UGX-Mods
Call of Duty 5: World at War => Tutorial Desk => Modding => Topic started by: BluntStuffy on July 22, 2015, 07:29:47 pm
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How to convert materials you can use for FX, asset-manager settings / fx-editor settings etc..
I figured this kind of tut needs comments, so my first vid with live-comments :) srry for the shitty mic..
Hope it's usefull!
http://www.youtube.com/watch?v=yaMOoHoSLPk&feature=youtu.be (http://www.youtube.com/watch?v=yaMOoHoSLPk&feature=youtu.be)
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don't do it like that. it's a waste of time. this is how i do it.this method is easier.
i recorded it for you.
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Well, it's only a little bit faster :poker:
Very cool, thanks man. I'm going to give that a try, for converting BO materials etc it's waaay faster!!
You could also use 'my' method to make fx from any image / gif, so guess that's a little added value. Going to try your ass-man setting as well on that though, they Always confuse the ** out of me.. I got to these pretty much by traill and error, and where the only working combination i could find so far :P
Thanks for this! :)
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Awesome :)
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o damnit, that's why my fx always follows the camera and stuff ( billboard sprite ), thanks for the help. But how come oriented always makes it come out like flat?
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tried this, exactly the same effect aswell and i get
error : does not have the correct number of mipmaps...
making the image TGA seemed to fix it
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tried this, exactly the same effect aswell and i get
error : does not have the correct number of mipmaps...
making the image TGA seemed to fix it
That usually has to do with the size of your image that you saved. I get it when I forget to make my dds a power of 2.
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That usually has to do with the size of your image that you saved. I get it when I forget to make my dds a power of 2.
ah, right, didnt even check that lol :)
now i reconverted, these came out so nice now, and i was ( finally ) able to open the fx from black ops in the black ops fx editor, wouldnt work before, could practically copy all the settings over. Happy Harry now :)