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Topics - RealVenomModz

Think this is a new mod/map? It's not. It's for BO1 Mod Tools users.

Hello, everyone. I've been working on a secret live patch for the Black Ops Mod Tools that is called T5-MissingAssets.

T5-MissingAssets
Finishing the Mod Tools on my own accord.

The T5-MissingAssets pack is a patch for the Black Ops Mod Tools that contain all (or most) of the major/minor assets missing from the Black Ops Mod Tools, and some assets fixed as they were left unfinished/broken in the Tools.
 
Treyarch and Activision previously released the Mod Tools with the intention of only for Multiplayer mods to come to life, like seen on Call of Duty 4: Modern Warfare and World at War. Unfortunately, there were plans on including a mapping tool (Radiant), but it was close to the release of MW3.
 
The Black Ops Mod Tools came out sometime between the release dates of the Annihilation and Rezurrection Packs. Unfortunately, it didn't include most of the assets that were in said packs, only including some of the assets seen on First Strike. This pack is made to complete everything that the Black Ops Mod Tools has lacked. Accompanied by utilizing LinkerMod, this pack can pack a serious punch for everyone to use the complete assets, as they were intended with the original Mod Tools.
 
This is a community-driven project that anyone can contribute to.
 
Features
  • Createart and Vision file fully working on new custom maps
  • ISAS (Independent Sound Alias System), for easier editing soundaliases for maps without overriding the Kino soundalias
  • SPS (Script Placer Support) so you can make your map based on either Five or Kino, your choice!
  • Experimental Wonder Weapons added via zone_source (This way, you can add a Wunderwaffe on your mapname.csv without adding to your mod.csv)

 
This is the ULTIMATE Mod Tools patch you will ever use alongside with those from Ville88.
Spoiler: click to open...
Compared to some people, we do stuff for Black Ops instead of ignoring others for help/contribution.

 
Installation (Manual)
First, install the stock Black Ops Mod Tools from Steam.
Second, you get LinkerMod here.
github.com

Download this first version of LinkerMod. And then download the second version.
github.com

Remember, you must apply the first LinkerMod pack before you go on with the second.
 
 
Third step, you get T5-MissingAssets from my page.
github.com

Once you download, you extract everything to your root BO1 folder, and that's it! Unfortunately, there is no AutoUpdater so you can't update automatically. If someone is able to make that for me, please DM me. Thank you.

 
Installation (Automatic)
Thanks to Mythical, T5-MissingAssets is included with his Black Ops Mod Tools Installer! Do note that you'll need the tools from Steam in order to get these working.
github.com

 

Credits:
PamojoYT
NGcaudle
DTZxPorter
Scobalula
Mythical
Faber
Utamia
Ville88
Arrows

NOTE
T5-MissingAssets will be patched overtime. This is a live patch, people.
One more thing. This isn't supported by Plutonium. So, if you want to make your maps, good luck. Plutonium doesn't have a custom map loader.

2 years ago
I was tasked to share this map by PamojoYT, since apparently he can't make a post (rightfully so...).
WARNING: I am NOT the creator. Don't ask me for support or suggest me anything. I did not make this map.


DATA
 
A Five-style Black Ops Custom Map









Features
Custom Easter Egg Song
(Change by Black Stone Cherry)
 
Kino-style Teleporters
 
New Weapon: Ray Gun Mark II
 
Custom Ambience Sounds, Custom Round Sounds & Game Over Sounds
 
Randomized & Custom Player/Viewhand Models
(Featuring Fidel Castro, Marlton Johnson, Generic CIA Agent, and a Generic Marine Soldier)
 



YOU NEED TO DOWNLOAD GAME_MOD IN ORDER TO PLAY THIS MAP
github.com

The map is somewhat  compatible with Plutonium T5, however, you can only play in solo.

Credits
JustVenom/Venom Modding
Viewhands, Ray Gun Mark II, T5-MissingAssets, Lighting Fix
 
NGcaudle/Billy Herrington
Player Models
 
PamojoYT
Randomize Characters
 
Nate
Custom Camo


Direct Download
As of January 12th, 2023, the ouo.io button will no longer be allowed as a primary link. It can, however, be used as a secondary mirror. Due to the fact that ads do get out of hand and can get quite impossible to download stuff.
mega.nz

 

Mirror Link
ouo.io

 



2 years ago
Venom's Ray Gun Mark II from Black Ops II

 
Hey, everyone!. While I have taken a look at the files from Black Ops II, I decided to port the Ray Gun Mark II over to Black Ops with correctly assigned sounds, glows working, and standalone FX and materials (so they don't override the game FX).


The Ray Gun Mark II is probably one of the most interesting guns to port. Some assumed it might have unlimited damage, however they're just the same as the original Ray Gun. Since there was no public Ray Gun Mark II on UGX-Mods, well... I decided to release this. I also decided to do the Porter's Mark II Ray Gun. :)
All GDT files are pre-compiled for the public to make their own changes as they like.


Features
  • Assigned proper sounds so it sounds like the original version
  • FX straight from BO2 with minor adjustments so the FXs work as a standalone without replacing original material files
  • Glow working (not 1:1), uses SW4 materials
  • 1:1 Stats, State Timers straight from the BO2 weapon files

Direct Download
As of January 12th, 2023, the ouo.io button will no longer be allowed as a primary link. It can, however, be used as a secondary mirror. Due to the fact that ads do get out of hand and can get quite impossible to download stuff.
mega.nz

Mirror Link
ouo.io

To download, click the button below. Yes, I am aware that it is a link shortener. By shortening links, it lets me bring more projects for everyone to enjoy, such as assets, maps, mods, etc.

How to Install
Drag and drop the files to your Root directory.
Open the t6_raygunmk2 GDT in your Asset Manager.
Compile the materials first, XModel second, XAnims third, and the weapon files fourth.
Open raw\soundaliases\zones\copy_to_csv.txt, and paste everything to your soundalias (Your soundalias may be different than what I have)
And that's it!

How to add to map
Open your mapname.gsc and .csc, and add this inside include_weapons()
Code Snippet
Plaintext
include_weapon( "raygun_mark2_zm" );
    include_weapon( "raygun_mark2_upgraded_zm", false );
It should look like this.

 
And then on your mapname.gsc or your _zombiemode_weapons.gsc, add this line.
Code Snippet
Plaintext
add_zombie_weapon( "raygun_mark2_zm",             "raygun_mark2_upgraded_zm",                &"ZOMBIE_WEAPON_RAYGUN",                 10000,    "raygun",            "",        undefined );
It should look like this.

 
On your _zombiemode_weapons.gsc, find this line.
Code Snippet
Plaintext
    if (weapon_string == "ray_gun_zm")
    {
            playsoundatposition ("mus_raygun_stinger", (0,0,0));        
    }
[/pre]



 
Compile your mod, and it should be done! You should have your Ray Gun Mark II.
 
 

Credits
Scobalula (Greyhound, GameImageUtils)
SE2Dev, Nukem9 (LinkerMod, game_mod)
Treyarch (BO Mod Tools, Ray Gun MkII assets)
DTZxPorter, Myself (BassDrop Enhanced)

Changelogs
v1.1
Forgot to include the anim model, and forgot to rename FX to be standalone, whoops
 
v1.2
Had to redo all of the FX so they aren't reused from the ones in the Mod Tools
 
v1.3
Added a more detailed way for those who can't add the FX on their own. Also, fixed the D2P animations with the D2P out being a loop. My bad.
 
v1.4
It's just v1.3, but this time, there's more links. This is in compliance with the new rules about link shorteners.

 
 
2 years ago
Venom's Black Ops II Zombies and Multiplayer Viewhands for Black Ops

Hello, people of UGX-Mods. I present to you my Black Ops II Viewhands pack for Black Ops 1. These view hands are meant to be used by modders for their own projects. Some of these viewhands also use SW4 materials, using the full capabilities for the Black Ops Mod Tools. These hands also work with dual wields, or sync dual wields.



Zombies Viewhands Contents
Tranzit/Die Rise/Buried
Misty (c_zom_farmgirl_viewhands)
Russman (c_zom_oldman_viewhands)
Samuel J. Stuhlinger (c_zom_reporter_viewhands)
Marlton Johnson (c_zom_engineer_viewhands)
(Grief Mode)
CIA Agent (c_zom_suit_viewhands)
CDC Agent (c_zom_hazmat_viewhands)
Mob of the Dead
Michael O'Leary or Inmate from Grief Mode (c_zom_oleary_shortsleeve_viewhands)
Albert "The Weasel" Arlington (c_zom_arlington_coat_viewhands)
Billy Handsome (c_zom_handsome_sleeveless_viewhands)
Salvatore "Sal" DeLuca (c_zom_deluca_longsleeve_viewhands)
(Grief Mode)
Guard (c_zom_grief_guard_viewhands)

Origins
Tank Dempsey (c_zom_dempsey_viewhands)
Nikolai (c_zom_nikolai_viewhands)
Takeo Masaki (c_zom_takeo_viewhands)
Edward Richtofen (c_zom_richtofen_viewhands)

Diner/Buried Turned
Male Zombie (c_zom_zombie_viewhands)
Female Zombie (c_zom_buried_zombie_sgirl_viewhands)
 

How to Install Assets
Download the assets from the MEGA folder into a ZIP folder. Extract to your Black Ops Mod Tools directory.
Once done, open Asset Manager, and convert all of the materials first. Once you're done with that, convert the xmodels.


Installing to your map
First, open up your mapname.gsc. Scroll down until you find this line.
Spoiler: click to open...
player_set_viewmodel_override( entity_num )
{
    switch( self.entity_num )
    {
        case 0:
            // Dempsey
            self SetViewModel( "viewmodel_usa_pow_arms" );
            break;
        case 1:
            // Nikolai
            self SetViewModel( "viewmodel_rus_prisoner_arms" );
            break;
        case 2:
            // Takeo
            self SetViewModel( "viewmodel_vtn_nva_standard_arms" );
            break;
        case 3:
            // Richtofen
            self SetViewModel( "viewmodel_usa_hazmat_arms" );
            break;        
    }
}
You're going to next, replace the viewhands available from that list, with the ones from the list. It might come out like this, as an example.
Spoiler: click to open...
player_set_viewmodel_override( entity_num )
{
    switch( self.entity_num )
    {
        case 0:
            // Dempsey
            self SetViewModel( "c_zom_suit_viewhands" );
            break;
        case 1:
            // Nikolai
            self SetViewModel( "c_zom_hazmat_viewhands" );
            break;
        case 2:
            // Takeo
            self SetViewModel( "c_zom_suit_viewhands" );
            break;
        case 3:
            // Richtofen
            self SetViewModel( "c_zom_hazmat_viewhands" );
            break;        
    }
}
That is an example with CIA and CDC hands.

Once done, go to your mod.csv and add the hands. This is an example.
Spoiler: click to show...
xmodel, c_zom_suit_viewhands
xmodel, c_zom_hazmat_viewhands
However, I left a list in this post of what hands you can use. Should be easy to install, if you ever set viewhands for World at War. Which leaves me to this.

For World at War users
These viewhands can be installed to your World at War mod tools as you wish. However, you must invert the _rgh or _g textures, as Black Ops has a different gloss technique than World at War. World at War's Gloss System is, well... White = Shiny, Black = Dull.
 
Black Ops is the exact opposite. That's why these viewhands are made for Black Ops primarly.
 
Also, you must setup the materials with Model Phong by yourselves. I cannot provide a GDT for World at War as of this time.
The script doesn't work with World at War.

Credits
Scobalula/DTZxPorter - Greyhound and Wraith, GameImageUtil
Venom Modding - Porting viewhands with the SW4 technology within the Black Ops Mod Tools
Billy Herrington - MoTD Grief Hands (though, I might have used my own versions)
Treyarch/Activision - Call of Duty: Black Ops Mod Tools
SE2Dev/Nukem - game_mod/LinkerMod
 
Direct Download
mega.nz

As of January 12th, 2023, the ouo.io button will no longer be allowed as a primary link. It can, however, be used as a secondary mirror. Due to the fact that ads do get out of hand and can get quite impossible to download stuff.

 
 
Mirror Link
ouo.io

To download, click the button below. Yes, I am aware that it is a link shortener. By shortening links, it lets me bring more projects for everyone to enjoy, such as assets, maps, mods, etc.

If there is anything I missed, please let me know and I will get to fix it fast. Thanks.

Changelogs
Update v1.2.1
- It's just v1.2, but this time, there's more links. This is in compliance with the new rules about link shorteners. v1.3 is being worked on with new singleplayer hands.
 
Update v1.2
- Fixed Richtofen, Takeo, etc. viewhands. Now the normal maps and speculars don't look as weird as they used to. It's the same textures, just download the new GDT.
 
Update v1.1
- Multiplayer Viewhands.

2 years ago
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