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Messages - Rorke

He disabled it when he made the map in Script Placer therefore there is no option in the options menu to enable it. The script placer completely erases that option
then he is screwed
8 years ago
I'm not sure if that counts for newer mainboards too, but older ones were pretty much dead if you removed the battery..
well it appears ive fixed the bleeping sounded like it didnt like my ethernet card but all i need to get now is a keyboard usb one and see what the GPU can do
8 years ago
i have built a desktop (yes i game on a laptop time to upgrade to a desktop) but when i turn it on it bleeps with no display then turns itself off like ive just had a power cut ive checked the ram, CPU, HDD, fans are all connected but it bleeps i also get CMOS battery failure and CMOS error? dont know what that is i changed the battery which appears to have fixed it but not the bleeping
8 years ago
Noice man. Could have some images, but i like it +1.
yeah i was going to but for some reason UGX dont like my images lol
8 years ago

SKILL LEVEL: ADVANCED


what you will need:
ninja ripper - google search (most of you will have it all ready)
rip to obj converter - google search (malware and or virus free)
Maya (or 3d modeling software that supports .OBJ)
crysis 1, 2 or 3 (or any game thats supports DX 11 or under but for the sake of this tutorial im doing crysis 3)




1, open ninja ripper
if you not sure what DX the game uses a quick google search will help
so in my case crysis 3 uses DX 10 so in ninja ripper i choose the "intruder option"
set the exe destination in ninja ripper "DIR:" is set automatically


2, once that is set up press the "Run" and the chosen game will launch
when the game is running wait till you are able to move around then hit the f7 and f8 keys
the game should freeze if it dont exit the game and try a different DX setting in ninja ripper


3, once you have done that close the game and go look for where it exported the models to (it will be in a folder called _ripper)
once you have located the location of the exported models open the _ripper folder it created
then inside that should be another folder open that then you should see 3 things:
Frames
Textures
-yourgamename-.log.txt


4, open the Frames folder then open the Frame0000 folder and you SHOULD find all the models in a .RIP format
if you downloaded the riptoobj tool from the net this part is simple


5, grab a .rip file open riptoobj tool click on the brows button the find the location of the .RIP files again
select a rip file then click on open then in the destination box click on browse button and select your desired
location for the ripped asset (mine is set to downloads folder) then hit convert


6, it should say something like this then completed:
"Batch completed. 1 RIP files processed" if it dose then close the tool


7, go to the location you set for the output directory in the tool you just closed
(remember i said mine was downloads folder)


8, when found you will find a .obj file, .mtl file and maybe several images


9, now open your 3d modeling program that supports .OBJ files (i use Maya 2012)
if you are using Maya you might want to enable the OBJ plugin that gets shipped with Maya


10, go to file import then navigate to where you set for the output directory double click the obj file and Maya will open it
depending on what you choose depends on the model (i got some crappy gloves........-.-)


11, when you have the model you want (might take a while) feel free to edit it animate it or what ever you want to do with it
8 years ago
Probably depends on if lemon will export the animations properly or not. It fails on pretty much all script_model animations and AI animations so I seriously doubt it will work on player animations.
ok thanks for the info
8 years ago
Code Snippet
Plaintext
#include clientscripts\_utility;


add_light(clientNum)
{
   light = spawn(clientNum, self.origin);
   light makelight(self.pl);


   if ( getdvar( "r_reflectionProbeGenerate" ) == "1" )
   {
      light setLightIntensity( 0 );
   }
   
   return(light);
}


create_lights(clientNum)
{
   if(!isdefined(self.lights))
   {
      self.lights = [];
   }
   
   self.lights[clientNum] = self add_light(clientNum);
}


generic_flickering(clientNum)
{
   
}


generic_pulsing(clientNum)
{
   assertex(isdefined(self.lights) && isdefined(self.lights[clientNum]), "Light not setup before script thread run on it.");
   
   //ChrisC wants the lights off when probes are done
   if ( getdvar( "r_reflectionProbeGenerate" ) == "1" )
   {
      self.lights[clientNum] setLightIntensity( 0 );
      return;
   }
     
   on = self.lights[clientNum] getLightIntensity();
   off = .05;
   curr = on;
   transition_on = .3;
   transition_off = .6;
   increment_on = ( on - off ) / ( transition_on / .05 );
   increment_off = ( on - off ) / ( transition_off / .05 );
   
   for ( ;; )
   {
      //ramp down
      time = 0;
      while ( ( time < transition_off ) )
      {
         curr -= increment_off;
         self.lights[clientNum] setLightIntensity( curr );
         time += .05;
         wait( .05 );
      }
     
      //off wait time
      wait( 1 );
     
      //ramp up
      time = 0;
      while ( time < transition_on )
      {
         curr += increment_on;
         self.lights[clientNum] setLightIntensity( curr );
         time += .05;
         wait( .05 );
      }
     
      //on wait time
      wait( .5 );
   }     
}


generic_double_strobe(clientNum)
{
   assertex(isdefined(self.lights) && isdefined(self.lights[clientNum]), "Light not setup before script thread run on it.");


}


// modified version of _lights::burning_trash_fire()
ber3b_firelight(clientNum)
{


   assertex(isdefined(self.lights) && isdefined(self.lights[clientNum]), "Light not setup before script thread run on it.");


   full = self.lights[clientNum] GetLightIntensity();
   
   old_intensity = full;
   
   while( 1 )
   {
      intensity = RandomFloatRange( full * 0.63, full * 1.2 );
      // old values = 6, 12
      timer = RandomFloatRange( 2, 5 );


      for ( i = 0; i < timer; i ++ )
      {
         new_intensity = intensity * ( i / timer ) + old_intensity * ( ( timer - i ) / timer );
         
         self.lights[clientNum] SetLightIntensity( new_intensity );
         wait( 0.05 );
      }
     
      old_intensity = intensity;
   }   
}


fire_flicker(clientNum)
{
   assertex(isdefined(self.lights) && isdefined(self.lights[clientNum]), "Light not setup before script thread run on it.");


   self endon("stop_flicker"); //self.lights[clientNum] endon("stop_flicker");
/#
   if ( getdvar( "r_reflectionProbeGenerate" ) == "1" )
   {
      return;
   }
#/


   min_delay = 0.1;
   max_delay = 0.5;
   if( IsDefined( self.script_delay_min ) )
   {
      min_delay = self.script_delay_min;
   }


   if( IsDefined( self.script_delay_max ) )
   {
      max_delay = self.script_delay_max;
   }


   min_intensity = 0.25;
   max_intensity = 1;
   if( IsDefined( self.script_intensity_min ) )
   {
      min_intensity = self.script_intensity_min;
   }


   if( IsDefined( self.script_intensity_max ) )
   {
      max_intensity = self.script_intensity_max;
   }


   intensity = self.lights[clientNum] GetLightIntensity();
   curr_intensity = intensity;


   for( ;; )
   {
      temp_intensity = intensity * RandomFloatRange( min_intensity, max_intensity );
      time = RandomFloatRange( min_delay, max_delay );
      steps = time * 20;
      div = ( curr_intensity - temp_intensity ) / steps;


      for( i = 0; i < steps; i++ )
      {
         curr_intensity -= div;


         if( curr_intensity < 0 )
         {
            curr_intensity = 0;
         }


         self.lights[clientNum] SetLightIntensity( curr_intensity );
         wait( 0.05 );
      }


      curr_intensity = temp_intensity;
   }   
}


init_lights(clientNum)
{


   lights = GetStructArray("light", "classname");


   if(isdefined(lights))
   {
      array_thread(lights, ::create_lights, clientNum);
      println("*** Client : Lights " + lights.size);
   }
   else
   {
      println("*** Client : No Lights");
   }
   
   if ( getdvar( "r_reflectionProbeGenerate" ) == "1" )
   {
      return;
   }


   flickering_lights = GetStructArray( "generic_flickering", "targetname" );   
   pulsing_lights = GetStructArray( "generic_pulsing", "targetname" );
   double_strobe = GetStructArray( "generic_double_strobe", "targetname" );
   fire_flickers = GetStructArray( "fire_flicker", "targetname" );   
   fire_casters = GetStructArray( "firecaster", "targetname");
   
   //chrisp- added for zombie_Asylum map
   asylum_lights = GetStructArray("elect_light","targetname");
   asylum_controlroom_light = getstructarray("elect_flicker","script_noteworthy");
   
   if(isdefined(flickering_lights))
   {
      println("*** Client : " + flickering_lights.size + " flickering lights.");
      array_thread( flickering_lights, ::generic_flickering, clientNum );
   }


   if(isdefined(pulsing_lights))
   {
      println("*** Client : " + pulsing_lights.size + " pulsing_lights.");
      array_thread( pulsing_lights, ::generic_pulsing, clientNum );
   }


   if(isdefined(double_strobe))
   {
      println("*** Client : " + double_strobe.size + " double_strobe.");
      array_thread( double_strobe, ::generic_double_strobe, clientNum );
   }


   if(isdefined(fire_flickers))
   {
      println("*** Client : " + fire_flickers.size + " fire_flickers.");
      array_thread( fire_flickers, ::fire_flicker, clientNum ); 
   }


   if(isdefined(fire_casters))
   {
      println("*** Client : " + fire_casters.size + " fire_casters.");
      array_thread( fire_casters, ::ber3b_firelight, clientNum );
   }
   
   if(isdefined(asylum_lights))
   {
      println("*** Client : " + asylum_lights.size + " asylum lights.");
      array_thread( asylum_lights, ::asylum_light_think, clientNum );
   }
   
   if(isDefined(asylum_controlroom_light))
   {
      println("*** Client : " + asylum_controlroom_light.size + " control lights.");
      array_thread(asylum_controlroom_light,::asylum_controlroom_light_think,clientNum) ;
   }


   // Adding lights for Factory.  Not sure if there's a better place to do this.
   //MarkM- added for nazi_zombie_factory
   power_lights = GetStructArray( "light_electric", "targetname" );
   if(isDefined(power_lights))
   {
      println("*** Client : " + power_lights.size + " power lights.");
      array_thread(power_lights,::power_lights_think, clientNum);
   }


//   power_lights_flicker = GetStructArray( "light_electric_flicker", "targetname" );
//   if(isDefined(power_lights))
//   {
//      println("*** Client : " + power_lights_flicker.size + " power lights flicker.");
//      array_thread(power_lights_flicker,::power_lights_flicker_think, clientNum);
//   }
}


//zombie asylum map stuff
asylum_light_think(clientnum)
{
   
   self.lights[clientNum] setLightIntensity( 0 );
   level waittill ("start_lights");
   self.lights[clientnum] setLightIntensity( 2 );


}


asylum_controlroom_light_think(clientnum)
{
   level waittill ("start_lights");
   
   println("control room client num: " + clientnum);
   
   self notify("stop_flicker"); // self.lights[clientnum] notify("stop_flicker");
   self.lights[clientnum] setLightIntensity( 0 );
   
}




//
//   Control light intensity for certain lights connected to the power
power_lights_think( clientNum )
{
   // The lights start off
   while (1)
   {
      level waittill( "pl1" );   // power lights on


      // Turn the lights on
      println("power lights on client num: " + clientnum);
      if ( IsDefined( self.script_float ) )
      {
         self.lights[clientNum] SetLightIntensity( self.script_float );
      }
      else
      {
         self.lights[clientNum] SetLightIntensity( 1.5 );
      }
      level waittill( "lights_off" );


      // Turn the lights off
      //   Turn this into a flicker later
      println("power lights off client num: " + clientnum);
      self.lights[clientNum] SetLightIntensity( 0.001 );
   }
}




//
//   Causes light to flicker after power is applied
//   
power_lights_flicker_think(clientNum)
{
   assertex(isdefined(self.lights) && isdefined(self.lights[clientNum]), "Light not setup before script thread run on it.");


   self endon("stop_flicker"); //self.lights[clientNum] endon("stop_flicker");
/#
   if ( getdvar( "r_reflectionProbeGenerate" ) == "1" )
   {
      return;
   }
#/


   min_delay = 0.1;
   max_delay = 0.5;
   if( IsDefined( self.script_delay_min ) )
   {
      min_delay = self.script_delay_min;
   }


   if( IsDefined( self.script_delay_max ) )
   {
      max_delay = self.script_delay_max;
   }


   // Get associated light model entity
   if ( IsDefined( self.target ) )
   {
      self.light_model = GetEnt( clientNum, self.target, "targetname" );
   }
   
   min_intensity = 0.25;
   max_intensity = 1;
   if( IsDefined( self.script_intensity_min ) )
   {
      min_intensity = self.script_intensity_min;
   }


   if( IsDefined( self.script_intensity_max ) )
   {
      max_intensity = self.script_intensity_max;
   }


   intensity = self.lights[clientNum] GetLightIntensity();
   curr_intensity = intensity;
   model_swap_1 = intensity + min_intensity + ((max_intensity - min_intensity) / 3);
   model_swap_2 = intensity + max_intensity - ((max_intensity - min_intensity) / 3);


   // Start the lights at an initial intensity
   println("power lights on client num: " + clientnum);
   if ( IsDefined( self.script_float ) )
   {
      self.lights[clientNum] SetLightIntensity( self.script_float );
   }
   else
   {
      self.lights[clientNum] SetLightIntensity( 0.001 );
   }
   
   level waittill( "pl1" );   // power lights on




   model = "";
   for( ;; )
   {
      temp_intensity = intensity * RandomFloatRange( min_intensity, max_intensity );
      time = RandomFloatRange( min_delay, max_delay );
      steps = time * 20;
      div = ( curr_intensity - temp_intensity ) / steps;


      for( i = 0; i < steps; i++ )
      {
         curr_intensity -= div;


         if( curr_intensity < 0 )
         {
            curr_intensity = 0;
         }


         self.lights[clientNum] SetLightIntensity( curr_intensity );
         
         // Model swap check
println("*** Client : light flicker " + curr_intensity);
         if ( IsDefined( self.light_model ) )
         {
            if ( curr_intensity < model_swap_1 )
            {
               model = "lights_berlin_subway_hat_0";
println("*** Client : light flicker              hat   0");
            }
            else if ( curr_intensity > model_swap_2 )
            {
               model = "lights_berlin_subway_hat_100";
println("*** Client : light flicker              hat  50");
            }
            else
            {
               model = "lights_berlin_subway_hat_50";
println("*** Client : light flicker              hat 100");
            }
           
            if ( model != self.light_model.model )
            {
               self.light_model SetModel( model );
            }
         }
         wait( 0.05 );
      }


      curr_intensity = temp_intensity;
   }   
}





make a new csc file and call it "_lights" so it looks like this: "_lights.csc" and paste the above code inside it (without quotes) click on save and save it to this locations:


call of duty: World At War---->raw----->clientscripts then make a new folder and call it "mp" (without quotes) ans paste that new file inside that new folder


Code Snippet
Plaintext
// clientscripts/_load.csc


#include clientscripts\_utility;
#include clientscripts\_lights;
#include clientscripts\_music;
#include clientscripts\_busing;


levelNotifyHandler(clientNum, state, oldState)
{
   if(state != "")
   {
      level notify(state, clientNum);
   }
}


end_last_stand(clientNum)
{
   self waittill("lastStandEnd");
   
   println("Last stand ending for client " + clientNum);
   
   if(getlocalplayers().size == 1)   // No busing modifications in split screen.
   {
      setBusState("return_default");
   }
   
   realwait(0.7);
   
   println("Gasp.");
   PlayLocalSound(clientNum, "revive_gasp");
}


last_stand_thread(clientNum)
{
   self thread end_last_stand(clientNum);
   
   self endon("lastStandEnd");
   
   println("*** Client : Last stand starts on client " + clientNum);
   
   if( IsDefined( level.zombie_intermission ) && level.zombie_intermission )
   {
      setBusState("zombie_death");
   }
   else if(getlocalplayers().size == 1)
   {
      setBusState("last_stand_start");
      realWait(0.1);
      setBusState("last_stand_duration");
   }
   
   startVol = 0.5;
   maxVol = 1.0;
   
   startPause = 0.5;
   maxPause = 2.0;
   
   pause = startPause;
   vol = startVol;
   
   while(1)
   {
      id = PlayLocalSound(clientNum, "heart_beat");
      setSoundVolume(id, vol);
     
      realWait(pause);
     
      if(pause < maxPause)
      {
         pause *= 1.05;
         
         if(pause > maxPause)
         {
            pause = maxPause;
         }
      }
     
      if(vol < maxVol)
      {
         vol *= 1.05;
         
         if(vol > maxVol)
         {
            vol = maxVol;
         }
      }
   }
}


last_stand_monitor(clientNum, state, oldState)
{
   player = getlocalplayers()[clientNum];
   
   if(state == "1")
   {
      if(!level._laststand[clientNum])
      {
         player thread last_stand_thread(clientNum);
         level._laststand[clientNum] = true;
      }
   }
   else
   {
      if(level._laststand[clientNum])
      {
         player notify("lastStandEnd");
         level._laststand[clientNum] = false;
      }
   }
}


effects_init_thread(client, notify_name)
{
   level waittill(notify_name);
   println("*** Client : Starting effects system for client " + client);
   clientscripts\_fx::fx_init(client);
}


main()
{
   clientscripts\_utility_code::struct_class_init();
   
   clientscripts\_utility::registerSystem("levelNotify", ::levelNotifyHandler);
   clientscripts\_utility::registerSystem("lsm", ::last_stand_monitor);
   
   level.createFX_enabled = ( getdvar( "createfx" ) != "" );
   
   if( !isDefined( level.scr_anim ) )
      level.scr_anim[ 0 ][ 0 ] = 0;
   
   clientscripts\_global_fx::main();


   clientscripts\_busing::busInit();
   
   clientscripts\_ambientpackage::init();
   
   clientscripts\_music::music_init();
   
   clientscripts\_vehicle::init_vehicles();
   
   clientscripts\_collectibles::init();
   
   clientscripts\_russian_diary::init();
   
   for(i = 0; i < 4; i ++)
   {
      level thread effects_init_thread(i, "effects_init_"+i);
   }
   
   //clientscripts\_utility::init_exploders();
   
   // Setup global listen threads


   // rfo = red flashing overlay from _gameskill.gsc
   add_listen_thread( "rfo1", clientscripts\_utility::loop_sound_on_client, "breathing_hurt", 0.3, 0.7, "rfo2" );
   add_listen_thread( "rfo3", clientscripts\_utility::play_sound_on_client, "breathing_better" );
   add_listen_thread( "zi", ::zombie_intermission );


   level._load_done = 1;
}


zombie_intermission()
{
   level.zombie_intermission = true;
}






again make a new .csc file and and paste the above code inside it save and call it "_load" (without quotes) so it looks like this: "_load.csc" (without quotes) and save it to the same directry's as the other one


sorry for this mediafire refused the files
8 years ago
Damn ok, that's not good. Doing all those things is gonna be a pain after a whole year of work. Other maps have compiled fine so idk what's happening. Will check the files now, thanks for the help.
wait im going to upload them files its giving errors for you to try FIRST
8 years ago
have you deleted any of them files your getting errors for?

Double Post Merge: March 21, 2016, 09:14:47 pm
only other thing i can think of is:


re-install mod tools
re-run the converter
re-convert all your assets


and see if that fixes the issue
8 years ago
i say go for it and have a nice time :) it will be a time for you 2 to chill and relax from doing all the work you do for this community your lucky coz i have a few buks in my bank i can donate a few and probibly a few more when i get paid you 2 have a fun time :D
8 years ago
Will this method work for bo2 anims as well? Not got round to trying it yet so
8 years ago
here's something i want to ask you guys: have you ever bought a set of PC parts or a laptop and you just regret it because of how it runs? do you have to save more cash on better stuff because of that situation? i'd usually live by the words "be happy and make use of what you have" but it's just what i'm curious about.
once i have yes when i purchased a "laptop" it failed to specify it was a "notebook" so i was dissapointed in that and i gave the notebook away (i dislike laptop's with no cooling procedure or fans or any way of not being able to dispose of "warm air" as for my mouse i have a logitech proteus core G502 programmeable gaming mouse i know its probibly not the best but its good for waw. my pc specs are as follows:

1, Toshiba satellite skullcandy:
AMD A8 APU quad core 3.2 GHz turbo boostable to 3.5GHz
radieon R5 7150
4GB of DDR3 ram
surround sound
2x usb 3.0 ports
1x standerd usb port
HDMI port + VGA support
number of screens supported 2
disk trey (obv)
1TB HDD
1366x768 res


ACER aspire 5755G:
intel core i3 @ 2.3GHz dual core
6GB of DDR3 ram (upgradeble to 12GB)
1x usb 3.0 port
2x standerd usb ports
1x HDMI port + VGA support
number of screens supported 2
500GB HDD
Nvidia geforce 610m with 1GB of dedicated vram
nvidia optimus
virtual surround sound
1366x768 res


NOTE: these are both laptop's



8 years ago
nice dude very useful  :) ;D
8 years ago
ohh, ok then mate i get it. If you sometime you should add it.
i probibly will but as of now thers plenty of tutorials for it at the minite so its not really a high priority and the tutorial should go up today when ive finished porting about 12 sets of viewhands lol
8 years ago
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