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Messages - marinescdude

Shovel Pickups:
 
M1911 or Mauser C96 (default)
Olympia or Sawn-off double-barreled shotgun
Stakeout or Trench Gun
L96A1 or Kar98k scoped
HS-10 or M1 Garand
SPAS-12 or Gewehr 43
 
Golden Shovel Pickups:
 
STG-44
MP-40
Trip-Mines or Claymores
When I previously added support with BO1 wall weapons the SPAS-12 was made a golden shovel pickup, and the AK-74u was added alongside as well (can't remember if it was my decision or a suggestion). Otherwise matches what I did.
4 weeks ago
 
Wallbuys:
 
RK5 = Kar98k
Sheiva = Gewehr 43
Just a heads-up that the RK5 is placed where the M14 was and the Sheiva placed where the Ballista was so I'll be swapping this suggestion around to match the original semi-auto/bolt-action rifle set-up.
 
Also, just to remind you: I was playing "Call of the Dead Remaster" with this mod and I've noticed the "Scavenger" does not apply the "WaW Etching camo" when you Pap it. But since it is a custom map, I have no idea if you can fix it.
Should be possible to override the asset that handles weapon camos, I should definitely be able to mod in new camos for the Scavenger.
 
Also, tbh, I wouldn't mind if the weapons in this mod used  the WWII models and WaW sounds just like in "Der Riese Declassified". At least they already have slide animations.
Later I could make an option like the Black Ops weapon pack has to keep the original map's weapons and wallbuys.
1 month ago
On Der Einsendrache and Zetsubou no Shima I've tried many times but never got phd flopper from the Wunderfizz even though it was enabled. Was this intended not to be on these maps or is just a bug?
I can't verify this bug (at least on Der Eisendrache), seems like it works for me and I don't see why the code for adding to Wunderfizz already included in the PhD Flopper assets wouldn't work for these maps in particular.
 
Could be possible for you to add a menu option to disable/change the Pap camos just like the BO1 pack? If yes, could I suggest some you could add? (and also for the BO1 pack in the future):
Add the ones that already exist in the BO1 pack;
Add the BO2 Victs Camo (the one from Tranzit, Die Rise and Buried);
Add Gold and Diamond camos;
It'll take some time due to the fact the ports I'm using don't have the camo system set up for them but it's already planned as part of porting all options over from the Black Ops weapon pack, I'll keep the additional camos you've suggested in mind for when I get around to it.
 
The "Death Machine" powerup still uses the BO3 model, but tbh I think the classic from BO1 could fit in this mod better.
Shouldn't be an issue porting the functionality over from the Black Ops weapon pack.
 
The "classic" Ray Gun is very cool but I think the sounds of firing and reloading are too loud.
This is a problem that's been reported for multiple weapons and I'm not sure how long exactly it's going to take for those assets to be fixed after I already raised the issue, will probably have to look into fixing it myself at some point.
 
I've seen you are adding support for more maps and still deciding the Wallbuys and stuff. I was thinking about how Origins could be with the mod, so here are my suggestions:
Should be able to implement all these wallbuy replacements relatively soon. Also good tip on the easter egg rewards, need to deal with it on the Black Ops weapon pack as well.
1 month ago
It actually does work, however it's not currently possible to load the saved settings because I haven't figured out how to set up the lobby UI - again an issue with the implementations that do exist not being publicly available so I'm at a loss how to do it myself. You can actually see for yourself with gcpeinhardt's T6Mod that anything saved using "Save Config. Feature" in my mod appears in that mod's gamemode selection

Clarification: the mod options are not saved using this feature and because T6Mod's source code has not been publicly released yet I wouldn't exactly know how this problem has been solved. However not long after discovering this fact trawling through the Mod Tools Discord server I did see a mention of reusing the multiplayer GametypeSettings (unfortunately for gcpeinhardt at the time, no clues on how to make custom ones) so maybe not all hope is lost yet. Will still need to get the UI set-up working for the Setup Game/Choose Gamemode screen which won't be a pretty job.
1 month ago
Apologies for not replying sooner, I don't usually check this nearly as often as I should (most of my feedback is on the Steam Workshop after all with a nice notification feature)
 
About pap camos:
-The ppsh-41 does not apply correctly with the BO1 "circuits camo" . I don't know what happened, it just feel like the details of the camo are very tiny and you can barely see it;
I'll look into it, I did a widespread adjustment a few months back because the 'scale' of the applied camo was incorrect and due to the relatively large amount of work I'm bound to have missed some weapons
 
-Apparently the "Wave Gun" and the "Shrink Gun" does apply the circuits, origins and maybe the 115 weaponized green camos, but the others simply does not even show;
-The optional mp guns (I think all of them) have that issue with the dirt and scratches on the model.
Think I've already been informed of this issue, thanks for giving me a reminder anyway
 
About claymores:
-It is on the "Die Rise Remastered" from Xela and when I tested it worked pretty well. Maybe you could try using the same assets.
Are those assets publicly available? That's the main problem I've had while developing this mod: I can't easily find all assets necessary for the mod
 
About glitches:
-There is an important rule Treyarch made since BO2 that if you have the Ray Gun Mark 2, you shouldn't be able to get the Mark 1, and vice-versa, but I managed to get both on "The Giant" when enabling the Mark 2;
I'll have to see if I can get this to work properly, however I'm not familiar with the script implementation and will have to do some research. Should be feasible however
 
-The "Save Config. Feature" for the mod isn't really working, but I don't know if you intend to work on that;
It actually does work, however it's not currently possible to load the saved settings because I haven't figured out how to set up the lobby UI - again an issue with the implementations that do exist not being publicly available so I'm at a loss how to do it myself. You can actually see for yourself with gcpeinhardt's T6Mod that anything saved using "Save Config. Feature" in my mod appears in that mod's gamemode selection
 
- One thing I just remembered is that when I completed the Shangri-la easter egg, I received a permanent perkaholic as a reward, but I did not get phd flopper even with it enabled in the mod config. Instead I got widow's wine which should have been replaced. I think the other ZC maps might have the same issue;
Might be a separate array for the perks the game gives when completing the easter egg (I guess to stop infinite Quick Revive on solo), will look into it further
 
- Some people might have said this but "Call of the Dead Remastered" from Copyforthat crashes when loading with the mod enabled, although having support for it.
I'm going to port over all the rest of this mod's features to the WaW zombies weapon pack so hopefully I can figure out what is really going on - because I'm not going to allow another mod to break in this way as well
 
After the 03/22/25 patch
About WAW guns: (I have no idea if it is possible to fix)
-Some of them lack the slide animation, making it very awkward when the character slides while holding the gun with both hands;
-The Thompson has weird animations when running or sliding.
I could ask TheAllNightFall about these issues, I'll see if I can catch what's going on with the Thompson on video so I can send more detailed feedback as well. I could also look at TheSkyeLord's WaW ports to see how the slide animations are handled there although the animations might not be able to actually work with different models
 
About some ideas I think you could add to the mod:
- Try making the "Mouser C96" and the "Bloodhound" optional starting weapons to all maps (if possible);
This would require adding a custom port of both weapons to the mod, though should be doable just need to download a few more assets
 
- Change the BO3 Stg-44 and M1927(Thompson)  to the WAW models on Origins;
That is actually an oversight on my part, should've been something I could immediately notice as a possible feature but trying to get all of the WaW ports set up in time is definitely something that can make me forget about stuff like this
 
- Try restoring the OG sounds that drops make, because on BO3 they are a little different;
From my perspective there's a question as to whether this can be easily added as an option or if I have to do a global override of the sounds, however in general this should be possible just need to actually get these powerup drop/ambient sounds
 
- Add the "M1911" on Origins dig spots when you choose it to be the starting weapon, replacing the C96.
Should be able to adjust my modified zm_tomb_dig.gsc script to accomodate this
3 months ago
- Origins have support for this mod, but it crashes when I turn on any of the generators;
This is very concerning, and from a quick test it looks like something is happening when the Templar Zombies spawn into the game, maybe I mucked up their animation set-up somehow.
- I've notice there was a patch for this because of the changelog but the Pap camos are not applying correctly to lots of guns and even to wonder weapons like the "Wave Gun" and the "Shrink Gun". I think only the guns from the box were fixed, since wall weapons still have this issue;
I'll have to look into that, thanks for letting me know.
- Claymores are very buggy because sometimes it explodes but the message to pick it up is still there;
I need to find a better set of Claymore assets, though I'm not sure if any newer ones have appeared recently.
- I don't know why but back in a patch where Orings was working, I wasn't able to Pap any of the BO3 guns, not even the Mouser C96 and I can't tell if this was fixed since now the map is crashing;
I'll have to put this on my list of things to check as I go over this mod's features to port over to my other recently released mod, there's a lot of important issues I hope to fix and narrow down the causes of.
3 months ago

 
Adds TheAllNightFall's weapon ports to the World at War maps in Zombie Chronicles with accurate wallbuy replacements and mystery box weapons.
 
Other Changes:
  • Adjusted stats based on the original games
  • Added 'muzzle flash' FX from Smurphy's Improved BO3 Ray Gun to TheAlllNightFall's WaW Ray Gun port
  • Restored WaW hellhound sounds
  • Restored classic powerup icons
  • Added lobby menu option to change perk machine between PhD Flopper or Widow's Wine
  • Added lobby menu options to remove Widow's Wine, Double Tap,Deadshot (for maps like Ascension) from the Wunderfizz pool or from Perkaholic/other sources as well
  • Added lobby menu option to change Deadshot price to 1000
  • Added lobby menu option to switch HUD perk icons to Black Ops 1 style, or BO III icons recoloured in the Black Ops 1 style
  • Added lobby menu option to restore classic round change music
  • Added lobby menu option to restore Classic Mystery Box FX
  • Added lobby menu option to switch to two-hit-down system, with options that change between the different regeneration delays across the (partially hidden) WaW/BO difficulty level mechanic. Also includes adjustment to the critically injured overlay so there's an option that makes it show up after one hit pre-Jugg.
  • Added lobby menu option to switch to classic revive animation
  • Added lobby menu option to switch between Springfield and Kar98k on Verrückt
  • Added lobby menu option to disable double pack-a-punch
  • Added lobby menu option to disable Gobblegum Machine
  • Added lobby menu option to disable Der Wunderfizz
  • Added lobby menu option to replace Demonic Announcer with original Samantha, Moon Richtofen, BO II Richtofen, Origins Samantha, Shadowman
  • Added lobby menu option to lower weapon when it would be blocked by obstructions (weaponrest_enabled 1)
  • Added lobby menu option to choose between dive-to-prone, sliding, or neither
  • Restored burp sounds after drinking perks for maps that haven't set them
  • Added lobby menu option to change zombie eye glow to orange, blue, red, white, green, purple, pink, or remove altogether
  • Added lobby menu option to disable randomised perk machines on The Giant (+ Shadows of Evil and Zetsubou no Shima)
  • Added lobby menu option to restore Improved BO3 Ray Gun
  • Added lobby menu option to choose between WaW M1911, BO M1911 and map-specific starting weapon
  • Added lobby menu option to remove Monkey Bombs from the mystery box
  • Added lobby menu options to disable power-ups that aren't in all WaW maps (Carpenter, Fire Sale, Death Machine, Bonus Points - Der Riese: Declassified)
  • Added lobby menu option to disable Solo Quick Revive
  • Added lobby menu option to enable reload cancelling from sprinting
  • Added lobby menu option to allow sprinting to be disabled from starting a reload
  • Added lobby menu option to restore classic games' fall damage

Base Mod:

www.mediafire.com

Version with TF's Zombie Options:

www.mediafire.com

Installation: extract into the mods folder in your root BO III installation, resulting file directory should look mods\waw_weapons\zone
Quick Installation: copy .zip into mods folder and right-click to choose an 'Extract here' option

Included is some support for non-WaW maps and Custom Maps:
Kino der Toten
One option based on the general Der Riese layout, another option by Conn6orsuper117, and a further option by me matching BO weapons to their WaW counterparts
See https://steamcommunity.com/workshop/filedetails/discussion/3450780956/597396108583411076/#c597396108583438936 for more details
 
M14: Gewehr 43/-/M1 Garand
Olympia: Kar98k/-/Double-Barrelled Shotgun
PM63: M1 Carbine/M1 Garand/BAR
Stakeout: Trench Gun
(MP40 unchanged)
MP5K: Type 100/StG-44/Type 100
M16: StG-44/BAR/StG-44
MPL: Double-Barrelled Shotgun/M1 Carbine/FG42
AK-74u: Thompson
Call of the Dead
Includes lobby menu option to replace Death Machine reward with Lightning Bolt (Wunderwaffe DG-2) when defeating George. Perk icon options do not work.
 
M14: Gewehr 43
Olympia: Kar98k
MPL: M1 Carbine
PM63: Double-Barrelled Shotgun
(MP40 unchanged)
AK-74u: Thompson
Stakeout: Trench Gun
MP5K: Type 100
M16: StG-44
Frequently Asked Questions:
  • Remove Perk Limit? Starting Round settings? Featured in TF's Zombie Options. There are a few other additions in that so check the list in TescoFresco's original mod before making a suggestion.
Credits
TheAllNightFall
TheSkyeLord for M1 Garand Rifle Grenade, Panzerschreck and Black Ops M1911 ports
Scobalula's Cereberus to extract script files for reference purposes from Deadshot.mp4's COTD Chronicles Conversion Mod
Greyhound to extract 'wallbuy model files' from Smurphy's BO2 Origins Mod
poyzee for Der Eisendrache wallbuy layout
Conn6orsuper117 for Der Eisendrache and Zetsubou no Shima wallbuy layouts
Scobabula's HydraX for general asset decompilation, especially map _weapons.csv files
Birdman's XModel Tools For Blender
Ronan_M for Custom Powerup Shaders
ZeRoY for Flamethrower
Smurphy's Improved BO3 Ray Gun: https://forum.modme.co/wiki/threads/3714.html
Kingslayer Kyle's Stielhandgranate from the BO3 Gun Pack: https://drive.google.com/file/d/1aMRDiL1esfDM31sb9tIlkgiQzpx6fnKj/view
Scobalula's  Bo3Mutators for options menu set-up, and Serious for pointing this out to me
Scobalula's T7MTEnhancements for linking compatibility with Serious A.K.A. shiversoftdev's decompiled scripts
MikeyRay, Humphrey, MotoLegacy, JBird632 for Customisable PhD Flopper
Logical Edits for Custom Perk Icons set-up
Ronan's Custom Perk & Powerup Shaders
MakeCentsGaming for reference on how to add optional perk icons
Beandon for providing Death Machine announcer voicelines
Booris, J.G, Westchief596, VoiceOfJared for Shadow Man Announcer/Dr. Monty Announcer, Origins Samantha Announcer, BO1 Moon Richtofen Announcer, Richtofen Announcer respectively
BetiroVal for Classic Mystery Box FX
N7aster for providing Black Ops explosion sounds (weapons, PhD Flopper)
MadKixs for Perks Shaders in BO3 style used for Double Tap and the Alternative Shaders with "Black Ops 1" colors
WETEGG for emptyFXIW.efx file from Infinite Warfare Perk Ports
XcDylan93 for dive-to-prone and sprint/reload cancel script
Kingslayer Kyle for World at War HUD
Update Changelog
24ᵗʰ June 2025 16:52 GMT+1
Added option to restore WaW HUD, only works on Nacht der Untoten, Verrückt, Shi no Numa, The Giant
9ᵗʰ June 2025 20:17 GMT+1
Fixed BO starting weapon option not actually giving the M1911
9ᵗʰ June 2025 18:51 GMT+1
Issues reported by PeteHeat, thanks for the help!
Fixed Double Tap machines not working without manually setting options
Added Double Tap I as Origins rituals of the ancients reward
8ᵗʰ June 2025 16:02 GMT+1
Fixed sliding or jumping with PhD Flopper causes the game logic to indefinitely hang (connection interrupted error)
7ᵗʰ June 2025 13:01 GMT+1
Added dive-to-prone, reload cancelling, reload cancelling and sprint cancelling, script by XcDylan93: https://discord.com/channels/230615005194616834/230616047613378560/1380218245101129841
Added classic fall damage values from https://www.thetechgame.com/Archives/t=2401729/all-black-ops-patch-gpd-codes-dvar-list-l-updated-l.html
Changed Zetsubou no Shima wallbuys in bunker left-room to have Thompson on the wall and Double-Barrelled Shotgun underwater
3ʳᵈ June 2025 18:09 GMT+1
Thank you HzRetro for the suggestion!
Added support for Origins
NOTE: weapon replacement for Maxis Drone EE reward hasn't been implemented yet due to an issue while building the mod
2ⁿᵈ June 2025 16:11 GMT+1
Thank you Monkey_Ray_4 for the suggestion!
Added basic support for gcp345's Der Riese. An option for weapon replacements is not implemented yet (also no PaP-d M1911 when downed in solo) but almost all other mod features should be functional.
27ᵗʰ May 2025 22:48 GMT+1
Thank you poyzee for the suggestion!
Added lobby menu option to restore Improved BO3 Ray Gun
Added lobby menu option to choose between WaW M1911, BO M1911 and map-specific starting weapon
Added lobby menu option to remove Monkey Bombs from the mystery box
Thank you Spikem for the suggestion!
Added lobby menu options to disable power-ups that aren't in all WaW maps (Carpenter, Fire Sale, Death Machine, Bonus Points - Der Riese: Declassified)
Added lobby menu option to disable Solo Quick Revive
23ʳᵈ May 2025 21:18 GMT+1
Added new wall weapon layouts to Kino der Toten
  • As suggested by Conn6orsuper117
  • An additional one to represent counterparts to BO weapons, with a further option to swap positions of FG42/BAR (replacing MPL/PM63)

Replaced BO III grenades with WaW grenades
22ⁿᵈ May 2025 09:28 GMT+1
Moved MP40 in Zetsubou no Shima Lab A to below area
Implemented Conn6orsuper117's request to have Type 100 inside Laboratory A
21ˢᵗ May 2025 22:48 GMT+1
Special thanks to poyzee for providing me with the means to even start full development on DLC maps!
 
Added support for Der Eisendrache with lobby menu options to choose between poyzee's suggestion and Conn6orsuper117's suggestion
Added support for Zetsubou no Shima based on Conn6orsuper117's suggestion
 
Restored trip mine chalk drawing while I haven't yet added bouncing betty replacements
 
Issue reported by TheEpicMan, thanks for the help!
Fixed mystery box being unusable due to previous update's script override
19ᵗʰ May 2025 20:09 GMT+1
Added Classic Mystery Box marker FX
Changed explosions to use Black Ops sounds for PaP M1911
 
Issue reported by Homerdinkle, thanks for the help!
Fixed missing PaP muzzle flashes (for M1911)
 
Issue reported by AriensXDude, thanks for the help!
Fixed missing rumble assets (controller vibration) for .357 Magnum, Arisaka, Gewehr 43, Kar98k, MG42, StG-44, PTRS, Ray Gun, Springfield
21ˢᵗ April 2025 21:24 GMT+1
Ported over Lobby Menu Options from Black Ops 1 Zombies Weapon Pack:
change perk machine between PhD Flopper or Widow's Wine
remove Widow's Wine, Double Tap,Deadshot (for maps like Ascension) from the Wunderfizz pool or from Perkaholic/other sources as well
change Deadshot price to 1000
switch HUD perk icons to Black Ops 1 style, or BO III icons recoloured in the Black Ops 1 style
restore classic round change music
restore Classic Mystery Box FX
switch to two-hit-down system, with options that change between the different regeneration delays across the (partially hidden) WaW/BO difficulty level mechanic. Also includes adjustment to the critically injured overlay so there's an option that makes it show up after one hit pre-Jugg.
switch to classic revive animation
switch between Springfield and Kar98k on Verrückt
disable double pack-a-punch
disable Gobblegum Machine
disable Der Wunderfizz
replace Demonic Announcer with original Samantha, Moon Richtofen, BO II Richtofen, Origins Samantha, Shadowman
lower weapon when it would be blocked by obstructions (weaponrest_enabled 1)
disable sliding
restored burp sounds after drinking perks for maps that haven't set them
change zombie eye glow to orange, blue, red, white, green, purple, pink, or remove altogether
disable randomised perk machines on The Giant (+ Shadows of Evil and Zetsubou no Shima)
3ʳᵈ April 2025 11:20 GMT+1
Added support for Kino der Toten and Call of the Dead.
1ˢᵗ April 2025 08:27 GMT+1
Issue reported by Conn6orsuper117, thanks for the help!
Fixed PaP BAR not ever replenishing the magazine at the end of the reload animation
30ᵗʰ March  2025 23:28 GMT+1
Added Ray Gun port by TheAllNightFall, thanks for providing an early download on the Black Ops 3 Mod Tools Discord Server
Fixed Type 100 and BAR being switched in Shi No Numa
Adjusted damage multipliers for PaP M1911
Fixed BAR + Bipod price in Verrückt
 
Thanks everyone who reported this issue:
Fixed MG42 and Browning not being in the box on Nacht der Untoten and Verrückt
 
Issue reported by v2461, thanks for the help!
Added temporary fix for PaP PTRS scope lens
 
Issue reported by Conn6orsuper117, thanks for the help!
Fixed BAR not having cosmetic bipod in other maps
27ᵗʰ March  2025 22:01 GMT
Added M1 Garand Rifle Grenade and Panzerschreck
26ᵗʰ March  2025 22:05 GMT
Issue reported by poyzee, thanks for the help!
Fixed Smurphy's Improved Ray Gun not actually being imported into the mod
 
Issue reported by TheGoldenBum, thanks for the help!
Fixed helmet multipliers for Scoped Kar98k, PTRS, Springfield - headshot damage should now be fixed
Fixed M1911 having incorrect starting ammunition

3 months ago
can you fix the hand model of the m1911 ?
From the Skye’s BO1 Weapon Ports thread:
Hey! I plan on doing a rework of a majority of what i have publicly posted, including BO1 weapons. The hands issue will be addressed then
Might be quite some time waiting at this point but there's little I can personally do.
9 months ago
Is there a possibility of adding the shell rack/holder to shotguns? I want to use the Hauer 77 as an alternate Stakeout model and it seems to be present as a cosmetic feature looking through some gameplay videos. Looks like the Gallo SA12 (SPAS-12) has it already with the heavy_stock option.
 
Also for cosmetic purposes maybe the Ultrazoom Custom scope for the LW3 - Tundra so I can use it in the L115 Isolator replacement.
And finally the dual mag for M16 so we can use the bolt release animation as well as the M16A1 as a whole for the classic handguard
10 months ago
Is there an expected timeframe for underwater sounds to be implemented for the rest of the weapon packs? It's also required to make it work on Moon and it's particularly a problem for the Black Ops weapon ports as a result. It looks like it's only a matter of editing the sound aliases so I won't necesarrily need to wait for any updates but it is currently quite a pitfall for modders to find the weapon sounds being the same in Moon regardless of oxygen level and not easily knowing why.
Okay turns out from discussions on the Mod Tools discord this was really due to the DuckGroup being set to snp_never_duck from the UIN_MOD template, which evidently would have been solved by the new sound aliases method introduced in recent ports (and hopefully would have been how underwater sounds are introduced to everything else). Needed to clear up being mistaken about what's really happening.
1 year ago
the KS23 shotgun is also only in SIngleplayer
 
the Model 1887 is only on the motorcycle chase but has uses spaz anims outside that but has a full model made. same with molotovs
KS-23 is already in the Black Ops ports, good point about Model 1887 although a lot of places claim it's just a reuse from MW2 (is in fact included in the ports) and as it stands in Black Ops it doesn't quite have enough anims to really use on its own.
 
I don't believe the scope of these ports have ever included handheld grenades (or anything outside of primary/secondary weapons for that matter), though stuff like that does leave us wanting.
1 year ago
Is there an expected timeframe for underwater sounds to be implemented for the rest of the weapon packs? It's also required to make it work on Moon and it's particularly a problem for the Black Ops weapon ports as a result. It looks like it's only a matter of editing the sound aliases so I won't necesarrily need to wait for any updates but it is currently quite a pitfall for modders to find the weapon sounds being the same in Moon regardless of oxygen level and not easily knowing why.

One other question, this is for Black ops 1 weapons, Are the World at War weapons in that game gonna be included as well since they have sprint and dive to prone anims? The Thompson and other WAW has them too but only in the BO1 modtools as raw xanims?

I'd also like to add onto this by pointing out the Sten from the Project Nova mission, it's kind of an oddball that doesn't immediately come to mind for most to port from Black Ops but also isn't actually in the final release of World at War so wouldn't really be included as part of those ports either. Just feels it would be left hanging for a long time without a port to BO III, that's all.
1 year ago
I also need some help with the AK-47 (which I also checked for the BO II ports and found they also need some updates to the camo mask), for some reason the rear iron sights can't have camo applied to them even when almost all the camo mask is white (including where it looks like the iron sights textures are at) or using the $reveal preset.
Is there anything to say in particular about this? It feels like something that should at least be fixable somewhere on my end but there's nothing really in the ak47 GDT that intuitively points to what material/textures that set of iron sights are supposed to use so they remain unchanged by the PaP camo regardless of anything being done by the camo to t5_weapon_mtl_ak47_gunset.

This is what I've currently got it looking like ingame and the iron sights really make it stick out vs how it would look in Mob of the Dead.
"camo mask"
Camo Mask if anyone's interested, but as I said originally the iron sights issue happens regardless of whether this camo mask or $reveal is used.
1 year ago
I'd also like to ask if the texture mapping/camo masks will be addressed for the MP40 (in the upcoming WaW pack as well?). It's not quite possible to match what the original game set up the camo mapping with how the textures are reused for different maps. I've mapped out the most problematic issues in this diagram, if it's not clear looking back at the PaP MP40 in WaW then to explain: with the blue outlined parts I want the rear section to have the camo applied but the front 'rings' to remain unaffected; with the green outlined parts I want the section nearest to the front-end of the gun to not have the camo applied, the middle-position to have the camo fully applied, and the largest section to have the stripe continue down; finally with the yellow section I want the bolt to not have the camo applied but the stock part to have it.


In the demonstration camo mask the white section on the bottom-left shows how far you can go before the front rings get affected, and the separated white stripe in the middle shows where approximately the front parts have that part of the camo applied - obviously in my mod I'll fill out the left part so it's not just a stripe.
1 year ago
Are there any plans to go over the camo masks again (or at least the _camo_mask_bo1.tif files) to make them more accurate to the original game? There are details like the camo not being applied to shells/iron sights/sling mount point on the Stakeout, quite a few things on the receiver (plus the magazine?) on the FAL, and the muzzle for both guns.
I also need some help with the AK-47 (which I also checked for the BO II ports and found they also need some updates to the camo mask), for some reason the rear iron sights can't have camo applied to them even when almost all the camo mask is white (including where it looks like the iron sights textures are at) or using the $reveal preset.
1 year ago
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