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Messages - Tom_The_Gamer_01

So I've been working on a map for a few days now, and I just got the major mapping bit done, but some of the xmodels appear as though there's no lighting being cast on them (completely black, but colored appropriately by the light from gunfire), yet the other xmodels around it are acting normally.

I've got reflection probes (some of which are directly facing these models), I've got a lightgrid_volume around the whole map, I'm honestly lost as to what the issue is. I'd rather not have to remove these models, some of them are pretty key to the design.

Thanks for any help that you can give, I sure need it. Thanks :)
7 years ago
Yeah that's what I did and still nothing.

Strangely enough it was working on the custom guns until I put it onto the WaW default ones.

Ah well, I'll keep messing with it and try to find out the cause of the issue. Thanks for your help
7 years ago
Nope, it wasn't just a mistake, I did it a second time being careful to get it right, so there's some kind of issue.

Double Post Merge: May 14, 2017, 03:17:28 pm
You know what it probably is. Do you have UGX Weapon Editor?
Yeah I have the weapon editor
7 years ago
did you add the image in your map?

Yep, as I said, it works on WaW weapons but not the ported BO1 weapons. I'll try redoing one of the retextures to make sure it wasn't just a mistake on my end, though it seems strange that it happened three times over if so.
7 years ago
Did you add the xmodels in your mod.csv? ex: xmodel,name_of_model

Yeah I did that,  for both the viewmodel and worldmodel
7 years ago
So I've put some BO1 weapons into my map, and made a custom Pack-A-Punch camo and applied it to all weapons in the map (WaW and BO1).

Strangely enough, the camo appears invisible on the BO1 weapons, but works fine on the WaW weapons. And if I check out the xmodel's in Asset Manager, the BO1 weapons have their updated camos. I've built the mod multiple times, checked the files I edited countless times, and still nothing is fixing it.

I can't make much sense of the error message, but maybe someone else can:
ERROR: Couldn't find material 'ÿÿÿÿ@½?À2>'
   failed loading material 'mc/ÿÿÿÿ@½?À2>' for asset 'bo1_commando_upgraded_view' found in source file '../zone_source/mod.csv'

All I did was do a find and replace on the 'mtl_silver_etchning' refernces in each files, as when I used the default PaP camo on the models it worked as it should.

Any help is appreciated as always :)
7 years ago
Hey, so I want to put a script into my map that acts similar to the challenges system in the last 3 BO3 maps.

I know a fair bit about programming and scripting outside of COD, but of course I don't know how to do it for this  :D

I'm not bothered for the challenges being randomized, nor the rewards, but I do want challenges with rewards.

Any help at all is appreciated, as always :)
7 years ago
Its possible its behind the windows taskbar or minimized and offscreen.
Try pressing "alt f" or "ctrl f" to bring up the file menu.

That did it, thanks
7 years ago
I went into launcher to boot up Radiant, but for some strange reason all that loads is the entity window? Literally just that, no other windows or anything, just a blank entity window. I haven't touched any files to do with Radiant or anything, so the cause is beyond me. If anyone has a solution please let me know because I've been trying for a while now. Thanks.
7 years ago
So I've been looking for some tutorials for a shootable easter egg for World at War, but the only stuff that shows up is for BO3. I'm not sure if running through those tutorials would work for WaW too, but I doubt it.

What I'm wanting it to do is to have the player shoot 3 different targets, and it then gives the player a weapon for them to pick up as a reward.

Any help is appreciated, thanks :)
7 years ago
Well your suggestion did work (dog rounds included though I intend to remove them soon  :D ), but I think that I'll give that UGX Mod idea a try, as a timer seems much more fitting.

Thanks though!  :)
7 years ago
Well, it's almost what I was looking for, however the only issue is that rounds only start/end when the last zombie is killed, meaning there's a period where there's just one zombie but as soon as it's dead suddenly 10+ more suddenly spawn.

Ideally round would continue to progress despite zombies still being present from the previous round, so there's a constant stream of zombies spawning. Really, a timer counting how long the game went on would be better than a round system.

I imagine it would take a lot of scripting, and while I'm willing to do that, I'm not yet able to write those scripts myself  :-\
7 years ago
The map I'm currently working on would probably work better if zombies spawned constantly, no pause between rounds. Only thing is, I've found no tutorials  on the matter and have no clue as to where I should be looking.

If someone could point me in the right direction I'd appreciate it, thanks :)
7 years ago
So, I've just started a new map, and went to test it. When it loads after the compile, it runs that default Activision animation as the solo load screen, and the progress bar fills. But when that progress bar fills, it just disappears, no "click to launch map" text appears, and the animation runs to completion. When the animation finishes, it just stays at a black screen. I've tried clicking, I've tried leaving it (I left it an hour and still nothing), and just about everything else.

Now usually when something goes wrong I'd get an error message, but here I don't. I've ran it both with and without developer set to 1, I've ran the map using the 'run after compile' option on Launcher, I've ran it using the in-game, I've tried everything I know. I can still launch other maps, both standard and custom maps, so the issue must be with this map. I just don't know what I did specifically to trigger this.

I haven't found anything else on the internet to help with it, so I'm hoping someone on here can lend a hand and help me sort this out, I don't really want to redo everything. Thanks!
7 years ago
Make sure your lightgrid covers your map.
Delete all reflection probes except 1 inside. Then add 1 reflection probe outside.
Try using the worldspawn settings from the sniperbolt tutorial map.
Move your entire map up 1000 units to move it out of the edge of level fog.
Tried all of it (to no avail) but the worldspawn settings idea, as I don't know where to find it. I have the tutorial map.
7 years ago
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