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Contact Support - Help Center Get help on the UGX Discord. Join it now!Not sure about how to fix the lights not working, as for bleeding...
There isn't really any way to "fix" it entirely, just make a second brush near the part of the wall the player can't see a few units away then give it the "Caulk Shadow" texture and keep messing around with the placement until it blocks all the light bleeding through.
There are a few good tutorials on youtube on how to do this if you can't figure it out
https://www.textures-resource.com/gamecube/
Have fun.
The update fix the problem! all is well on the russian front for now
I simply used MAKECENTS' launcher instead of Treyarch's. That fixed it for me.
yeah having the same problem also. the update broke the compile process!
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/gdtdb/gdtdb.exe /update
gdtDB: updating
processed (0 GDTs) (0 assets) in 1.557 sec
gdtDB: successfully updated database.
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/bin/cod2map64.exe -platform pc -navmesh -navvolume -loadFrom C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/map_source/zm/zm_testforcompiler.map C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/share/raw/maps/zm/zm_testforcompiler.d3dbsp
main: Enter
FPU Precision set to 64 bits
CoD2Map: T7
Build Changelist: 2642364
Build Machine: CODBUILD8-764
---- cod2map ----
navmesh = true
navvolume = full generation
----- FS_Startup -----
Current search path:
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\share\devraw
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\devdiscdata
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\devraw
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\raw
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\share\raw
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\discdata
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\devdiscdata
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\devraw
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\raw
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\discdata
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\main
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\main
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\players
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\zone
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\local_storage
----------------------
Connected to data signature database
Loading map file C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/map_source/zm/zm_testforcompiler.map
Layer '000_Global/No Comp' ignored
W
ARNING: Material 'jun_art_wood_plywood_dark03' is missing
WARNING: Material 'jun_art_wood_plywood_dark03' is missing
WARNING: Material 'jun_art_wood_plywood_dark03' is missing
WARNING: Material 'jun_art_wood_plywood_dark03' is missing
WARNING: Material 'jun_art_wood_plywood_dark03' is missing
WARNING: Material 'jun_art_wood_plywood_dark03' is missing
reveal volume decal texture 1x1, 9 bytes. 0 packed 0 unpacked. 0 voldecals.
restricting BSP to sky brushes
writing C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/share/raw/maps/zm/zm_testforcompiler.d3dprt
finding triangle windings...
assigning primary lights...
splitting windings into lightable areas...
coalescing coincident windings...
removing occluded winding fragments...
finding sun shadow casters...
splitting large windings...
merging into concave windings...
fixing t-junctions...
tethering holes to their concave windings...
finding index mapping and snapping vertices...
triangulating all windings...
0 self-tjunctions fixed
0 degenerate tris removed
smoothing normals...
emitting triangles...
0 vertices couldn't be merged because the textures point different ways
emitting cells and portals...
building curve/terrain collision...
Adding brush neighbor bevels...
Removing redundant brush collision planes...
removed 4 brush sides
elapsed time 0 seconds
Finished processing world entity
Ignoring empty brush model entity
Map C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/map_source/zm/zm_testforcompiler.map entity 22
Ignoring empty brush model entity
Map C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/map_source/zm/zm_testforcompiler.map entity 24
splitting up large himip volumes...
surfCount went from 9 to 14
begin navmesh generation...
Umbra Visibility Groups: 1 groups
<worldvisgroup> 0
Umbra Tome Triggers: 0 total
UMBRA smallest_occluder=72.000 small_hole=4.000
If you download a rom of your game you may be able to find tools to edit the rom, or extract textures from memory or something. Converting the entire map file to black ops 3 is probably a no go.
This kinda thing could get as complex as editing bytecode or assembly. If it was Super Mario 64 or Super Mario World for example. There are map editting tools, and texture/model extracting tools that you could make use of.
Treyarch included the prefab for gobblegum with the last update. You just need to add it into your map, its called vending_bgb_struct, and its found in the same place as the other perks.