Think this is a new mod/map? It's not. It's for BO1 Mod Tools users.
Hello, everyone. I've been working on a secret live patch for the Black Ops Mod Tools that is called T5-MissingAssets.
T5-MissingAssets
Finishing the Mod Tools on my own accord.
The T5-MissingAssets pack is a patch for the Black Ops Mod Tools that contain all (or most) of the major/minor assets missing from the Black Ops Mod Tools, and some assets fixed as they were left unfinished/broken in the Tools.
Treyarch and Activision previously released the Mod Tools with the intention of only for Multiplayer mods to come to life, like seen on Call of Duty 4: Modern Warfare and World at War. Unfortunately, there were plans on including a mapping tool (Radiant), but it was close to the release of MW3.
The Black Ops Mod Tools came out sometime between the release dates of the Annihilation and Rezurrection Packs. Unfortunately, it didn't include most of the assets that were in said packs, only including some of the assets seen on First Strike. This pack is made to complete everything that the Black Ops Mod Tools has lacked. Accompanied by utilizing LinkerMod, this pack can pack a serious punch for everyone to use the complete assets, as they were intended with the original Mod Tools.
This is a community-driven project that anyone can contribute to.
Features
Createart and Vision file fully working on new custom maps
ISAS (Independent Sound Alias System), for easier editing soundaliases for maps without overriding the Kino soundalias
SPS (Script Placer Support) so you can make your map based on either Five or Kino, your choice!
Experimental Wonder Weapons added via zone_source (This way, you can add a Wunderwaffe on your mapname.csv without adding to your mod.csv)
This is the ULTIMATE Mod Tools patch you will ever use alongside with those from Ville88.
Spoiler: click to open...
Compared to some people, we do stuff for Black Ops instead of ignoring others for help/contribution.
Installation (Manual) First, install the stock Black Ops Mod Tools from Steam. Second, you get LinkerMod here.
Once you download, you extract everything to your root BO1 folder, and that's it! Unfortunately, there is no AutoUpdater so you can't update automatically. If someone is able to make that for me, please DM me. Thank you.
Installation (Automatic) Thanks to Mythical, T5-MissingAssets is included with his Black Ops Mod Tools Installer! Do note that you'll need the tools from Steam in order to get these working.
NOTE T5-MissingAssets will be patched overtime. This is a live patch, people. One more thing. This isn't supported by Plutonium. So, if you want to make your maps, good luck. Plutonium doesn't have a custom map loader.
I was tasked to share this map by PamojoYT, since apparently he can't make a post (rightfully so...). WARNING: I am NOT the creator. Don't ask me for support or suggest me anything. I did not make this map.
DATA
A Five-style Black Ops Custom Map
Features
Custom Easter Egg Song (Change by Black Stone Cherry)
Kino-style Teleporters
New Weapon: Ray Gun Mark II
Custom Ambience Sounds, Custom Round Sounds & Game Over Sounds
Randomized & Custom Player/Viewhand Models (Featuring Fidel Castro, Marlton Johnson, Generic CIA Agent, and a Generic Marine Soldier)
YOU NEED TO DOWNLOAD GAME_MOD IN ORDER TO PLAY THIS MAP
The map is somewhat compatible with Plutonium T5, however, you can only play in solo.
Credits
JustVenom/Venom Modding Viewhands, Ray Gun Mark II, T5-MissingAssets, Lighting Fix
NGcaudle/Billy Herrington Player Models
PamojoYT Randomize Characters
Nate Custom Camo
Direct Download As of January 12th, 2023, the ouo.io button will no longer be allowed as a primary link. It can, however, be used as a secondary mirror. Due to the fact that ads do get out of hand and can get quite impossible to download stuff.
Hey, everyone!. While I have taken a look at the files from Black Ops II, I decided to port the Ray Gun Mark II over to Black Ops with correctly assigned sounds, glows working, and standalone FX and materials (so they don't override the game FX).
The Ray Gun Mark II is probably one of the most interesting guns to port. Some assumed it might have unlimited damage, however they're just the same as the original Ray Gun. Since there was no public Ray Gun Mark II on UGX-Mods, well... I decided to release this. I also decided to do the Porter's Mark II Ray Gun. All GDT files are pre-compiled for the public to make their own changes as they like.
Features
Assigned proper sounds so it sounds like the original version
FX straight from BO2 with minor adjustments so the FXs work as a standalone without replacing original material files
Glow working (not 1:1), uses SW4 materials
1:1 Stats, State Timers straight from the BO2 weapon files
Direct Download As of January 12th, 2023, the ouo.io button will no longer be allowed as a primary link. It can, however, be used as a secondary mirror. Due to the fact that ads do get out of hand and can get quite impossible to download stuff.
To download, click the button below. Yes, I am aware that it is a link shortener. By shortening links, it lets me bring more projects for everyone to enjoy, such as assets, maps, mods, etc.
How to Install Drag and drop the files to your Root directory. Open the t6_raygunmk2 GDT in your Asset Manager. Compile the materials first, XModel second, XAnims third, and the weapon files fourth. Open raw\soundaliases\zones\copy_to_csv.txt, and paste everything to your soundalias (Your soundalias may be different than what I have) And that's it!
How to add to map Open your mapname.gsc and .csc, and add this inside include_weapons() It should look like this.
And then on your mapname.gsc or your _zombiemode_weapons.gsc, add this line. It should look like this.
On your _zombiemode_weapons.gsc, find this line.
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Compile your mod, and it should be done! You should have your Ray Gun Mark II.
Credits Scobalula (Greyhound, GameImageUtils) SE2Dev, Nukem9 (LinkerMod, game_mod) Treyarch (BO Mod Tools, Ray Gun MkII assets) DTZxPorter, Myself (BassDrop Enhanced)
Changelogs
v1.1 Forgot to include the anim model, and forgot to rename FX to be standalone, whoops
v1.2 Had to redo all of the FX so they aren't reused from the ones in the Mod Tools
v1.3 Added a more detailed way for those who can't add the FX on their own. Also, fixed the D2P animations with the D2P out being a loop. My bad.
v1.4 It's just v1.3, but this time, there's more links. This is in compliance with the new rules about link shorteners.
I'veadded some new viewhands! These are viewhands that were ported over from Black Ops II Multiplayer, and it took me a few minutes to port them over successfully as most shared the same materials. Here are some that are available:
Even though I'm still fresh in UGX-Mods, I was very aware of the scene back a few years ago in 2015 when I first started watching TheRelaxingEnd and VanossGaming playing custom maps having a good time (Ahh, good days)
I really loved the people around the community when I first joined. Made some friends, and honestly, we had a lot of fun in the voice chats. They taught me a few things that I didn't know. I remember when NG dragged me from my server into UGX-Mods so we can all mess around.
I would like to see more in UGX-Mods in regards to Black Ops 1 and World at War, considering one of these games are past their mod tools prime, its safe to say, that some people have forgotten about where they came from in regards to how they started modding back then.
UGX-Mods is the place where I learned by looking up most of the forum topics for World at War, and have applied some techniques to Black Ops 1, and I hope to see this site still up for the years to come.
We as a community, thank you a lot, Delta. You, and everyone else, are the real OGs of the site. :muscle: