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Topics - IronJaws2

I'm having an issue with the textures and models of my map(s). This texture and model screwup wasn't noticed until I had to make steam 'acknowledge' the contents where the mod tools were.
 
Couple of nights ago, I decided to go turn of my pc before I went to bed. The next day, I woke up, turned on the pc, went on steam and noticed that the mod tools in the tool section of steam weren't installed even though I had them installed already.
So I tried to download the mod tools on the drive where I have them located (just so it can override its contents at the very least).
It downloaded and it 'recognized' the file location, a download was placed after that adjustment occurred which was about 40 minutes.
After all of that occurred, I was able to open up the mod tools and I clicked radiant applied to my map selection.
 
The next thing I know, I'm looking at my map with textures that are missing, seeing some of the models that are in their shape without some textures applied and models that are displaced with little cubes.
 
I exited my launcher and noticed an update that was needed for the mod tools and so i proceeded with installing it. The download process on steam for the mod tools was 'validating' for 40 minutes but whenever I looked at the download page it told me it was an "update required".
The download process didn't have any bytes transferring. After the validation process, it listed another update required listed on the download section for the mod tools again.
Clicked it and said validating again. So now it's a nonstop loop of telling me something that is in need of an update when it actually isn't.
 
I don't know WHY steam decided to not recognize the mod tools for black ops 3 in the tool section for me, even when i could run the tools by just finding it in the files and using it from there.
But i wanted to make sure I'm getting everything new from the updates. I find myself regretting that decision immensely now.
It's weird because most of the textures and models that can't be seen in radiant are the models and textures THEY provided within their bo3 mod tools.
I'm thinking about saving some of the exclusive files and deleting the game and the mod tools and re downloading it to fix but unsure if the problems will be fixed henceforth.
 
It probably has to do with the GDT's because I don't know whether the new ones that are put in xanim_export, model_export and texture_assets should be placed in source_data or should be kept where they are put.
 
 
Here are some of the materials missing.
From what I've noticed, most of the textures that are missing begin with "t7_" and the models usually begin with "p7_"
 
Textures
t7_stone_tile_3x2
t7_brick_worn_heavy_grout_plaster_r02
t7_concrete_trim_moulding_01_wet
mtl_fxanim_gp_concrete_trim_beveled_01_crack
t7_concrete_planter
t7_ceramic_terrazzo_floor_tile_01
t7_concrete_floor_broken_01
t7_cai_street_sidewalk_old_04
t7_plastic_wires_bundles_optical_emissive
t7_metal_painted_white_01
t7_mud_sledge_wet_03_blend
t7_metal_perforated_rust
t7_rock_desert_gravel_tan_01
t7_ceramic_tile_shower_grey
 
Found on t7_materials
*t7_ceramic_terrazzo_floor_tile_01_c
*t7_concrete_planter_c
*t7_concrete_trim_beveled_01_c
*t7_concrete_floor_broken_01_c
 
 
missing models
p7_brick_worn_painted_white_breakout_09
p7_concrete_block_dmg_01_64a
p7_ladder_metal_secured_guard
p7_armoire_wood_varnished_worn_dirty
p7_inf_foy_boarding_door_frame_01a
p7_inf_foy_boarding_door_rt_01a
p7_inf_foy_boarding_door_lt_01a
p7_sandbag_short
p7_sandbag_stack_32_middle
p7_corrugated_sheet_metal_rust_02_wet
p7_corrugated_sheet_metal_rust_dmg_01_mp
p7_pipe
p7_aqu_gate_chainlink_01_right
p7_cloth_drape_02_torn_beige
 
 
Should I remove everything from black ops 3 and redownload the game and mod tools again so everything can balance nicely OR should I keep stuff since the next update could fix it all.
 
Thanks for your time and cooperation and peace.
 
Message me on steam or discord @ ASTR0x0M3GA
 
7 years ago
Here's is a 3 part video of me and my friends attempting the map "Six feet under" by NGcaudle

https://youtu.be/-8p3ECfC6qw
https://youtu.be/NcTM34s1SvI
https://youtu.be/-WMOw8HLh4g

Like favorite and subscribe
9 years ago
I wanted to get lunar landers in my map and i put the prefabs in and everything. the patch included some electric cherry script with it aswell and that's what I'm trying to get in my map but when i finish compiling and building the mod, it doesnt work. Yes i put the script stuff in zombiemode.gsc
but when i try to play it, it give me an error saying missing material_shader_porter
And i was wondering if i have to type in the model names and materials in my mod.csv for this cause i think that would be important but the maker for these prefabs didn't say.
9 years ago
after compiling my map, it gave me this error "(!) UNRECOVERABLE ERROR: EXE_ERR_HUNK_ALLOC_FAILED256"
ive seen it before and know you have to close some tabs too but before i remembered that i closed launcher and then reopened it and noticed that the ff assets count were not showing up for some reason. When i closed launcher at that time, I didn't have alot of windows open so idk. Im going to try to restart my pc and see what happens or possibly wait until I get an answer.
9 years ago


Anyone Know how to fix this?


ERROR: Couldn't find material 'bo2_mtl_dest_glo_paper_02'
     failed loading material 'mc/bo2_mtl_dest_glo_paper_02' for asset 'maps/nazi_zombie_riot.d3dbsp' found in source file '../zone_source/nazi_zombie_riot.csv'
  ERROR: Couldn't open techniqueSet 'techsets/l_sm_r0c0_b1c1n1s1_sco.techset'
  Cannot create technique set. The offending 2-layer combination is:
wc/custom_floor10
wc/peleliu_terrain_rubble_conc_chunks_blend
     failed loading material '*1_2n' for asset 'sp/stielhandgranate' found in source file '../raw/aitype/axis_zombie_ger_ber_sshonor.csv'
  (!) UNRECOVERABLE ERROR: R_LoadEntities: entity without a classname

i recently changed the vision file and skybox file and it told me this after i compiled it
9 years ago
I started to compile my map last night and for some reason it gave me alot of lightmap errors in certain places and anytime i compile it would always get stuck to the specific part.

ERROR: Lightmap coordinates don't change in at least one direction; try the LMAP or NATURAL buttons in the surface dialog.
it would say something like this

pls can anyone help
9 years ago
I've made a set of perk shaders before, but since I'm helping one of my other friends out with putting shaders in his map now.
I decided to come to the conclusion to giveaway a set of perk icons I've been creating recently in the process.
If anyone wants to give me a request for a custom perk logo, just comment or dm me, thanks :D
 
 
Custom Perk Shaders
 
(Created for Gamer 9294's Map "City of Hell")​​​​​

 
 
- Juggernog

 
 
- Speed Cola

 
 
- Double Tap

 
 
- Quick Revive

 
 
The pack(s) include:
Quick Revive
Juggernog
Speed-Cola
Double-Tap
Stamin'-Up
PHD-Flopper
Electric-Cherry
Mule-Kick
Tombstone
and Deadshot
 
 
I put the HD and the opti-minimized versions of the icons in 2 seperate packs so don't fret.
 
 
- icons for the game

- HD versions of the Icons

 
Thanks!
9 years ago
My launcher is giving me this wierd error wtf?!
can anyone help pls



Yes im making a pizza hut map so what :p
9 years ago
Um i was trying to get the ugx easy fx working in my map, but apparently its not working and says "400 fx error" which im pretty sure i fixed already. Tell me if this, can this be acceptable for the map itself
Since that happened, I deleted all the codes for it in the mod.csv, gsc, deleted fx files in my mod,and  the script structs in-game aswell. Now I went to compile and build mod and i got this again, which is 400 fx error and thats when i manually devmap my map.


if i do developer 1 or 2 then it says this (which i don't think is the issue but idk)

Now it tells me this:



Could anyone help Me

Double Post Merge: March 13, 2015, 11:57:18 pm
i fixed but why doesnt it work :/
9 years ago
so my launcher is telling me that these commando sound files wont work, then i delete the code for the commando in mod.csv, the code in dlc3 code and zombiemode_weapons. I then deleted the sound file and sound alias file for the commando
in my mod but apparently its still refusing to build mod. This is what is says now.
9 years ago

FX

can someone please do a fx placement youtube video tutorial
9 years ago
Hello everyone. I'm having a problem every time i open a door and i walk into a new zone, it lags and i dont know why its doing this. Its been going on for a very long but time but i decided i wanna fix it now before anything else. Any suggestions please tell me. And no my zones aren't intersecting.
9 years ago
Could it be possible to implement cards against humanity on ugx-mods.com
I would love to see this happen :D
If you have never played that game, you really need to try
here click this if you never played http://pyx-1.pretendyoure.xyz/zy/game.jsp#

You could possible use zombie words, other cod, game refering categories, even movie-related question and statements.
Idk it just would be fun to have that capability on ugx. :D
9 years ago
So yeah, I'm using my newly ported weapon with the help of myself and my friend. I noticed Everytime i shoot while adsing, the model of the gun disappears.... i have no idea smh
It could possibly be the coding of the weapon but i doubt it but heres a look at what happens : I

http://i.gyazo.com/bc98245db8fae8d41d595ac597f1eab7.mp4

Double Post Merge: February 21, 2015, 07:25:28 am
weapon file error, change the ads_fire to just _fire
9 years ago
anybody know how to fix? everything is fine but for some odd reason compiler is having problems :/

please help meh
 :'(
dont know if this error is redundant or not .
9 years ago
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