
- Susel and Koene from CFGfactory for the ported Model 1887.
- MakeCents for the randomized character script.
- jbird for the BO knifing script.
- HarryBO21 for the ported Stamin-Up, Mule Kick, and Deadshot Daiquiri xmodels, as well as the ported Mustang and Sally.
- Bam for his awesome perk pack/solo Quick Revive script.
- Dust for the Double Points Nuke and Carpenter script.
- TomBMX for his amazing tools.
- BadBoy17 from CFGfactory for the BO3 Power-Up and Teddy Bear models.
- Rollon for his tutorials on porting and animating weapons.
- pwman123 for helping me find sources on lots of stuff I needed help with.
- xSanchez78 for the inspiration in making my own mod of this amazing map, as well as his specific character viewhands tutorial.
- DidUknowiPwn, momo5502, SE2dev, and The Apadayo for their amazing T4M mod that made this all possible.
- Treyarch and Infinity Ward for the game models.
- death_reaper0 for his tremendous help with scripting.
- MZayer11 for his hitmarkers script.
- sal24r for the BO2 round chalk textures.
- DidUknowiPwn for his MOTD HUD.
- IperBreach86 fro his BO3 powerup light.

EDITS 1/20/17:
- Verruckt sprinters added.

EDITS 1/21/17:
- Easter Egg song changed to "The One". Switched back to "Beauty of Annihilation"
- Mustang and Sally ported in, albeit with some muzzle flash issue that I gotta fix up.

EDITS 1/22/17:
- Open Fire powerup added, still needs work on HUD icon, model visibility, and announcer line.

EDITS 1/25/17:
- Perks use their Black Ops 2 jingle variants (Quick Revive, Double Tap, and Speed Cola are given a 1.5% pitch increase, Juggernog is given a 1.5% pitch decrease.
- On/off models for Deadshot Daiquiri have been scripted into the map, still have to script the functions of the perk though.
- Off model for Mule Kick has been scripted into the map, still have to script the functions of the perk as well as the on model.
- Hitmarkers have been scripted into the map.
- Each character is given their own unique viewhands as placeholders until I can port over the BO viewhands.
- New loading screens have been made for my 2.0 versions of Nacht, Verrückt, Shi No Numa, and Der Riese. The first three use their BO loading screen, while Der Riese uses the loading screen from The Giant. New loading screen songs are also used as well:
     Nacht: WTF (unchanged)
     Verrückt: Die Rise loading screen music
     Shi No Numa: BO loading screen music
     Der Riese: Samantha's Lullabye (MOTD version)

EDIT 1/27/17:
- Replaced Shiv model with standard Kbar Knife model. I'll probably end up using the Shiv for my Verruckt mod later on.
- Replaced Silenced Sten model with the regular Sten model. Again, the Silenced variant will be saved for a different mod.
- I've begun porting over the Sabertooth and the Winter's Howl. Sabertooth still needs sounds, while Winter's Howl needs proper scripts, functionable fx effects, and sounds.
- Added first raise animation for Ray Gun.

EDIT 1/31/17:
- Finally gotten Deadshot Daiquiri, Mule Kick, and Stamin-Up to work properly.
- Demonic Announcer quotes have been lowered to their original pitch.

EDIT 2/2/17:
- Double Tap 2.0 "off" model finally replaces the original model.
- BO Richtofen viewhands succesfully ported.
- Work on Nikolai's and Takeo's viewhands continues.
- Added a second line of opening text under "Near Breslau, Germany", specifying the date to be March of 1946.
- Bonus Points powerup has been added to the mod, but I still have to work on the scripts a little bit.
- I'm also working on porting Amm-O-Matic into the mod. So far, I've been using a placeholder model while I continue working on my own model. Perk still needs functions to be scripted.

EDIT 2/5/17:
- BO Nikolai viewhands successfully ported.
- Bonus Points and Open Fire powerups working, just need HUD icons and announcer quotes.
- Bazooka/Fat Man dropped from mod, will appear in my other mods of the previous three maps.
- Path of Sorrows added to the mod as a rare mystery box item.
- Working on either using the Mob of the Dead, Origins, or Black Ops HUD, still debating over which one to use.
- My Amm-O-Matic model is most likely complete, I'm just having issues porting it to the game. In addition scripting for the perk's functions still has to be completed.
- The DP-28's upgraded name has been changed from "The Dinner Plate" to "Emma's Record Player". This new name is a combination of two nicknames given to the weapon by soldiers during WWII: "Emma" and "Record Player".

EDIT 2/9/17:
- Began working on porting the COD2 weapons over after awhile, I've decided that they'll instead use existing animations instead of trying to make my own. The Grease Gun uses the MP40's animations, minus the empty reload animation. The PPS-42 uses the PPSh-41's animations, as the PPSh itself is using new animations done by Ray1235. The Lee-Enfield and the Bren both use their original animations intended for their COD5 variants, of which are still left buried in the xanim folder. Thank God those were still available. I'm working now on rigging the Luger to the Nambu's animations, but I'm having trouble connecting the right joints to the right meshes. The original sounds have also been ported directly from COD2's files. Work also continues on creating custom PAP camos for the weapons, of which I've so far completed for The Bullet Hose.
- BO2 Round chalks added, thanks to sal24r for the upload.
- Mob of the Dead-styled HUD by JR-Imagine added.
- BO Takeo viewhands added.
- The PAPed version of the Mosin-Nagant, "Natascha", has been renamed to "Dragoon" as a nod to an actual nickname for the gun given by Russian soldiers during WWII.
- BO M2 Flamethrower textures used.
- .357 Magnum's upgraded variant given a buff in damage, range, and ammo capacity.
- BO AK-47 added, thanks to UGX Rorke.

EDIT 2/16/17:
- M1A1 Carbine simply renamed to M1 Carbine, thanks to mxtxm for the clarification!
- Widdershins RC-1 given a buff in reserve ammo capacity, magazine size, damage, and ROF.
- The Widow Maker given a buff in damage, magazine size, ROF, and reserve ammo capacity.
- The Afterburner given a buff in reserve ammo capacity.
- The Penetrator given a buff in reserve ammo capacity, damage, multipliers, and ROF.
- BO Death Machine model, sounds and animations ported over in place of the one from cfgfactory. Still need to figure out how to get the barrel to spin while firing.
- MP40 given its firing sounds from Black Ops.
- Path of Sorrows dropped from mod, will instead appear on my Shi No Numa mod.

EDIT 2/18/17:
- Stakeout added to the mod, now named "Ithaca M37".
- Upgraded Ithaca added to the mod, retaining its "Raid" name.

EDIT 2/20/17:
- Luger and its upgraded variant, The Desert Wolf, are finally completed.
- Lee-Enfield and its upgraded variant, Lee-Ermy, are finally completed.
7 years ago
So I'm trying to use Tom's Xmodelutil to port over the silenced Sten over to WAW. Everything goes just fine until I load up the Asset Viewer, and the model is completely invisible. I was thinking that maybe the materials are clashing against other materials in the raw files, but even when I try to rename them, nothing solves the problem. Anybody here know a workaround for this? Thanks.
7 years ago
So I'm currently working on porting the Grease Gun into World at War, and I've finally got the texture correctly applied, but when I load up my game, the gun has nothing but a pitch black texture. I've been following Rollon's guide to porting in weapons, and the solution he gave to this was to select all meshes and to make sure that the shaded display was completely white. I followed these directions, but that didn't work either. Anybody else know how I can go about fixing this?
7 years ago
I've been hoping to port the Flammenwerfer 41 over to World at War, but I'm not sure whether or not United Offensive is supported by Ninja Ripper. The raw files for UO aren't publicly available, so this'd be the only way I could port it over. Anybody know?
7 years ago
So I'm trying to port the Grease Gun into WAW, and when I get to applying the texture of the weapon in Maya, I get this:

Spoiler: click to open...

Yikes, that does NOT look pretty! Anybody know how I could go about fixing this? Did I miss a mesh file? Or is it an issue with the polys? Any help would be greatly appreciated :)

Double Post Merge: January 08, 2017, 10:07:24 pm
Anybody out there?
7 years ago
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