Looking to step away from the OG crew? Look no further than grabbing yourself a Hazmat Suit straight from Call of Duty: Ghosts, protect yourself from the harmful toxins zombies produce and be at the forefront of zombie killing madness.
Included is 4 variants of different colors, Black, Red, Blue, and Yellow. Other variants can be made easily as demonstrated below.
Download Download link including all assets and GDT file:
Zeroy & NoobforLunch - Character Customization Tutorial
Sp33dy - T7 -> T7 rig
Installation There are 2 ways to install the Hazmats, via overriding the character customization table (which can cause crashing currently outside our control but gives more control over your character settings, etc) or via overriding the xmodels directly which gets the job done if you just want 4 characters and won't result in a crash. Both will be demonstrated.
Before we get started, as all character packs override some assets, it's recommended to double check for duplicates, specifically ensuring "zm_character_customization" and models with the same names as the base characters do not exist in your GDTs. Help will not be provided for duplicated asset errors.
Character Customization Override Method
Drag and drop all folders included into your Black Ops III's root directory.
Go to Black Ops III\zone_source\all\assetlist and back up "core_common" and open it for editing.
Find the asset "zm_character_customization" and remove the line or comment it (add // to start of line).
Open your map's zone file (Right click in Launcher on your map to open it) and add the following line: customizationtable,zm_character_customization
Compile and link your map, you should now have 4 Hazmat Variants in your map.
Character Customization Override Method
Drag and drop all folders included into your Black Ops III's root directory.
Go to Black Ops III\zone_source\all\assetlist and back up "core_common" and open it for editing.
Remove or comment (// in front of each) the assets listed below.
Open your map's zone file (Right click in Launcher on your map to open it) and add the lines below.
Compile and link your map, you should now have 4 Hazmat Variants in your map.
Asset Names to remove from core_common.csv and add to your zone file:
Screenshots
Spoiler: click to open...
Crediting You MUST credit the people/companies listed above if you use these characters in your projects.
Reporting Bugs If you run into bugs, post them HERE, as to ensure I'll actually see it, rather than making narky comments on some discord server.
About Rottweiler Rottweiler is a vicious Call of Duty sound exporter, supporting the majority of Call of Duty titles that store their sounds in the Fast Files and/or PAKs. It was developed to aid Call of Duty Map Makers/Modders in obtaining sounds from other Call of Duty titles.
How to use Rottweiler
Choose a Fast File to load (For weapon sounds, you'll usually want to load common/common_mp for any of the games).
Drag it onto the list view or click Load Fast File, it will proceed to decompress the fast file and search for audio.
Once the sounds are loaded (if there are any), you can now export sounds that are listed.
License/Disclaimers Rottweiler is licensed under the MIT license and it and its source code is free to use and modify. Rottweiler comes with NO warranty, any damages caused are solely the responsibility of the user. See the LICENSE file on the repository for more information.
Audio exported through Rottweiler is property of Activision and the respective developers, said copyrighted Audio CANNOT be used in a commercial environment or for profit, the intention of Rottweiler is to aid users making mods for other Call of Duty titles using their own SDKs.
All work was done purely on the fast files through a Hex Editor, using legally obtained copies of the games, and no game code was touched or used. Rottweiler does not and will never rebuild/re-compress fast files.
Notes
For Advanced Warfare and Modern Warfare Remastered, in order for Rottweiler to export sounds stored in the PAKs, they must be in the same folder as the Fast File you loaded.
Due to the fact a lot of VOX data is streamed, the localized files might not contain sound information.
For a full list of titles that Rottweiler supports, see the README on the Github page, for those it does not support, alternative programs are linked.
Download The latest version of Rottweiler can be found on its Github Releases page:
A small app I made as in introduction to using C#, made it in less than an hour and it was simple to make while allowing me to get my feet a bit wet with using C#.
Could be useful to those maybe wanting to release assets while ensuring you don't get reports of non-48k sounds because people aren't using Porter's patch.
To use simply drag wav/s onto the exe or execute via command line.
Download (click Code tab if you're interested in my potentially cringy code):
This will show you how to do "Dual Render" scopes in Bo3 (or well as good as you're going to get it). It can also work for Optics like the Tracker Sights, etc.
So if you've exported from Infinite Warfare you'll know the daunting process of separating the normal maps, ao maps, etc. from the tons of images that come with models.
So, since I like automating stuff, here's a tool to handle it.
To use:
1. Group images into their own folders in a base folder with no other files/folders, like this. The folder name will define the prefix of the images, i.e. weapon_fmg will result in weapon_fmg_n, etc.
2. Set the image format to write to in settings.ini (default is PNG).
3. Enter the directory of the main folder.
4. Let her do her job.
Notes:
* Accepts/Writes: TIFF, TGA, PNG, DDS*, JPEG * Alpha channels are maintained for _CS. * Potential for Access Denied Errors with files that already exist, so delete them I guess. *DDS Cannot be written to.*
**While I do take suggestions, this tool was made for my needs and it does what I want it to do, I only released it as there's no point in keeping it to myself. If you want to modify the app, feel free, the Py file is there. Make a pull request if you have a suggestion.**
If you're like me and like to play zombies with a controller then you'll understand the absolute beauty of what we know as Target Assist/Auto-aim. I found this feature missing in a lot of custom weapons on ZM maps and even my own ports.
It's a simple setting in the weapon asset (credit to Hitman who found the settings in Kuda's weapon):
The Auto Aim Range seems to handle the Auto-aim when you ADS so I set that to the same as the assist range, though you might want to increase it. Simply type "auto aim range" into the search to find it.
Return of the Gargage got lost in transit so today I present zm_alley. I won't provide much info and just show some screenshots and will show more as I progress.
A small detached Garage because I love Garages and I believe every map should have a Garage, so make sure to put this in your map and don't forget to like and subscribe.
Garage Returns for a second round. \__________ __/
This is not a remake, port, etc. of my original Garage, this is a complete different map and depicts a Garage in a small town, depending on how it goes it might be smaller than my Original but with more options in where you can go, etc.
Some screenshots with more to come as I work on the map: