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Messages - sevengpluke

I don't think commenting them out in zombiemode_weapons does anything really just doesn't include them in the map. I'm no expert though but I would advise like I said go into zone source from your root folder and look for dlc3 and open it and start commenting out weapons from there. Again I'm no expert so this may not fix your problem, but it helped me a lot. Good luck hopefully it fixes it for you.
 :)


Thanks this seemed to have worked. Hopefully it stays that way as I have more to port.

9 years ago
I removed them from the dlc3 weapon iwd and comment them out in zombiemode weapons gsc and dlc3 code gsc. I will do what you said. @Makecents. I think ugx patch overwrite some things I'm my zone source I'm not sure. I did overwrite them from a backup but still fx limit.
9 years ago
Is the error from compililg the map or when testing co op. When I test my map 4 players we load and play just fine. When game over if we restart in the same lobby we get the error. Also the dogs use up some fx if you have removed them you can free up some fx there too.

It's from me testing solo so I can make sure the weapons been added.
9 years ago
I've removed all WAW weapons from my map and added about 3 Custom wepaons and 4 BO1 weapon. And now I've hit the fx limit when trying to add a 5th bo1 weapon(not to mention I have about 3 more custom guns to add as well). In my old map I've ported about 25 weapons(with some WAW weapons as well) so wth is going on this time around? The only difference is the script placers used(old map-sniperbolt, new map-ugx script placer). I've done everything to try to free up some fx but no go? Any help will be greatly appreciated.


Thanks.
9 years ago
You sir, are a life saver. Thank you!!

Glad I can Help  ;)
9 years ago
Ok well when I save and export it, it changes it to a .tanim file. Is this supposed to happen?

Drag and drop the reload anim onto the exporter. Then highlight it and it'll show you the notetrack. Look for the one you say is delayed and change the frame of it back about 1-3. Then click save selection and it'll ask to make a backup and click yes. Now test and see if all is well
9 years ago
Change the anim frame probably 2 frames earlier then what It already is with xanim exporter.
9 years ago
wow thanks!

Sorry don't have time anymore. Follow this:

Goto CODWAW_Root folder, then to raw,then soundalias folder. Inside soundlias folder look for dlc_share.csv Open it up in notepad++ or whatever text editor you use. Look for these alias
Code Snippet
Plaintext
dp_vox,voiceovers\zombie\ANN\ANN_DoublePoints.wav,,,1,1,50,2500,1,reject,1,reject,voice,,curve2,,,,,1.2,1.2,,2d,,,,master,,,,,,1000,wpn_all,,,,,,,,,,,,100,100,0.25,1,,
insta_vox,voiceovers\zombie\ANN\ANN_InstaKill.wav,,,1,1,50,2500,1,reject,1,reject,voice,,curve2,,,,,1.2,1.2,,2d,,,,master,,,,,,1000,wpn_all,,,,,,,,,,,,100,100,0.25,1,,
ma_vox,voiceovers\zombie\ANN\ANN_MaxAmmo.wav,,,1,1,50,2500,1,reject,1,reject,voice,,curve2,,,,,1.2,1.2,,2d,,,,master,,,,,,1000,wpn_all,,,,,,,,,,,,100,100,0.25,1,,
nuke_vox,voiceovers\zombie\ANN\ANN_Nuke.wav,,,1,1,50,2500,1,reject,1,reject,voice,,curve2,,,,,1.2,1.2,,2d,,,,master,,,,,,,wpn_all,,,,,,,,,,,,100,100,0.25,1,,
carp_vox,voiceovers\zombie\ANN\ANN_carpenter.wav,,,1,1,50,2500,1,reject,1,reject,voice,,curve2,,,,,1,1,,2d,,,,master,,,,,,1000,wpn_all,,,,,,,,,,,,100,100,0.25,1,,

and comment them out so it looks like this
Code Snippet
Plaintext
#dp_vox,voiceovers\zombie\ANN\ANN_DoublePoints.wav,,,1,1,50,2500,1,reject,1,reject,voice,,curve2,,,,,1.2,1.2,,2d,,,,master,,,,,,1000,wpn_all,,,,,,,,,,,,100,100,0.25,1,,
#insta_vox,voiceovers\zombie\ANN\ANN_InstaKill.wav,,,1,1,50,2500,1,reject,1,reject,voice,,curve2,,,,,1.2,1.2,,2d,,,,master,,,,,,1000,wpn_all,,,,,,,,,,,,100,100,0.25,1,,
#ma_vox,voiceovers\zombie\ANN\ANN_MaxAmmo.wav,,,1,1,50,2500,1,reject,1,reject,voice,,curve2,,,,,1.2,1.2,,2d,,,,master,,,,,,1000,wpn_all,,,,,,,,,,,,100,100,0.25,1,,
#nuke_vox,voiceovers\zombie\ANN\ANN_Nuke.wav,,,1,1,50,2500,1,reject,1,reject,voice,,curve2,,,,,1.2,1.2,,2d,,,,master,,,,,,,wpn_all,,,,,,,,,,,,100,100,0.25,1,,
#carp_vox,voiceovers\zombie\ANN\ANN_carpenter.wav,,,1,1,50,2500,1,reject,1,reject,voice,,curve2,,,,,1,1,,2d,,,,master,,,,,,1000,wpn_all,,,,,,,,,,,,100,100,0.25,1,,

Now goto the very bottom and paste this
Code Snippet
Plaintext
dp_vox,ANN\ANN_DoublePoints.wav,,,1,1,50,2500,1,reject,1,reject,voice,,curve2,,,,,1.2,1.2,,2d,,,,master,,,,,,1000,wpn_all,,,,,,,,,,,,100,100,0.25,1,,
insta_vox,ANN\ANN_InstaKill.wav,,,1,1,50,2500,1,reject,1,reject,voice,,curve2,,,,,1.2,1.2,,2d,,,,master,,,,,,1000,wpn_all,,,,,,,,,,,,100,100,0.25,1,,
ma_vox,ANN\ANN_MaxAmmo.wav,,,1,1,50,2500,1,reject,1,reject,voice,,curve2,,,,,1.2,1.2,,2d,,,,master,,,,,,1000,wpn_all,,,,,,,,,,,,100,100,0.25,1,,
nuke_vox,ANN\ANN_Nuke.wav,,,1,1,50,2500,1,reject,1,reject,voice,,curve2,,,,,1.2,1.2,,2d,,,,master,,,,,,,wpn_all,,,,,,,,,,,,100,100,0.25,1,,
carp_vox,ANN\ANN_carpenter.wav,,,1,1,50,2500,1,reject,1,reject,voice,,curve2,,,,,1,1,,2d,,,,master,,,,,,1000,wpn_all,,,,,,,,,,,,100,100,0.25,1,,

Rename your richtofen files to the corresponding wav names above.

Ex. Rename the nuke to ANN_Nuke.wav etc.

Once finished renaming them, Go to CODWAW_root and goto soundsassets, then raw, then sounds and make a folder there called ANN. Now paste your renamed richtofen sound files in that folder.

Now open up launcher and goto Mod Builder. Select your map name and tick build sounds box only. Hit build mod and you should get alot of errors(which is normal). Now goto CODWAW_root, then raw, then sounds and you should see a folder there called ANN. Now copy that folder to your mods, sound folder. Be sure to tick them In the list. Now build mod normally(IWD, mod.ff). It won't work unless you recompile your map and build mod again so do that then test to see them work.
9 years ago
Where is the aliasname located in zombiemode? Also, how do I convert sounds to work with WaW?

Give me a sec man I will make a quick video for ya.
9 years ago
Code Snippet
Plaintext
dp_vox,voiceovers\zombie\ANN\ANN_DoublePoints.wav,,,1,1,50,2500,1,reject,1,reject,voice,,curve2,,,,,1.2,1.2,,2d,,,,master,,,,,,1000,wpn_all,,,,,,,,,,,,100,100,0.25,1,,
insta_vox,voiceovers\zombie\ANN\ANN_InstaKill.wav,,,1,1,50,2500,1,reject,1,reject,voice,,curve2,,,,,1.2,1.2,,2d,,,,master,,,,,,1000,wpn_all,,,,,,,,,,,,100,100,0.25,1,,
ma_vox,voiceovers\zombie\ANN\ANN_MaxAmmo.wav,,,1,1,50,2500,1,reject,1,reject,voice,,curve2,,,,,1.2,1.2,,2d,,,,master,,,,,,1000,wpn_all,,,,,,,,,,,,100,100,0.25,1,,
nuke_vox,voiceovers\zombie\ANN\ANN_Nuke.wav,,,1,1,50,2500,1,reject,1,reject,voice,,curve2,,,,,1.2,1.2,,2d,,,,master,,,,,,,wpn_all,,,,,,,,,,,,100,100,0.25,1,,
carp_vox,voiceovers\zombie\ANN\ANN_carpenter.wav,,,1,1,50,2500,1,reject,1,reject,voice,,curve2,,,,,1,1,,2d,,,,master,,,,,,1000,wpn_all,,,,,,,,,,,,100,100,0.25,1,,

Change the sound file path to where your richtofen ones are located. There are found in dlc_share.csv in raw, then soundalias. But by changing it from there it will change the vox for all your other maps as well. So here are some other ways to do it

Make your own alias ex.

Code Snippet
Plaintext
richtofen_doubler,voiceovers\zombie\ANN\ANN_DoublePoints.wav,,,1,1,50,2500,1,reject,1,reject,voice,,curve2,,,,,1.2,1.2,,2d,,,,master,,,,,,1000,wpn_all,,,,,,,,,,,,100,100,0.25,1,,

and change the alias name in your zombiemode.gsc or use those same alias names and put a # in front of the ones in dlc_share.csv. If this is all too confusing just do the 1st one above
9 years ago
I'd wager you're lacking a whole lot more than just creativity when you release a single tiny box with one window and call it a 'challange'....the only 'challenge' about making a map like this is how the hell they managed to succeed in making a map that's actually WORSE than the Sniperbolt Tutorial map; deleting, rearranging and mangling shit on a tutorial map until it's considerably shittier doesn't count as 'mapping' in any way, shape or form.

What baffles me most is how they managed to go to all the trouble of installing the Mod Tools, opening Radiant and compiling, just to release a fucking one window box, seriously why go to all that trouble? Save yourselves the time, hassle and humiliation and just download one of the numerous shitty box maps out there if you're so desperate to play a map with no features/thought/creativity/fun/replayability, etc.

Hmm. You got some pretty strong points there. My mistake though, I thought this was about box maps in general, not one room challenges.(probably should of thoroughly read the OP).
9 years ago
Maybe they lack creativity like myself. I've been using radiant since about 2010 and have yet to create a decent map. Its like every map I've made turned into a box lol. Here's a map I've worked on for about 8months- A year SevenGPLuke's WTF Trailer

And it's rubbish compared to what others can do In that time. And its technically a box map lol. This will never be released but its a good example of how I lack creativity. Point is maybe they lack creativity.
9 years ago
It worked perfectly after binding.

Alright cool. Gonna try this because a problem I noticed when you delete the un-nessacary face joint is that the chin sticks when his head moves. I tried painting weight but it wasn't working for me.

Thanks.
9 years ago
This is what i did when i ported bo2 character.

1. Get a fullbody model from cod5 & export it to maya. (Example "char_usa_marine_polonsky_zomb").
2. Open the maya file and delete everything except the joints. (You could save the file for later use.).
3. Import the bo2 character in your maya scene and delete the joints that came with the character.
4. Click on the joints and "Select Hierarchy", now open the Hypergraph: Hierarchy window.
5. Deselect all the tags (Like "tag_sync", "tag_inhand" etc..)...
6. Now select the bo2 character while you have still the joints selected.
7. Go to Skin:Bind Skin: Smooth Bind (Click on the box). Make sure you have these settings.

(Image removed from quote.)

8. Click on Apply & then Bind Skin.
9. Export the model and it should be working.

If you still don't understand i might make a video.

Did you use paint weight tools after binding or it worked perfectly after binding?
9 years ago
scope overlay in the weapon file i think that is

I didn't find scope overlay. If you meant ads overlay then that's what's being shown during scoping. What I'm trying to do is get the crosshair and reticle to show during scope. The halo scope textures are just circles, it's the crosshair and reticles that makes it get its center aim(if that makes sense)

Edit: This is the Magnum Scope Texture http://gyazo.com/f9968cba5d8846a5b277dcc53fbe5fec
9 years ago
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