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Topics - Scobalula

CoD: Ghosts Hazmats for Black Ops 3

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 link including all assets and GDT file:


  • Scobalula - Porting the Characters
  • DTZxPorter - Tools such as Wraith, ExportX, etc.
  • Activision/Infinity Ward - Assets
  • Zeroy & NoobforLunch - Character Customization Tutorial
  • Sp33dy - T7 -> T7 rig


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:

Code Snippet


Spoiler: click to open...


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.

Enjoy 4 PASH!
6 years ago

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.


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.


  • 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.


The latest version of Rottweiler can be found on its Github Releases page:

It would be appreciated if you credited me for using Rottweiler. :)

Rottweiler is currently in Alpha, while it has been tested, expect quirks.
6 years ago

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.  :P
To use simply drag wav/s onto the exe or execute via command line.  ;D
Download (click Code tab if you're interested in my potentially cringy code):
6 years ago
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.

7 years ago
So I decided to add support for more games from previous to my tool. :P

Usage is simple and same as IW6 version, just drag and drop FFs onto the exe.

Supports: CoD 4, 5, 6, 8 and 10.

For CoD Bo1 use BassDrop, for Bo2, Bo3 and IW use Wraith, for Paks of Ghosts/AW use Wraith.


Github page:
7 years ago
IW6 Sound Extractor

Had a few hours last night and decided why not. :P
To use:
  • Dump FF using FF Viewer.
  • Drag and Drop the DAT file onto the exe.
  • Dumps WAVs so you can use them straight away.
  • Files are dumped to DAT's directoy.

FF Viewer:!tIFngSpa!f_q-WJ87Huzb4rR-ol5OxH5Pb8XOYkYXAtp63z-o9eI


7 years ago
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.
* 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.**


7 years ago

Prepare yourselves for the rattling that will come with this awesome, epic, amazing, spectacular, super Box Map Assister!

To use:

  • Put the py file in the script folder into your Maya scripts folder.
  • Add this to your usersetup.mel: python("import oneclickdoesplenty");
  • Set your directories for XANIM_EXPORT (where the anims are going) and SEANIMS (Where the exported anims are)
  • Click Run Export.


  • Your scene should be set up as if it was the scene you would use for animation model and base for if you were to manually export.
  • You can query the directories at any time by click the button to query them, I store them as attributes on the scene so it's stored with the file.
  • Do not annoy me with simple issues.


dont foget 2 suppot me on patreon
7 years ago

A tool that will take your dank animations and add them to a GDT/Create a new one. :)

In its current state the tool works. Currently I have it setup only for weapon animation (i.e. it doesn't set correct options for AI anim, etc.)

  • Will detect automatically whether it's looping or non-looping based off name.
  • I guess it does what the title says.

Please report any bugs you find. :)

7 years ago
This map was awesome on WaW, it's awesome on BO3. :)

7 years ago
Puf returns with another installment of Kellog's Factory Tour. (Sorry if audio is a little weird. :P)

7 years ago
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. :)

7 years ago
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. :)

NOTE: This is an early WIP. :)

7 years ago

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.



7 years ago
Garage Returns for a second round. \__________ :gusta: __/

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:

7 years ago
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