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Messages - Corey

Hey guys, so i ended up downloading block ops 3 along with the mod tools. Thing is, im having trouble getting anything to open. 
At first I downloaded Black ops 3, ran it and it worked perfectly. Then I installed the mod tools and now nothing is opening. 

The tutorials I've seen online seem to make it look as simple as installing the mod tools/extra assets and then opening the desktop icon "Black ops 3 mod tools" 

This is not the case for me however. When I try to open that shortcut on the desktop nothing happens. Then I go into the steam folder>bin and try to open radiant or any of the other programs and still nothing. The only thing that opens is the launcher, but it seems that there is a bunch of stuff missing on it.

My hardware is up to par, im not sure if im missing anything here. Don't want my $80 to go to waste.

Thanks, Corey
5 years ago
Hey guys,

Quick question, which version of Black Ops 3 is the cheapest to download from steam to gain access to the Mod tools so that I can play and make custom maps?

I dabbled a bit a few years ago with WAW and custom map making and modding, however it was a lot easier back then. I'm hopiong I don't have to spend $79.99 on the full game. Any input is appreciated.

Thanks, Corey

Double Post Merge: September 08, 2019, 08:24:35 pm
Let me clairify a little bit.

There is an option on steam to purchase "The Giant Zombie Map" for $6.49.
If this is the only thing Black ops 3 related that I buy, will I still be able to have access to the BO3 mod tools?
5 years ago
Hmmm... im getting a new error now...

after all this happen when i hit converter...
Code Snippet
Plaintext
flametable.gdf...
Converting 9 assets, reason: 'missing cache entry'
Converting 'debugflametable' (flametable 2 of 9)...
Converting 'flame_firstperson_mp' (flametable 3 of 9)...
Converting 'flame_sherman_mp_FLM' (flametable 4 of 9)...
Converting 'flame_thirdperson_mp' (flametable 5 of 9)...
Converting 'ot34_flame_thirdperson' (flametable 6 of 9)...
Converting 'quinn_flame_firstperson' (flametable 7 of 9)...
Converting 'quinn_flame_thirdperson' (flametable 8 of 9)...
Converting 'sherman_flame_thirdperson' (flametable 9 of 9)...
Converting 'wasp_flame_thirdperson' (flametable 10 of 9)...

I get a

Code Snippet
Plaintext
converter -nopause                                              Error -1

Any ideas?
9 years ago
I'm getting this error when I click the converter button in launcher.
Code Snippet
Plaintext
FAILED TO EXECUTE: converter -nopause
I had to restore my computer from factory setting, and now I'm attempting to set up my mod tools again, I've copied all from 1.0 - 1.4 and I've also copied over UGX Modtools Patch v1.0.6

Any ideas what's going on?

Double Post Merge: January 29, 2015, 01:48:49 pm
Oops, ran as admin, and it seems to be working fine now
9 years ago
Thanks for all the feedback everyone, I will look into the bugs that have been pointed out, however I am goin to wait a bit to release a 1.1 version to make sure I have found all the bugs. (If I can fix the problem I have with my map not opening)

@sage, thanks for that info, I'll definitely take a look at that next time I release something!

Also, what do you guys think of the pap camo? Too simple? Too lame? Or do you like it?
10 years ago
DarkWoods

:Images:















Background
I have only made 1 map prior to this, and it was pretty lame. This one takes place deep in a forest, where the undead have risen up from the ground. Some say it's because of the witches and demons that lurk in the forest.
Progress through the map and unlock secret doors to gain access to new areas. (nothing too difficult)

Features

:9 perks:
4 Cod WaW
4 Black Ops
1 Black Ops 2

:Guns:
Most Cod WaW guns
Mp5
Stoner
Scorpion
CZ75
RPK

:Elements:
Eerie gameplay
Thick Fog
Cornfield (not a maze)
Unlockables
Buildable

:Other Features:
Buyable ending
Custom sounds
Custom PaP camo
Zombie Counter
No dogs
Easter egg leading to the ending
Unlock perk slots (start off with 4)

:Credits:
coddmodd: All the help he's given me with trouble shooting and tutorials
ZK: Youtube tutorials, buildables, shootable door
Mrhankey91: zombie counter
Bamskater: black ops perks, electric cherry
YaPh1l: Intro text, guidence help
RayxZombie: Black ops 2 weapon glow
DualVII: Round Sound template
FreeCodCinematics: Bridge prefab
gamer9294: Secret 3 button door
Pashan: Moving object script
Treminaor: Zone_fixer
TomBmx: Lime

Beta Testers:
Diego
xjonesy421
HitmanVere

If I forgot anyone in the credits, let me know and I'll add you.

Type in console "map nazi_zombie_darkwoods" to play

Sidenote: The map sort of broke on me when I was attempting to fix the gun sounds, so the BO guns don't have any reload sounds. But they do have their correct fire sounds.

10 years ago
I don't know if you need this, but in your kvp for your struct, you don't have script_noteworthy | find_flesh
As for your spawner kvp, try targetname | outside_spawners as apposed to outside_spawner
10 years ago
Thanks I'll give it a go tomorrow. And will do.
10 years ago
Thanks saje, sorry I'm kind of new to this stuff, where does that code go?
10 years ago
Im getting an error when the map loads up in the top left saying that there is no selected speed for the origin, and that its defaulted to 1, I don't care so much for this error, and it defaulting to 1 is fine, in fact 1 is what i wanted it at. However I don't want it to display the error message. Is there a way to stop the error message from showing up when I start the map?
10 years ago
Hey guys, so I used the zone debugger to solve some zoning issues, and now that they're all fixed I removed the .iwd from my mods folder, but when I compile and build mod then run the map, I still have the debugger in the top left even though its not in the mod folder anymore. Any idea why this is happening?
10 years ago
I'm getting this error when trying to compile my map...

Code Snippet
Plaintext
Calculating light grid...
9.5% complete, 2 seconds done, 22 seconds remaining
10.9% complete, 3 seconds done, 23 seconds remaining
13.9% complete, 3 seconds done, 21 seconds remaining
17.3% complete, 4 seconds done, 19 seconds remaining
20.6% complete, 4 seconds done, 17 seconds remaining
23.6% complete, 5 seconds done, 16 seconds remaining
25.6% complete, 5 seconds done, 16 seconds remaining
28.1% complete, 6 seconds done, 15 seconds remaining
31.0% complete, 6 seconds done, 14 seconds remaining
34.3% complete, 7 seconds done, 13 seconds remaining
37.4% complete, 7 seconds done, 12 seconds remaining
40.1% complete, 8 seconds done, 12 seconds remaining
43.5% complete, 8 seconds done, 11 seconds remaining
45.7% complete, 10 seconds done, 11 seconds remaining
46.3% complete, 11 seconds done, 12 seconds remaining
47.2% complete, 11 seconds done, 12 seconds remaining




Small hunk ran out of memory attempting to alloc 32 bytes

I made my light grid as small as possible, not exceeding the outside of my map, and I've chopped the different pieces in halves, but I still get the error... It kinda sucks cause this is the final step for my map. Any idea whats going on?
10 years ago
Hey guys, so I've followed different tutorials to get the box to move, and I'm still having no luck...

The situation is...
I have 6 boxes in my map, from sniperbolts tutorial.
I have edited my mapname.gsc so it looks like
Code Snippet
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// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
boxArray = [];
boxArray[ boxArray.size ] = "start_chest";
boxArray[ boxArray.size ] = "chest1";
boxArray[ boxArray.size ] = "chest2";
boxArray[ boxArray.size ] = "chest3";
boxArray[ boxArray.size ] = "chest4";
boxArray[ boxArray.size ] = "chest5";
level.DLC3.PandoraBoxes = boxArray;

and have
Code Snippet
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level.box_moved = true;

in my _zombiemode_weapons.gsc

Anyone else have this issue and know how to fix it?
10 years ago
Please for the love of god make one of the boss zombies a big daddy from bioshock!
10 years ago
UGX 1.1? Oh really  :o
10 years ago
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