I've had this error before, but I just fixed it by closing some programs. But now I can't get rid of it even when I close programs.
It happens when the compiling comes to that point when it opens that window and goes through where you have all your reflection probes. I can compile if I untick lights, but of course I want lights ticked. I haven't seen this error before, and I've never seen anyone else get it. And no, my disk space is not low.
Does anyone have any ideas? I'm running out of hope.
If the map crashes on launch for you or if you get a wierd texture glitch ingame, make sure that your texture quality is NOT set on extra, you can have it on high or lower, just so it is NOT on extra
Description: Graveyard Shift is a map that was inspired by a game called "One Late Night", an indie horror game that takes place in an office building. This map is nothing like One Late Night, I just got inspired by the idea of making a big zombies map set in an office building. But you won't just be an office building, there's also a big outside area.
Without my good old friend Codmoddd1234, this map would be a box map, because before I started making this map, I always thought of just making a box map, looooool. Codmoddd1234 helped me a ton, he tought me the basics of modding, mapping and scripting, so thanks a ton, codmoddd1234.
This map that has been worked on for a very long time now, it hasn't always been worked on during that time, though, just that sometimes I've come across issues that I didn't know how to fix. Which lead to that I lost motivation and didn't work on it, but later on managed to fix all issues.
Features: Health does not regenerate, you have to find health packs. The health packs will respawn after 10 minutes you took one.
Find Armour to get extra protection from damage, does not work on fall damage. (Don't worry, there's PHD flopper.) Same thing as health packs, armour packs will respawn after 10 minutes.
Powerups can give you 50+ health and armour. (max health and armour is 100.)
Dynamic Weather, as in lightning can hit you, if you're outside. You can protect yourself from lightning by using lightning rods.
All WaW and BO1 perks, and also electric cherry and who's who.
BF3, BF4 guns, and one BF hardline gun, and some CSGO guns. + raygun of course.
New way of picking up parts for buildables.
Buildable HL2 blade trap
Buildable Power system to power perks, similar to the turbine in BO2 zombies. (Don't worry, perks will be on forever once you've activated perks, you get 1000 points for activatin a perk.)
Zipline
Claymores
Tactical Insertion (Only in COOP)
Able to switch to your knife as a primary weapon if you hold Meleebutton, useful when having insta kill.
I have recently encountered an extremely mysterious problem. When I convert my textures/models/anims whatever, they don't appear in their folders in raw. But still I can run my map WITH those stuff I converted. Like animations for a gun is not appearing in my raw folder, but I can still add them to my mod.csv and they'll work in my map.
They convert just fine in asset manager. It's like my mod tools are running from 2 different places. ???
Hey, I have animated a gun, I have got everything working except "ads up" and "ads down" working. I don't know what I'm doing wrong, I converted them by selecting tag_view and tag_torso and exported them. And then of course converted in assman. But for some reason, the animations are not playing, it's just playing idle animation and zooms.
Okay so I have a problem with the third zone in my map that is killing me. When I enter the third zone in my map it does this classic problem with freezing for a few seconds. I have tried everything to fix it that I am aware of, the zones aren't touching eachother or anything. I have never got it working.
Could someone tell me every reason why a zone makes the game freeze for a few seconds that you are aware of? I just simply don't know anymore...
You know that 'animated/recorded inagme' gif background in the stock waw menu? well I was wondering if someone had any idea if it is possible to make our own custom ones to put in the main menu. If someone knows I would appreciate help.
I'm having an annoying "problem" or what you want to call it. In my map you can look at certain direction and then you'll see that the textures with spec maps will have an annoying large amount of brightness. It wasn't like this before but now some of the spec maps are really bad because of the worldspawn settings.
And yes this happened after I messed a bit with the worldspawn settings, and I guess it is because of the sun settings. So is there anyone who knows what worldspawn setting can do this? If it is the sun settings, then what sun setting is it?
I have an issue with playing any kind of clientscripts fx's in my map. With that I mean using, Playing FX's like that used to work for me a while ago, but now all of my clientscripts has stopped working, the FX's aren't playing. So as they have worked before, it must be something else than how the scripts are setup, shouldn't it?
The FX's are also added in mapname_patch.csv, they are also loaded in mapname.gsc before any wait line in the level.
Any others who has experienced this issue with playing FX's in .csc scripts?
Thanks in advance.
Edit: the clientscripts are also called in mapname.csc. And these FX's does play through the csc in my other test map, but not in my original map.
I'm having trouble with adding materials and xmodels in mod.csv. When I add these in my mod.csv, my map crashes when loading. When I removed all those, my map didn't crash. I have all these lines in my test map in the mod.csv and it works perfectly fine and never crash, but why wont it work in my real map? Can someone help me please?
This is a simple script I made that allows you to hit triggers with for example teddy models that will play a song once all triggers has been hit. Okey so this is a very simple script. I didn't plan on doing this tut but some people in the UGX chat requested it so. xD And as I haven't seen any tutorial like this at UGX then here we go.
Step 1: Create a new .GSC file and name it, Make sure the file is empty and paste this script in it. Save and close.
Step 2: Copy and paste this .GSC file in,
Step 3: Open your MAPNAME.gsc and find this line, Under that line, paste this, Save and close.
Step 4: Copy a new soundalias file, you can find one in, copy any of them to your desktop and rename it to, Open it and delete everything inside, and then paste this in it, When you add your .WAV file, paste it in whatever folders you choose and add the paths to it in the soundalias after the word, "ee_alias".
Step 5: Paste the soundalias in,
Step 6: Now open your map in radiant, and make a trigger and give it the KVP, And give the trigger this KVP, Make a misc_model for example a teddy and place it at the trigger. Now have the trigger and the model selected and copy and paste as many of them as you want. Save and close radiant, go to the "mod builder" tab in launcher and add this in the mod.CSV,
Step 7: Now check the script in the IWD list in mod builder and then build your mod. And then compile your map.
I didn't know exactly in which section I could share a visionfile so it became the texture section.
Hey UGX members, I want to give you all something that you maybe think will make your maps to look better. It's an existing visionfile that I modified. Here are two pictures of before and after.
NOTE: The vision might not look good in every map in the world. This vision will look better in dark maps but might look too bright in day maps, but that is you opinion, you decide!
This is the default visionfile most maps uses.
And here is the one I modified.
Now if you don't like the one I modified then don't mind this tutorial.
To impliment this vision into your map, follow these steps.
Make a backup for the map before doing this!
1. Go to, and find the file called, zombie_factory.vision Make a backup for that file at a place it is safe at.
2. Download the file.
3. Extract the file and copy and paste the file file called, zombie_factory.vision into,
I'm new to FX editing. And I want to know how to make fx being one shot instead of looping. I know in effect's editor you can check, "one-shot" but that wont make it oneshot automatically.
So what do I need to do more to make a fx being one shot?