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Topics - ProRevenge

Ok I have Dual Wield M1911's, and I made a model of the 2 guns close to each other like how dual wield shows in the box in BO1/2, just a static xmodel, now how do I make the box show this in the box for the M1911 rather than the guns worldmodel? would it be a script or something?
9 years ago
So I ported the BO2 knife animations, and the BO2 knife model, in maya, I attatched tag_knife to tag_knife_attach on the hands, and had to rotate the knife around 90 degrees for it to sit right in hands during anim, I dragged anims on, they work fine.

In game, I tested them on my start pistol, they work fine, yet on ANY other gun, the knife appears as if I hadn't rotated it, despite the same anims, knife model and viewhands
9 years ago
Ok so most colour maps im using are transparent in 75% of the image and barely have anything on them, yet look fine in game, this makes it very hard for me to make proper specular/cosine maps.

They look like this: (Remington R5)



They look like this in most cases, if I use IWI to DDS to get them, or even come like this when I export them from BO1.

how do I get the full colour map? I have been told alpha channels do this, yet removing these in paint.net or GIMP results in the image going white, and not having the full colour map, I know removing them in photoshop fixes it, but I don't fancy paying several hundred £ to fix my damn colour maps. Is there any way I can sort this?
9 years ago
Im using the CoD Ghosts Remington R5 with MW3 CM901 anims, and everything works fine, except ADS anims, in game, all it does is zoom in slightly.

Im using the hands joined to gun, both binded for animated model in assman, and for the anim, im aligning the gun correctly by moving j_gun, then im dragging the idle tanim on, then the ads_up/down tanim on, selecting tag_view and tag_ads, and exporting (IW ADS anim tags)
Converting in assman and they don't work in game. My viewhands are set in weaponfile.

Im using BO1 hands in maya, and different BO1 hands in game (these are set in weaponfile)
It is also worth mentioning the BO hands im using do work with other IW ADS anims, and even the same CM901 anims when used with the CM itself, so no idea where I am going wrong with converting the tanims for the R5
9 years ago
Ok I found this after someone suggested it to me to recover the lost entities in my map, however after downloading it the readme is extremely unclear, specifically what file to put where?
I would have posted on its topic, but it is over a year old so posting here will more likely get me a reply.

The Readme looks like this:

Code Snippet
Plaintext
Call of Duty Map Entity Decompiling v1.0
by Alex "SparkyMcsparks" Romo

How It Works
------------
It grabs all the entities, structs, and nodes in a map by script and spits them out into a .MAP that can be read by Radiant.

This does not decompile geo, nor generate script_brushmodels.


How To Use It
----------------
You'll need to be running +set developer 2, +set developer_script 1, and +set logfile 1 (or 2)

You can either just run the mod because IWD is included, or build MapEntityDump mod IWD manually.

Run any SP or Zombies map.

After a few seconds you'll see in console all the entities in the map being printed out.
NOTE: You'll be sitting at a black screen, this is intended. It stops the game from running any game mode sripts.
NOTE: Ignore any Script Runtime Errors about FX, I'll try to address this in the future.

Once it's done, go into the <root>/mods/MapEntityDump folder and look in console.log

Search for "iwmap4" as this is where the dump starts at.
Select everything down until the end where you see the success message "Map entities saved ( see console.log for info ) "

Copy and paste this into a .MAP
You may want to do some cleanup.
Search for "dvar set cl_network_warning 0"
Replace with empty strings.

Now open the .MAP in Radiant.


What Is Modified
----------------
_createmenu.gsc
_debug.gsc
     I just renamed calls of NewDebugHudElem() to NewHudElem() since the former isn't available in the public game.
     If you run the game with the developer dvars and encounter looping Script Runtime Errors in this script, it's likely because of NewDebugHudElem() calls.

_load.gsc
     Call the dump script on every map.
     
_dump.gsc
     Script that will grab everything and dump it into a .MAP format.

_utility.gsc
     Changed file prints to write to the logfile.


Misc
----
This was written and tested in Call of Duty: World at War, but may work in other Call of Duty titles if you take the _dump.gsc

Triggers == 64x64x64 Brushes.
Script_Brusmodels == 32x32x32 Brushes. Default to Brown Case texture unless it's part of a specified system.

Triggers + Script_Brushmodels are temp and not reflective of actual size as you can't get that information from script side.


Log
---
v1.2 (6/6/2014 3:24:07 PM): Dump Script_Brushmodels

v1.1 (6/6/2014 1:42:25 AM): Dump Action Nodes + Vehicle Nodes + Structs + Texture Triggers Appropriately

v1.0 (6/5/2014 7:55:21 PM): Dump Entities + Nodes + Triggers

The files I have are:
common_scripts
maps
MapEntityDump.files
MapEntityDump.IWD

Can anyone help me to run this on my compiled map?
9 years ago
Right so Radiant crashed, and it deleted ALL entites and models and whatnot from my map file, so I panicked, but managed to recover a version of it from a couple hours ago with some recovery software, except it recovered a .autosave5 file, It has everything I need in it, all the text inside is that of my map file.
However if I change name to .map, Radiant gives fatal error upon loading it:



This is what line 1652 looks like in the map file:

Code Snippet
Plaintext
// brush 431
{
 ( -244 -1479.25 100 ) ( -254 -1479.25 100 ) ( -254 -1489.25 100 ) berlin_window_glass 64 64 127.99097 359.95642 0 0 lightmap_gray 16384 16384.482 127.99097 360.21997 0 0
 ( -85 -1489.25 175 ) ( -85 -1479.25 175 ) ( -75 -1479.25 175 ) berlin_window_glass 64 64 128.00342 359.96704 0 0 lightmap_gray 16384 16383.705 128.00342 360.26962 0 0
 ( -85 -1484.5 175 ) ( -75 -1484.5 175 ) ( -75 -1484.5 170 ) berlin_window_glass 64 64 128 0 0 0 lightmap_gray 16384 16384 128 0 0 0
 ( -75 -1484.25 174 ) ( -85 -1484.25 174 ) ( -85 -1484.25 169 ) berlin_window_glass 64 64 128 0 0 0 lightmap_gray 16384 16384 128 0 0 0
 ( -158 -1484.25 156 ) ( -158 -1484.25 144 ) ( -158 -1452.25 156 ) berlin_window_glass 64 64 -359.9989 0 0 0 lightmap_gray 16383.664 16384 -360.02551 0 0 0
 ( 22 -1484.25 141 ) ( 22 -1484.5 157 ) ( 22 -1452.5 157 ) berlin_window_glass 64 64 -360.01486 0 0 0 lightmap_gray 16383.654 16384 -360.0242 0 0 0
}   // LINE 1652 HERE
// brush 432
{
 ( -335 -1480 100 ) ( -339 -1480 100 ) ( -339 -1488 100 ) berlin_ceilings_metal 128 128 226.00421 360.03955 0 0 lightmap_gray 16384 16383.572 226.00421 360.03015 0 0
 ( -20 -1488 102 ) ( -20 -1480 102 ) ( -16 -1480 102 ) berlin_ceilings_metal 128 128 226.00407 360.01208 0 0 lightmap_gray 16384 16383.867 226.00407 360.00916 0 0
 ( -158 -1489 175 ) ( -154 -1489 175 ) ( -154 -1489 171 ) berlin_ceilings_metal 128 128 226.00607 -0.0012054443 0 0 lightmap_gray 16384.248 16384 226.00769 1 0 0
 ( 24 -1483 108 ) ( 24 -1475 108 ) ( 24 -1475 104 ) berlin_ceilings_metal 128.0168 128 -357.85403 0 0 0 lightmap_gray 16384.24 16384 -359.98477 0.9956665 0 0
 ( -154 -1479 175 ) ( -158 -1479 175 ) ( -158 -1479 171 ) berlin_ceilings_metal 128 128 226 0 0 0 lightmap_gray 16384.031 16384 226.00653 1 0 0
 ( -158 -1478 102 ) ( -158 -1486 102 ) ( -158 -1486 98 ) berlin_ceilings_metal 128 128 -357.9386 0 0 0 lightmap_gray 16386.012 16384 -359.86475 1 0 0
}

When I try removing that bit, or messing with it at all, the same error happens, as if I haven't even changed line 1652.

If someone could help me run the map file just once so I can save it I will have my map back, at the minute what im left with is unusable.... :(
9 years ago
In waw when using 3 round burst guns, there is a small delay between each burst, and I want to remove this.
It is most noticeable on the Mark 2 where in BO2 you could keep firing and it would be almost full auto, but in waw you keep firing there is an extremely noticeable delay between each 3 round burst.

Also, anyone know how to fix the problem with the last mag of a 3 round burst gun going to single fire?
9 years ago
Not sure if this is the right section to post, but im trying to do the death machine spin up as per Tom's tutorial, however when I come to drag the tanim (converted straight from BO) onto the scene, the hands appear too far forward into the model:




Sorry the picture doesn't show it better but you can see the hands are out of place, it is like this on every gun/scene/anim I try, even when trying to drag the idle anim on first. Also I don't know how to change the perspective properly (alt+click doesn't help) as the grid is at an angle as you can see (and im still new to maya)

If anyone could help that would be great :)
9 years ago
ENCAMPMENT

This is my 3rd map, created for the UGX mapping contest, I have spent around 3 months on it, and I hope you enjoy it!

Special credit goes to HarryBo21, this map would not have been possible without your help and input :D

PICTURES:



FEATURES:
A multitude of weapons from BO1,BO2,BO3,MW2,MW3,Ghosts and BF4
Dual Wield weapons
9 randomly spawning perks
Buildables - Power, Zombie Shield and Pack a Punch
Shrieker zombie
Origins and Shangri-La zombie models, spawning in their own areas
Jungle theme and atmosphere - Thunderstorm atmosphere too
New Powerups - Zombie Cash, Bonfire Sale and Random Perk
BO3 Pack a Punch fire sounds
Custom Font and HUD
The Scavenger, the Ray Gun, the Ray Gun Mark II and the Blundergat feature as Wonder Weapons
Capped zombie numbers, to make higher rounds (30/40+) go faster
Walking zombies in higher rounds, like BO2
Toggleable Hitmarkers (Host operated in co op)
FOV slider

Easter Egg song - Copyright free - "Beauty of Annihilation - The Giant Remix"

NOTES:
- The map is geared more towards survival and high rounds, than EE hunting
- A few features shown in the WIP were cut, due to time constraints and other issues
- There is no major EE, for reasons as above
- No buyable ending, as I don't like them, want an ending? Set yourself a point goal or something, that's all endings achieve anyway :P
- There is a 4 perk limit, to get more, you must rely on the Random Perk bottle drops


KNOWN ISSUES:
There are a few issues I do not have the time or the knowhow to fix:
The Ray Gun Mark II will occasionally leave 2 impact FXes
Hintstrings for the buildable tables will show when you are above or below the table itself
Zombies may sometimes derp out in some spots, I think ive eliminated them all, but beware
The Mystery Box has no open sound, The sound just refuses to work at all for me
The first Mystery Box Teddybear Laugh sound doesn't play, same as above
Some Upgraded Dual Wield guns may show 2 shell ejects from the left gun

CREDITS: (In no particular order)
HarryBo21
HitmanVere
lukkie1998
Steviewonder87
JBird632
RadimaX
lilrifa
BluntStuffy
Ege115
DidUKnowIPwn
Dual VII
Rollonmath42
Scobalula
Exofile
Koan
TheScotchGuy
Rorke
Tom-Bmx
ElTitoPricus
Ricko0z
Anyone who tested the map at any stage
Anyone who has helped me in chat or forum

Im sure ive forgotten a few - Please PM me if you remember helping at all, or just think you should be here, I will quickly add to the list!


LEADERBOARD:
Send me screenshots or videos of your high round attempts on this map, I will keep track of them here :)
1: mxtxm  -  Round 50  -  1 Player
2: eliudjb   -  Round 35  -  1 Player
3: ShinyPorygon and Exofile  -  Round 33  -  2 Players
4: Exofile  -  Round 31  -  1 Player
5: Scobalula  - Round 28  -  1 Player

DOWNLOAD MEGA:

DOWNLOAD MEDIAFIRE:


9 years ago
So when you respawn after bleeding out in co op on my map, you aren't given a gun, you can only buy one, and up to 2 with Mule Kick, also until you buy a gun, you cannot knife, and can only throw grenades.
Any idea of a possible fix? I have already changed all references to any type of colt in scripts to zombie_colt (my start pistol weaponfile) and it still doesn't work.
9 years ago
Ok I know I posted about this before, but this is one of the last things holding me back from updating my map, I have no idea of the cause, but dogs in game only show anims for the host of the co op game, for clients, they just show idle anim and glide along the floor, with no fx or anything.

I haven't tampered with any dog scripts or anything, all scripts and files are in the right place.
I have tried adding all the anims to mod.csv, nothing
Tried adding all animscripts into my mod, nothing.
Tried adding a mapname_patch from another map, and renaming it, nothing.

Any suggestions of a cause or fix for this? Its the last bug in my map.
9 years ago



Ok, the zombies all go to the window on the left shown in the picture, which shows my node layout, how would I make them go to each window with a 50/50 split? I have another bit in the map where one spawner leads to 2 windows and that works fine, half the zombies walk past the first and go to the second, but this is refusing to work
9 years ago
I am trying to make it so the Thundergun does not get ammo from the drops, as it would be OP, and I have tried using a getcurrent weapon with Thundergun, then saying no ammo, but it stops all guns with under 10 clip size getting ammo, this is the script I am using: (Harry's)

Code Snippet
Plaintext
		{
owner playSound( "vulture_pickup" );

current_weapon = owner getCurrentWeapon();

                        if ( current_weapon != "thundergun" || current_weapon != "thundergun_upgraded" )
{
     current_ammo = owner getWeaponAmmoStock( current_weapon );
     weapon_max = weaponMaxAmmo( current_weapon );
     clip = WeaponClipSize( current_weapon );
     clip_add = int( clip / 10 );
     if ( clip_add < 1 )
clip_add = 0;

     new_ammo = current_ammo + clip_add;
     if ( new_ammo > weapon_max )
new_ammo = weapon_max;

     owner SetWeaponAmmoStock( current_weapon, new_ammo );
//========================================================================================
                             current_weapon = owner getCurrentWeapon();
 
                             primaryWeapons = owner GetWeaponsListPrimaries();
                             for ( x = 0; x < primaryWeapons.size; x++ )
                                  {
        if( primaryWeapons[ x ] == owner GetCurrentWeapon() )
        owner SetClientDvar( "hud_player_ammo_weapon", owner GetWeaponAmmoClip( primaryWeapons[ x ] ) + "/" + owner GetWeaponAmmoStock( primaryWeapons[ x ] ) );
          }
//=================================================================================================
                        }
                        else
{
    current_ammo = owner getWeaponAmmoStock( current_weapon );
    weapon_max = weaponMaxAmmo( current_weapon );
    clip = WeaponClipSize( current_weapon );
    clip_add = int( clip / 10 );
    if ( clip_add < 1 )
clip_add = 1;

    new_ammo = current_ammo + clip_add;
    if ( new_ammo > weapon_max )
new_ammo = weapon_max;

    owner SetWeaponAmmoStock( current_weapon, new_ammo );
//========================================================================================
                            current_weapon = owner getCurrentWeapon();
 
                            primaryWeapons = owner GetWeaponsListPrimaries();
                            for ( x = 0; x < primaryWeapons.size; x++ )
                                 {
          if( primaryWeapons[ x ] == owner GetCurrentWeapon() )
          owner SetClientDvar( "hud_player_ammo_weapon", owner GetWeaponAmmoClip( primaryWeapons[ x ] ) + "/" + owner GetWeaponAmmoStock( primaryWeapons[ x ] ) );
         }
//=================================================================================================
                        }
self notify( "grabbed" );
self delete();
break;
The bits in the //=== are the Dvar to make Pwn's HUD update properly

Can someone help me with this? I want all weapons except Thundergun to get ammo.
9 years ago
Yep another error...

Did logfile and got this:

******* script runtime error *******
getent used with more than one entity: (file 'maps/_zombiemode_weapons.gsc', line 628)
 lid = GetEnt(self.target, "targetname");
       *
Error: called from:
(file 'maps/_zombiemode_weapons.gsc', line 615)
 pieces = self get_chest_pieces();
               *
Error: called from:
(file 'maps/_zombiemode_weapons.gsc', line 576)
    level.chests hide_chest();
                    *
Error: called from:
(file 'maps/_zombiemode_weapons.gsc', line 545)
  init_starting_chest_location();
  *
Error: called from:
(file 'maps/_zombiemode_weapons.gsc', line 12)
 treasure_chest_init();
 *
Error: called from:
(file 'maps/_zombiemode.gsc', line 60)
  maps\_zombiemode_weapons::init();
  *
Error: called from:
(file 'maps/nacht_reimagined.gsc', line 129)
 maps\_zombiemode::main();
 *
Error: started from:
(file 'maps/nacht_reimagined.gsc', line 9)
main()
*
Error: ************************************



I literally haven't changed any scripts since the last working version, and this is now happening...
Any ideas what this error is or any fixes?
9 years ago
Ok, been adding new Thundergun model to allow for new fx, and now this comes up, I get "Unknown item: Zombie_thundergun"

All the scripts are calling it correctly
All the models are correctly named and called in mod.csv
All the sounds and anims are correct and called in mod.csv
The weaponfile is in the mod and ticked in IWD builder
Is called by weapon,sp/zombie_thundergun
All the fx are called in mod.csv

This started happening after I added the new models into the weaponfile, is there any fix to this?
The last time I started getting this error on a gun there was no option but to remove it, I truly hope this isn't the case as the update for NDU is very nearly done and this seems to be one of the final hurdles, can anyone help me?
9 years ago
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