Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - WhiteDevil

My shadows look weird and they are a few inches from the brush and also the lightning goes through the edge of the brushes.

Pictures:




This is the default map I only changed the textures of the brushes.
1036 days ago
I don't know how to explain what's happening but here is a picture:


Video:
:(
We're sorry.
The embdedded media couldn't be retrieved.
View reason
The response was empty.
View media in new tab

This was a new map and nothing was changed. I hope someone can help me with this.
1036 days ago
When i compile my map with the link option selected  i get the following errors:
E:\Programs\steam\steamapps\common\Call of Duty Black Ops III\\bin\linker_modtools.exe -language english -modsource zm_test

Linking "zm_test" (usermaps\zm_test stable 2535281 v593):
processing...

^1ERROR: unable to load file 'sound/zone//zm_test.all.alias.sz'

  csv:zone_source/zm_test.zone
^1ERROR: sound aliases failed to load
  csv:zone_source/zm_test.zone

done: 0m51.88s

Linking "en_zm_test" (usermaps\zm_test stable 2535281 v593):
processing...

^1ERROR: unable to load file 'sound/zone//zm_test.english.alias.sz'

  csv:zone_source/loc/zm_test.zone
^1ERROR: sound aliases failed to load
  csv:zone_source/loc/zm_test.zone
done: 0m2.16s

This is a newly generated map.
Because of these errors when i go ingame the guns don't make sounds..
1054 days ago
I was tired of copying image files to my mod image folder while working in Asset Manager with Materials. Therefor i created this little tool(It's made in c#) that does everything for you :)

It simply copies an .iwi file that you have edited to the desired mod folder.


Screenshot:


Video:
Sorry but you are not allowed to view spoiler contents.

Downloads:
Sorry but you are not allowed to view spoiler contents.
1193 days ago
4 Functions for managing Animations on a script_model.

When using this script it's expected you already have the following things:
 - xmodel with bones.
 - xanim that can be played on the xmodel.
 - animtree that contains the xanims that can be played on the xmodel.
 - All of these (xmodel, xanim and animtree) should be included in your mod.

Documentation
Sorry but you are not allowed to view spoiler contents.

Setup

    1) Download the script: https://mega.nz/#!rEcXxIRL!Hlzq9LDFxY27vo5QzhS-upvwReL0x08SKo8eJfqIsv8
    2) Copy the script to MODNAME/maps/_easyAnimation.gsc
    3) Open MODNAME/maps/_easyAnimation.gsc you just pasted, and go to line 5. Change  ANIMTREE to the animtree your are using
//Define the animtree you are using.
#using_animtree( "ANIMTREE" );
    4) You can change the other settings if you want they are one line 12, 14 and 16.
//
// Note: If you are publishing your map, you should set them all to false.
//
//Errors are shown by default, change it to false to suppress them.
level.show_anim_errors = true;
//Warnings are shown by default, change it to false to suppress them.
level.show_anim_warnings = true;
//Information is hidden by default, change it to true to show them.
level.show_anim_info = false;
    5) Don't forget to include it in your launcher!, make sure you checked the script like this:
Sorry but you are not allowed to view spoiler contents.


Usage
 1) Include _easyAnimation.gsc in your script, after that define your animtree again.

Example Script
#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_loadout;

//Inludes _easyAnimation.gsc
#include maps\_easyAnimation;
//Your animtree
#using_animtree( "cube" );
//This animtree contains the animation used below: %viewmodel_cube_rotate

main(){
wait(10);
//Get the script model
cube = GetEnt("cube", "targetname");

//Plays a looped Animation on the script model
cube play_anim_looped( %viewmodel_cube_rotate );
wait(5.0);
//The looped animation will be stopped.
cube stop_anim_looped();

wait(10);
//Plays a Animation only once on the script model
cube play_anim_once( %viewmodel_cube_rotate );
}





Important
  • It doesn't matter wether your xanim is looped or not in asset manager it only plays once when play_anim_once is used.
  • Animation that are not looped in asset manager don't loop when play_anim_looped is used...


Having problems with including your xanim / animtree? Read this!
Sorry but you are not allowed to view spoiler contents.



I hope this will help some people!  :) If you use this script don't forget to add me to the credits  ;)
1364 days ago
Hi,

I have created a Default Map with the UGX script placer 2.0.1. After that i only changed the materials of the wall to concrete and added a sun. I did not move anything.

When i compile my map no errors show up and everything goes fine. But my map looks like this ingame:
1366 days ago
Hello,

I'm trying to get a billboard sprite to work in effect editor, but my material isn't show up i have no idea why..

These are my Asset Manager settings for the material:


The image that i use for this is .dds image size(512x512).


When i add a new segment in EffectEd and load my material in the visuals nothing happends, not even if i change the size scale..
1371 days ago
Hi,

My name is Jeroen and i'm from the netherlands. I started with modding 3 years ago or something. I really love making mods for call of duty and i'm soo hyped for bo3 mod tools :D(if they ever release it). I'm not that good at making maps because i don't have the patience :P, i like the scripting part more :).

In irl i work for a company that creates web applications.

If you have any questions feel free to ask!

1373 days ago
I have done some modifications on the original zombie counter made by Tom_Bmx.
 
This is how it looks:

 
This is how it looks in-game(video):
! No longer available
 
How to add it to your MOD
1). Download the .gsc file: https://mega.nz/#!XIsgjLzJ!O0CLnhxrst924RxYcLTmHkvvHG96v6t5zloz03shw7M
 
2). Place the .gsc file in your CODWAWROOT/mods/MODNAME/maps
 
3). Open your MODNAME.gsc and find this line:
maps\_zombiemode::main();
and change it to this:
level thread maps\_zombieCounter::main();
maps\_zombiemode::main();

4) Copy CODWAWROOT/raw/maps/_zombiemode.gsc to CODWAWROOT/mods/MODNAME/maps/_zombiemode.gsc
 
5) Open CODWAWROOT/mods/MODNAME/maps/_zombiemode.gsc and find this function:
round_spawning()
scroll down until you find this:
level.zombie_total = max;
mixed_spawns = 0;       // Number of mixed spawns this round.  Currently means number of dogs in a mixed round
change it to this:
level.zombies_spawn_this_round = max;
level.zombie_total = max;
mixed_spawns = 0;       // Number of mixed spawns this round.  Currently means number of dogs in a mixed round

6)  Copy CODWAWROOT/raw/maps/_zombiemode_dogs.gsc to CODWAWROOT/mods/MODNAME/maps/_zombiemode_dogs.gsc
 
7)  Open CODWAWROOT/mods/MODNAME/maps/_zombiemode_dogs.gsc and find this function:
dog_round_spawning()
scroll down until you find this:
level.zombie_total = max;
dog_health_increase();
change it to this:
level.zombies_spawn_this_round = max;
level.zombie_total = max;
dog_health_increase();

 
Include everything in the launcher:

 
And you're done... ;D
 
 
---- Update
 * The progress bar can't get longer than the progress bar itself
 * It now works in the dog rounds.
1376 days ago

Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Twitch
Loading ...