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Messages - masterguyperson

Thank you, glad you like it!
5 years ago
Firstly, I apologize if this is going against the rules, but what you see here was a project that I, rather, used the game engine for the purposes of creating a still image. I wanted to see a castle (or keep, or whatever) in a large grassy/forest area, bathed in moonlight, and with a touch of warm light resonating from the castle. I made it posible for the Castle to be viewed at multiple angles, and I even did a little interior piece as well. I spent a lot longer of a time working on this than I originally anticipated, but I really like the outcome. I was curious what other people might think of it?


5 years ago
{This is a repost as I realized I originally posted in the Black Ops 1 section not realizing that, dope!}

So, upon loading into the map, as soon as the screen fades out of black, you are immediately greated with the game over screen. It's not because the player starts out of the start zone, the info_volume is exactly in the right place where player spawn is. What I've noticed, looking at the game over camera, is that all of my brushes have completely dissapeared, and I think what is happening is that the player just falls straight down and out of the info_volume, killing them. Yet, the models/props are all still visiable. I have no idea as to why this is happening, all the brushes display properly inside of radiant. It's not the skybox either, I made sure that it was set up properly, and I even prefabed the map (minues skybox and all of those volumes) and stamped it, into a new defualt map. Same problem. I have been trying to find a solution to this problem for a while now to no avail. I'll post the build log to see if anyone can find something in there. Alternatively, if any one wants ther actual map file to take a look around, ask and I will dm you a link to download the map, as I would really love to continue working on this map, but this is really hindering... Any help is greatly appreciated.


Here is the build log:

C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\/gdtdb/gdtdb.exe /update

gdtDB: updating

processed (0 GDTs) (0 assets) in 4.905 sec

gdtDB: successfully updated database.

C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\bin\cod2map64.exe -platform pc -navmesh -navvolume -loadFrom C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_forest_pathv2.map C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\share\raw\maps\zm\zm_forest_pathv2.d3dbsp

main: Enter

FPU Precision set to 64 bits
CoD2Map: T7
 Build Changelist: 3017537
 Build Machine: CODBUILD8-764
---- cod2map ----
navmesh = true
navvolume = full generation
----- FS_Startup -----
Current search path:
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\share\devraw
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\devdiscdata
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\devraw
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\raw
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\share\raw
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\discdata
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\devdiscdata
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\devraw
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\raw
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\discdata
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\main
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\main
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\players
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\zone
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\local_storage
----------------------
Connected to data signature database
Loading map file C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_forest_pathv2.map

Layer '000_Global/No Comp' ignored


W
ARNING: Material 'jun_art_wood_plywood_dark03' is missing
WARNING: Material 'jun_art_wood_plywood_dark03' is missing
WARNING: Material 'jun_art_wood_plywood_dark03' is missing
WARNING: Material 'jun_art_wood_plywood_dark03' is missing
WARNING: Material 'jun_art_wood_plywood_dark03' is missing
WARNING: Material 'jun_art_wood_plywood_dark03' is missing

reveal volume decal texture 1x1, 9 bytes. 0 packed 0 unpacked. 0 voldecals.

restricting BSP to sky brushes

**********************

******* leaked *******
**********************


finding triangle windings...

assigning primary lights...

splitting windings into lightable areas...
coalescing coincident windings...
removing occluded winding fragments...
finding sun shadow casters...
splitting large windings...
merging into concave windings...

fixing t-junctions...
tethering holes to their concave windings...
finding index mapping and snapping vertices...
triangulating all windings...
0 self-tjunctions fixed
0 degenerate tris removed
smoothing normals...
emitting triangles...
0 vertices couldn't be merged because the textures point different ways
emitting cells and portals...

building curve/terrain collision...

Adding brush neighbor bevels...

Removing redundant brush collision planes...
removed 8 brush sides
elapsed time 0 seconds
Finished processing world entity


Ignoring empty brush model entity
Map C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_forest_pathv2.map entity 17

Ignoring empty brush model entity
Map C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_forest_pathv2.map entity 19
Ignoring empty brush model entity
Map C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_forest_pathv2.map entity 174

Ignoring empty brush model entity
Map C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_forest_pathv2.map entity 4960
splitting up large himip volumes...
    surfCount went from 0 to 0

Umbra Visibility Groups: 1 groups

<worldvisgroup>      0


Umbra Tome Triggers: 0 total



begin navmesh generation...
UMBRA smallest_occluder=72.000 small_hole=4.000

r
emoved 4 duplicate triangles from set of 40652 - 0.1 seconds

generating Nav Mesh ...
Removing tiny boundary edges...


done - 1.0 seconds
WARNING: NavVolume generation is skipped. Flying units might not behave correctly. This might be due to there is no nav_volume brush in the level, or the generation is skipped purposely by skipping -navvolume option.

W
riting C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\share\raw\maps\zm\zm_forest_pathv2_navmesh.hkt
Writing C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\share\raw\maps\zm\zm_forest_pathv2_navvolume.hkt
navmesh generation took 1.5 seconds
Writing C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\share\raw\maps\zm\zm_forest_pathv2.d3dbsp
   16 seconds elapsed
main: 15.676 secs

C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\/bin/radiant_modtools.exe -ledSilent +medium +localprobes +forceclean +recompute C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\/map_source/zm/zm_forest_pathv2.map

LED Exported for C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\/map_source/zm/zm_forest_pathv2.map

C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\/bin/linker_modtools.exe -language english -modsource zm_forest_pathv2

Linking "zm_forest_pathv2" (usermaps\zm_forest_pathv2 stable 3015543 v593):
processing...
done: 0m55.12s

Linking "en_zm_forest_pathv2" (usermaps\zm_forest_pathv2 stable 3015543 v593):
processing...
done: 0m4.87s

Double Post Merge: October 15, 2018, 01:17:10 am

Update:IT WAS THE SKYBOX. I originally missed it, but somehow, there was an extra skybox volume that was created that was covering the entire map, but I couldn't see it as all the edges were lining up with the original sky box. But that was in fact the problem!
6 years ago
Update: Still dying at the start, also, I just realised that ALL of my brushes aer invisible in-game (they appear as they should inside of radiant) all of my props and such are visable tho, and I assume why I am dying is because the player falls to the death because of the lack of brushes. Usuualy, you get the game over display immediately as the bo3 fades out from black. Sometimes you can see your first person hands and they look fullbright, as if the player fell out of the sun volume. This is not due to the skybox, I even prefabbed the map (excluding skybox sun and all those things, and put it into a new default map, resized things accordingly, and still have the same problem. I am pulling my hair out because of this situation, again if anyone can help, it would be appreciated.
6 years ago
Hello, so I am facing a problem right now that I don't know how it came to breaking my map. It was working perfectly fine just earlier today. But now, upon starting up the map, you die instantly. And yes, the start zone is in the map and in the correct position. So this really has me baffled. I would also like to note, that terrain I was building is completely invisible as well now. It has an underlying texture of dirt, and then a grass blend texture on top of that, but you can't see them in game anymore. Any help would be greatly appreciated!


Here is the log from compiling the map:

C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\/gdtdb/gdtdb.exe /update

gdtDB: updating

processed (0 GDTs) (0 assets) in 19.299 sec

gdtDB: successfully updated database.

C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\bin\cod2map64.exe -platform pc -navmesh -navvolume -loadFrom C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_forest_pathv2.map C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\share\raw\maps\zm\zm_forest_pathv2.d3dbsp

main: Enter

FPU Precision set to 64 bits
CoD2Map: T7
 Build Changelist: 3017537
 Build Machine: CODBUILD8-764
---- cod2map ----
navmesh = true
navvolume = full generation
----- FS_Startup -----
Current search path:
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\share\devraw
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\devdiscdata
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\devraw
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\raw
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\share\raw
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\discdata
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\devdiscdata
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\devraw
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\raw
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\discdata
C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\bin\main
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\main
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\players
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\zone
C:/Program Files (x86)/Steam/steamapps/common/Call of Duty Black Ops III/pc/\local_storage
----------------------
Connected to data signature database
Loading map file C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_forest_pathv2.map
Layer '000_Global/No Comp' ignored

W
ARNING: Material 'jun_art_wood_plywood_dark03' is missing
WARNING: Material 'jun_art_wood_plywood_dark03' is missing
WARNING: Material 'jun_art_wood_plywood_dark03' is missing
WARNING: Material 'jun_art_wood_plywood_dark03' is missing
WARNING: Material 'jun_art_wood_plywood_dark03' is missing
WARNING: Material 'jun_art_wood_plywood_dark03' is missing

reveal volume decal texture 1x1, 9 bytes. 0 packed 0 unpacked. 0 voldecals.

restricting BSP to sky brushes

**********************

******* leaked *******
**********************

finding triangle windings...

assigning primary lights...

splitting windings into lightable areas...
coalescing coincident windings...
removing occluded winding fragments...
finding sun shadow casters...
splitting large windings...
merging into concave windings...

fixing t-junctions...
tethering holes to their concave windings...
finding index mapping and snapping vertices...
triangulating all windings...
0 self-tjunctions fixed
0 degenerate tris removed
smoothing normals...
emitting triangles...
0 vertices couldn't be merged because the textures point different ways
emitting cells and portals...

building curve/terrain collision...

Adding brush neighbor bevels...

Removing redundant brush collision planes...
removed 8 brush sides
elapsed time 0 seconds
Finished processing world entity


Ignoring empty brush model entity
Map C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_forest_pathv2.map entity 17

Ignoring empty brush model entity
Map C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_forest_pathv2.map entity 19
Ignoring empty brush model entity
Map C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_forest_pathv2.map entity 175

Ignoring empty brush model entity
Map C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_forest_pathv2.map entity 4961
splitting up large himip volumes...
    surfCount went from 0 to 0

begin navmesh generation...

Umbra Visibility Groups: 1 groups

<worldvisgroup>      0


Umbra Tome Triggers: 0 total



UMBRA smallest_occluder=72.000 small_hole=4.000

r
emoved 4 duplicate triangles from set of 40636 - 0.1 seconds

generating Nav Mesh ...
Removing tiny boundary edges...


done - 1.1 seconds
WARNING: NavVolume generation is skipped. Flying units might not behave correctly. This might be due to there is no nav_volume brush in the level, or the generation is skipped purposely by skipping -navvolume option.

W
riting C:\Program Files (x86)\Steam\steamapps\common\Cal
l of Duty Black Ops III\\share\raw\maps\zm\zm_forest_pathv2_navmesh.hkt
Writing C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\share\raw\maps\zm\zm_forest_pathv2_navvolume.hkt
navmesh generation took 1.8 seconds
Writing C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\\share\raw\maps\zm\zm_forest_pathv2.d3dbsp
   15 seconds elapsed
main: 14.7299 secs

C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\/bin/radiant_modtools.exe -ledSilent +medium +localprobes +forceclean +recompute C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\/map_source/zm/zm_forest_pathv2.map

LED Exported for C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\/map_source/zm/zm_forest_pathv2.map

C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\/bin/linker_modtools.exe -language english -modsource zm_forest_pathv2

Linking "zm_forest_pathv2" (usermaps\zm_forest_pathv2 stable 3015543 v593):
processing...
done: 1m14.73s

Linking "en_zm_forest_pathv2" (usermaps\zm_forest_pathv2 stable 3015543 v593):
processing...
done: 0m5.33s

6 years ago
I would be happy being able to export most of the geometry with textures. If there is a way to export the models too, that would be great, but is not necessary.
6 years ago
Has anyone done this, porting a BO3  map and been able to open it in Unity? I'd love to port over a map I've been working on, but have no idea if that is even a possible idea. Any insight would be appreciated!



Thanks
6 years ago
Back in Black Ops zombies, on Five for example, when the player takes the elevator down, all of the zombies on the current floor that are outside of the windows and actively chasing the player, will respawn at windows on the floor that the player then arrives at.

In the map I am currently making, I have the player drop down a large hole, not quite an elevator, but I would love to know if there is a way to force any zombies above to respawn at that bottom level when all of the players have dropped down. Is there any way of achieving this, if so I would love any links or information! Alternatively, I have been trying to get the zombies to simply climb down, but the way I have the hole set up is proving to make that a bit difficult, I may just have to do some rearranging!
6 years ago
https://www.youtube.com/watch?v=ccbMS_2jQF0
Haha, exactly what you need.
Thanks a lot! It's sometimes really hard to find tuts for the specific things, haha! :D
7 years ago
For example, in Shio No Numa when walking in the water, the player moves slower than normal - I have a part of my map where the players will drop down into some sewers and I want that same effect, how do I go about doing that?
7 years ago
Thanks guys, glad you like it so far!

Holy fucking shit, something that looks good, is original and is not 1% done. :gusta:
Again, thanks a lot, I have spent quite a bit of time just putting in details like rubble/loads of decals, debris props, and what not. I'd say that this is probably only about 45% complete. I still have a whole other section to add in, which is the street side. Going to have to draw up some plans for that!

Looks pretty detailed to me, keep it up. (I love the lighting!) Will there be any custom weapons, by chance?
Thanks to you too! As I said, I have spent many hours putting in the small details! Glad you like you lighting, I come from the film world as both a camera technician and a Director of Photography, so I have been trying my best with the lighting! :D
And there may possibly be custom weapons added in, but as you see, I am a big time noob when it comes to scripts/importing in models and making other stuff work that requires work outside of the map maker, haha! So I can't give a definitive yes or no one that right now.
7 years ago
[WIP] Factory Street





This will be my second map to upload to the workshop, and boy, is it an improvement over the last one!

In this map, I am hoping for it to be more of a medium sized map, where the player starts in a factory, and then works their way out and into the streets and possibly some other buildings; and that will probably be where the Pack - a - Punch resides (also haven't decided, or even know if I can do this, if the Pack - a - Punch machine will be something that will have to be crafted by the player).
I should also mention that a lot of this map is inspired by Der Riese, in fact I used some of the same design methods that are present in The Giant, if you guys manage to spot em'. There are also secrets in this map, though I didn't really display any of them in the screenshots, you'll just have to play the map and look for em' when it's out! ;)

So far, the map features:

  • Perk machines (will update this to a more accurate list as I finish deciding and placing in the machines, not sure if I will put all in, but maybe.
  • Pack - a - Punch
  • Dog rounds
  • A working elevator, courtesy of ZombieKid164
  • Zombies will not spawn/crawl out of the ground in plain sight
  • Maybe custom music for the rounds. (There are currently two tracks that have been made already, but I dunno if I really like em that much)
  • Detailed level design (I hope!)


Anyways, have a peak and let me know what you think, especially if you have any suggestions! :D


Spoiler: click to open...
                               



MICRO UPDATE 4/16/17


Spoiler: click to open...
 
      
7 years ago
Hello again. This time I seem to be having this weird issue in one specific room, and I haven't the slightest clue as to why.  (and I have pictures in game and in the editor for you guys to check out as well, follow this photobucket link here, http://s1376.photobucket.com/user/masterguyperson_the_second/library/Troubleshooting?sort=3&page=1)

SO, what is happening, basically, in game - once the player is in this one, and only one, room, it's as if the player is looking through a big caulk texture, where all parts of the room are vanishing and bits and pieces will appear and disappear seemingly at random. Upon investigating in Radiant, there is no caulk texture that appears to be hiding within this room. If you guys will take a look at the link I have supplied, I'm wondering, if maybe there is a rouge reflection_probe that may be causing the problem? Maybe a certain model is the culprit? Could it be a problem with the actual textures of the walls, or maybe even some of the FX I have set up up in there???

One thing that I want to point out, I did a test where I removed the walls and the floors (leaving all the props and decals that were on the floors and walls); upon booting up the map and entering the room, everything seemed to appear as they should, aside from the missing walls and floors of course. When I added the walls back (note that I didn't just CTRL+Z/undo what I did, I actually took the time to add back new walls) and even putting on a different texture, the same problem reoccurred, unfortunately.


Does anyone know what is the cause of the problem, and have any kind of solution?

Thanks! 

Double Post Merge: February 15, 2017, 10:56:26 pm
Gee, this will be the third time in a row that I have answered my own question after posting for help.

So I was finally able to eradicate the problem, and I'll explain what I did in just a moment. But first, let me pitch my theory as to why this was happening. SO, the room that I was referring to was closed off (at least visually). The room had only one doorway at the time, and there was a door in that doorway. My guess is that something might of confused the optimization protocols of the game, being that there should be no way that the player should be able to see into that room, as there were no windows, no holes in the door, or anywhere, and because of that it just glitched the hell out of that room - that's just a guess that I had, it kind of sounds silly, but I have no other kind of explanation as to what was happening, haha!

What I did to solve the problem was me finishing putting in the second doorway on the level below the first. I did not put a door into that second doorway, and lo and behold, the room is appearing just as it should be!


Beats me as to what to real problem was, but I am just glad that it's working as it should be now, yay! :D
7 years ago
Most welcome friend, I'm glad I was able to help you out!  :D
7 years ago
Okay, so now I have run across a new issue, in that when ever I try to have an item drop the ground via hotkey or by pushing the button in the toolbar, the item will drop to about what would be 3 feet above any surface it is above. I don't get why it would - it doesn't appear that I am dropping items on a brush that I didn't see, just to plug that hole.
So, for example, all the grass that I would like to put on my deformed terrain would be an absolute pain if I couldn't simply use that function, as again, they would all just be floating above the surface, and I would manually have to place each patch on the ground.

Any suggestions?

Thanks!


EDIT: Ah, once again I was able to figure out shortly after posting, haha! It's as simple as ticking and making sure that "override drop height to zero" is on. You can find this check box in the tool bar at the top of radiant, and it's has an icon of a zero with a slash through it. :D
7 years ago
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