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Topics - RonanMerriman

Info
So I decided to make new containers using 100% custom textures, as per usual (hate W@W textures). Futuristic ones this time, pretty much mirrored the BO2 ones except changed them so they look cooler. Just drag and drop the contents of the .rar to your root folder. I will probably package some cool decals to put on the sides at some stage.

Pics

Spoiler: click to open...


Wins

Download
Be sure to give credit if you use these! ↓↓↓



(Wouldn't let me upload the full thing so here's the two parts instead.)
10 years ago
TMG Skyland beta was released today and I gotta say, it's one of the coolest maps I've played in while (after Mini-Labor... of course). In the description of the map quizz mentioned it was tough. it is tough. i made it to round 27 and my parents were pretty much shouting at me to turn off my 'games', so I had to suicide.

You guys should try it out. I want to know how you found it and what round you made it to, I'm not trying to show off  8).







Get these guns if you want to live  :lol:.
Heres some more screens if anyone give the slightest shit:

Spoiler: click to open...














10 years ago
Quick question. How do you make light look like they're actually giving off light? Like adding light rays or something coming from a specified point?

Other quick question. Is there a way to make your blend textures double sides like the default chainlink fence? And stop the glitchy stuff when you see another blend texture?                         (Like this)

Spoiler: click to open...

Thanks in advance.

-Ronan
10 years ago
Is there a way to bypass/get rid of this error? I really don't want to just delete lots of terrain patches and make my map look shit.

Spoiler: click to open...


Is is just a matter of reducing the verts or is it something else? Would really like to know before I attempt anything to fix it.

-Ronan
10 years ago
Tried to make a new map with GCZ script placer and when I compiled I got this:

Spoiler: click to open...


I've tried nothing to fix it and I'm all out of ideas. never seen this type of BS before.  :'(

-Ronan
10 years ago
Got asset manager working (yay) and went straight to converting models but this came up:

Spoiler: click to open...


would love some help, of course.

-Ronan
10 years ago
So I reinstalled mod tools and then copied over my root folder form my old computer, everything works except one thing. Asset manger gave me this when I tried to open it:

Spoiler: click to open...


I then tried to open it through the bin folder and it gave me a more detailed explanation:

Spoiler: click to open...


I tried replacing it with a new from a new mod tools download but is was still the same. I'm out of ideas, would really appreciate some help.

-Ronan

Post Merge: March 11, 2014, 05:18:17 pm
Really need some help on this one guys. I researched it a bit and apparently you need Microsoft Visual C++ or something like that so I installed it and I still get the some error.

Would really like to sort this out, compiling a breeze with my new PC.
10 years ago
So I built myself a new PC and is working fine. My old PC was 32bit, that's the one backed up my root folder from. My new PC is 64bit and I was just wondering if I should reinstall W@W via steam first before putting all of my stuff back onto it, such that I would replace the 64bit install of W@W. Or should I do it the other way round, getting all my stuff back and then installing the game.

I wanna be sure before I start restoring my mapping set up, so that I don't mess everything up  :D.

Here's the specs for my new build... if anyone cares:     
                                       :lol:   
                                                                                                                                                                                                                                                                       
Spoiler: click to open...


                                                   
10 years ago
Tried to compile my map and launcher stopped after I got this:



I'll try and delete some terrain patches while I see what you guys think of this.
10 years ago
Info

Due to several people asking me for the Black Ops weapon chalks, I decided to release them for everyone intead of getting PMs all the time from people looking for them. I have included lots of wall chalks for popular black ops guns and to comply with UGX forum rules I had to remove the extracted black ops ones. I also made two Black Ops 2 weapon chalks for the fun of it and one was requested. If anyone has any requests for weapon chalks I can make them no problem with my OP paint.net skills  :troll:

Pics

Here is a pic of a few of them and you can expect the same standard for all of them, too many to screenshot  :lol: :

Spoiler: click to open...


Weapons

Here is a list of all the weapon chalks:
Spoiler: click to open...

All Custom ones I made myself

-ak47
-an94
-asp
-aug
-commando
-enfield
-famas
-fal
-galil
-hk21
-makarov
-mp5k
-pdw57
-rpk
-stoner63
-uzi 

Download

Use asset manager like you would with any custom texture(assuming you already know) and make sure to put the blend func as Blend* . Remember to give credit if you use them.  :troll: 
And for those who aren't too sure:

Spoiler: click to open...


https://www.mediafire.com/folder/h4xhbv70oscay/Black_Ops_Weapon_Chalks


Wins

 :gusta: :pffft:  :gusta:


-Ronan
10 years ago
I've been looking at a few great PCs that all have windows 7, but my dad is insisting that I get windows 8 instead.

What do you guys think, is windows 8 worth it or should I stick to windows 7(which is what I would rather do)?
10 years ago
Tried to open my firestorm.map and pow....



I tried replacing what it got with what it was expecting but this same error kept reoccurring with different shit that it couldn't find. Please help.  :derp:

Here is the section of my .map file if you want to check out the line it's complaining about.
 
Code Snippet
Plaintext
	v -1039 4937 784 t 39496 -6272 308.5625 -49
v -1040.5 4937 792.5 t 39496 -6340 308.5625 -49.53125
v -1042 4937 801 t 39496 -6408 308.5625 -50.0625
v -1045 4933 820 c 255 255 255 0 t 39464 -6560 308.3125 -51.25
   )
   (
v -1037.5 4966.5 785 t 39732 -6280 310.40625 -49.0625
v -1038.75 4966.5 793.5 t 39732 -6348 310.40625 -49.59375
v -1040 4966.5 802 t 39732 -6416 310.40625 -50.125
v -1040.5 4960.5 815 c 255 255 255 0 t 39684 -6520 310.03125 -50.9375
   )
   (
v -1036 4992 786 c 255 255 255 0 t 39936 -6288 312 -49.125
v -1037 4988 796.5 c 255 255 255 0 t 39904 -6372 311.75 -49.78125
v -1038 4982 805 c 255 255 255 0 t 39856 -6440 311.375 -50.3125
v -1036 4976 814 c 255 255 255 0 t 39808 -6512 311 -50.875
   )
  }
 }
// brush 4581
 {
  mesh
  {
   rus_ground_sand_blend
   lightmap_gray
   6 4 16 8
   
(This is the bit it doesn't like \'/ )
   
   (
   )

   
  }
 }
// brush 4582
 {
  mesh
  {
   rus_ground_sand_blend
   lightmap_gray
   6 4 16 8
   (
v 0 0 0 c 255 255 255 0 t 38704 -6208 1.#QNAN 1.#QNAN
v 0 0 0 c 255 255 255 0 t 38688 -6296 1.#QNAN 1.#QNAN
v 0 0 0 c 255 255 255 0 t 38704 -6400 1.#QNAN 1.#QNAN
v 0 0 0 c 255 255 255 0 t 38864 -6448 1.#QNAN 1.#QNAN
   )
   (
v 0 0 0 t 38954 -6256 1.#QNAN 1.#QNAN
v 0 0 0 t 38954 -6328 1.#QNAN 1.#QNAN
v 0 0 0 t 38954 -6400 1.#QNAN 1.#QNAN
v 0 0 0 c 255 255 255 0 t 38986 -6528 1.#QNAN 1.#QNAN
   )
   (
v 0 0 0 t 39284 -6256 1.#QNAN 1.#QNAN
v 0 0 0 t 39284 -6328 1.#QNAN 1.#QNAN
v 0 0 0 t 39284 -6400 1.#QNAN 1.#QNAN
v 0 0 0 c 255 255 255 0 t 39188 -6576 1.#QNAN 1.#QNAN
   )
   (
v 0 0 0 t 39496 -6272 1.#QNAN 1.#QNAN
v 0 0 0 t 39496 -6340 1.#QNAN 1.#QNAN
v 0 0 0 t 39496 -6408 1.#QNAN 1.#QNAN
v 0 0 0 c 255 255 255 0 t 39464 -6560 1.#QNAN 1.#QNAN
   )
   (
v 0 0 0 t 39732 -6280 1.#QNAN 1.#QNAN
v 0 0 0 t 39732 -6348 1.#QNAN 1.#QNAN
v 0 0 0 t 39732 -6416 1.#QNAN 1.#QNAN
v 0 0 0 c 255 255 255 0 t 39684 -6520 1.#QNAN 1.#QNAN
   )
   (
v 0 0 0 c 255 255 255 0 t 39936 -6288 1.#QNAN 1.#QNAN
v 0 0 0 c 255 255 255 0 t 39904 -6372 1.#QNAN 1.#QNAN
v 0 0 0 c 255 255 255 0 t 39856 -6440 1.#QNAN 1.#QNAN
v 0 0 0 c 255 255 255 0 t 39808 -6512 1.#QNAN 1.#QNAN
   )
  }
 }
// brush 4583
 {
  mesh
  {
   rus_ground_sand_blend
   lightmap_gray
   7 5 16 8
10 years ago
Is there a way cut terrain patches like the clipper tool for brushes, I tried the clipper, and  well, failed. This would be great to know how to do as it saves me the task of re-doing a terrain patch in several parts. Thanks in advance.
10 years ago
Fixed the MAX_MAP_NODES BS (thank to jjbradman :) )

Now there's something new and it's not memory allocation one. 



It just doesn't make sense. Don't know if this is relevant but other BS occured. Something about default_missing_prefab being missing?

10 years ago
Seriously though, dafuck is this?

10 years ago
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