UGX-Mods 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 Facebook
Sign In with Twitch

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 - A Devious Lobster

Hi, I need help and I'm going to show a short video that shows two problems that occur when I am trying to get the melee weapons to work.


Melee blood effects do not appear unless the knife ViewModel and the knife WorldModel is used so I used the same from the ViewModel and
WorldModel, However, copying the world model and view model I got duplicate models of the knife when I used the melee animation which
shows that using the knife world model and the knife ViewModel caused issues but I did get the blood effects.

By just doing the ViewModel and Worldmodel without using the knife WorldModel and Knife ViewModel being used all is fine but there is no blood
effects for the knifing in first or third person which is where the issue becomes a problem

I would like it if I could do this just like bo1 or bo2 melee weapon setups, however, if there is a way to add the blood effects by using GSC or CSC
the scripting then that is fine but I don't want to use it if it's justs a matter of simple fix I haven't found at all

Also, 1 thing I don't know how to do is change the fx of the knife hit blood effects without replacing the fx file is there a way to change the fx you're
using for the knife world and knife view model to customs one if so how would I go about doing this?

Anyone who has had this sort of problem and has found a way to fix it, the help would be very much appreciated on how to fix this. even input is welcome :)

Combat Knife Blood Weapon File


Tactical Knife Weapon File
4 years ago
Hi I just wanted to ask anyone out there if they know how they get wav audio bitrate from 705kbps to 180kbps without losing quality because I know there are modding members of the community out there who have successfully managed to lower the wav file bitrate from that number without any static/noise/popping in the background of the audio for voiceovers. The reason I ask is that I'm trying to limit the amount of memory used up so I can utilize the extra memory space for better things since audio takes up most of the memory if the bitrate is too high. If anyone can help tell me how I can get 180kbps with 44100khz with 8 bit unsigned with a single channel then I will be happy, I know it's possible but I don't know how to do so I use audacity just so you know?
5 years ago
Hi Does anyone Happen to Know why the compile ff options checkboxes are greyed out since I've never had this with other map files before, I know this is a test demonstration map but I just felt like having a look and playing it for myself but why can't i check the boxes for compile bsp, lights, paths, and reflections they are greyed out, I'm using Diduknowipwn Launcher which is the latest. If anyone can tell me what is then it be much appreciated. FYI All the necessary stuff hasn't been modified so all zone source file etc should all be fine.
5 years ago
Hi I have converted a sniper overlay in asset manager, however it is not working I need help because I have done all the necessary I can do as I cannot identify where the issue although its somewhere . I need help because I don't understand why my overlay is not displaying when I aim down my scope. If anyone can help me it would be very much appreciated.

FYI I did convert the material itself and added it into the mods folder, I also added it to the mod.csv with the material name (The Material name is included in the weapon file for the hud).  Here is the weapon file itself within the HUD section of adding a scope.




Video of issue ingame
8 years ago
Hi i need input / help because 90% of my script works although because im doing the Easter egg trigger via script instead of the map editor by entering the keys and values i cant get the trigger to trigger unlike a standard easteregg song which i can do if i put the keys and values in the entity box.

For the record i probs will get people complaining asking me why i am doing it like that when you can use the map editor entity box for those value and key inputs.

The reason is because if for instance your making a mod for a map that already exists like the bo1 treyarch built maps its the same in general for the perks like what had been done in rollonmath42's natch der untoten 4.0 mod with the perks and pack a punch in the map. However because its slightly different from perks its implementing the easter egg trigger to activate the song. You cant do it with maps like that as there already compiled and no one has the original source map file for the offical treyarch maps.

This is the code the only general part of it that doesn't work is the actual trigger tried trigger use didn't work tried trigger radius use didn't work and damage although i prefer the trigger use.

If anyone can give me input its much appreciated. why its so difficult is because if the getent doesn't refer to a model targetname it doesnt work since it needs origin to base it on.
Code Snippet
Plaintext
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;

main()
{

level.wolf_origin = (0, 0, 0);
level.wolf_angles = (0, 0, 0);
spawnmodel_dog_and_clip();
}

spawnmodel_dog_and_clip()
{
PrecacheModel("zombie_wolf_bo3");
PrecacheModel("collision_geo_64x64x256");

wolf = Spawn( "script_model", level.wolf_origin );
wolf.angles = level.wolf_angles;
wolf setModel( "zombie_wolf_bo3" );
wolf.targetname = "zombie_wolf";

wolf_trigger = Spawn("trigger_radius", level.wolf_origin + (0 , 0, 30), 0, 20, 70 );
wolf_trigger.spawnflags = 55;
wolf_trigger = getEnt("zombie_wolf","targetname");
wolf_trigger thread Spawn_music();

wolf_clip = spawn( "script_model", level.wolf_origin );
wolf_clip.angles = level.wolf_angles;
wolf_clip SetModel( "collision_geo_64x64x256" );
wolf_clip Hide();
}

Spawn_music()
{
self PlayLoopSound("meteor_loop");
self SetCursorHint("HINT_NOICON");
self waittill("trigger");
self StopLoopSound();
self PlaySound("meteor_affirm","sound_done");
self waittill("sound_done");
self Delete();
players = getplayers();
for(i = 0; i < players.size; i++)
{
players[i] PlaySound("iheay_song");
players[i] Giveweapon("mw2_intervention");
players[i] SwitchToWeapon("mw2_intervention");
}
}
For the record since im trying something new its really out of interest and scripting practise.
8 years ago
Hello i was just wondering how I would go about making a skybox like this because i like sky boxes horizons in the background so i was wondering if anyone could help me



This is a screenshot of a bo1 sky box but i was wondering if anyone knows how to do this type of sky box with an overlay because im not sure how to do it as i cant find the specified options in assetmanager. I can make standard skyboxs but not this one in particular.

Even though its a bo1 skybox i noticed you can use a skybox in waw that has a background of some sort in the horizon


8 years ago
Hello I need to know if someone knows how to get around the fix for the specular maps in bo1, just wondering because i have started converting assets for bo1 i have been able to render the normal maps to the original quality using kokole converter to fix them like you do in mw2/mw3 models you convert. but the specular maps dont seem to be rendering properly including the cosines i have made by changing the specs colour from black to white. Despite my efforts im not having any luck. I had i hunch about the green specs because i had my doubts already they would not display the specs of the model properly. If i where to fix the green specular maps how would i do this.
8 years ago
I have not encountered this with the other viewhands I ported from Mw2 and Mw3, but for some reason the black ops and bo2 viewhands seem to have some issue with the Waw weapons being used with the black ops viewhands. Despite of this im am unsure what is wrong and why the wrist looks so messed up when using some of the Waw guns. ive been trying to figure it out but no luck. Has anyone come across this issue and have you been able to solve it the advice would be much appreciated?

This picture shows an example of a waw gun while using the bo1 viewhands.
8 years ago
Hello I am currently having problems with my ads for the MP5k when it transitions into the aim Anim I Don't know what I done wrong but I followed IPwnatZombies MW2 Weapon porting tutorial everything works except the ads transition that goes into aiming Does anyone know where I may gone wrong.

I know for a fact that the weapon file I am aware of was done correctly.

I know it has something to do with how I ported the ads anim in maya. but I have change it multiple times no luck I am missing something

Input would be much appreciated here are pictures of the model, this is what I mean by :-\



8 years ago
Recently I've been trying to extract some normal maps but the -n flag doesn't seem to be working despite setting it up in the way its suppose to in the short-cut. I don't know why but for some reason its skips 324 normal maps which are ones I need for some missing textures. I don't know but I may be missing?

Target Path Setup For Shortcut
"D:\Game Utility Software\Toms BMX Tools\Tom_BO2_iPak_1.22\Tom_BO2_iPak\Tom_BO2_iPak.exe" -f dlczm2.ipak -n

If anyone can help me and explain where I may be going wrong it be much appreciated, im not extracting models by the way I  am extracting textures otherwise I would be using Lime.
8 years ago
Hello I currently have a problem with my mod running It when I compile the map that I have built. I've added the p90 to the map by making a trigger use and have giving it the Kvps. i have added the necessary files for the gun in the file directory this includes the model, the model parts, weapon file images, materials and material properties etc, however despite adding the weapons in the dlc3 code and zombie weapon scripts the runtime error occurred and as much as i know the syntax errors i got where fine as i know the errors are coming up because of the error of related to the p90.

Script Runtime Error"assert fail: p90 was not included or is not part of the weapon list"
This error i'm confused with because i have added it into the weapon in the two scripts but don't know why it not working it should run the map without a problem. the weapon files are corrected and there are no errors when I compiled the map or  the mod.

If anyone has encountered this error and knows how to figure it out and what cause the problem please explain to me how to fix this problem. any advice will be much appreciated.
9 years ago
Hello my names Rob it's very nice to meet the community, its is a pleasure to be part of a supportive forum.
I am interested in c++ programming in particular especially when it comes to building maps and making application software. I like to play custom maps and like to spend my own time making new scripts for my maps. I like playing with other people and enjoy having a good time.
9 years ago
Hello i need help with the converter because its the only part of the program in launcher that doesn't work in the mod tools.
I will begin with my current situation with the converter with asset manager when i tried to pc convert my custom textures it wont work. What i have done is clicked on the converter application in the root folder of waw in bin unfortunately for me i got six errors and these errors where the files that i didn't have preventing me from converting my custom textures.

These are the files that are missing in my root folder of cod waw as i have checked were the files located and i know for definite i don't have them. They definitely don't appear as hidden files.

These are the files that i'm missing.

Files missing:
C:Program Files (x86)ActivisionCall of Duty - World at War   exture_assetsmenu
“Loadscreen_nazi_zombie_oldtown”
C:Program Files (x86)ActivisionCall of Duty - World at Warawmaterials
“menu_map_nazi_zombie_oldtown”
C:Program Files (x86)ActivisionCall of Duty - World at Warawmaterials
“minimap_map_nazi_zombie_oldtown”
C:Program Files (x86)ActivisionCall of Duty - World at Warawmaterials
“Mission_screen_nazi_zombie_oldtown”
Alot of them refer back to "oldtown"

when it referred to six errors not to sure if it referred to these ones as well.
these two files are in raw/maps
 "Mp/mp_unit_test"
"sp_unit_test"

If anyone can give me any technical support for these files that will be great. It will also be reassuring for you to be honest about the options i have to approach this problem it would be appreciated.

For all i know everything in the modtools works apart from the converter when i try to pc convert my custom textures in asset manager.

I dont know if i require them exactly but i am a little unsure,

Lastly i know my images to convert either has to be in the file format of DDS or TGA with the power of two which is what i've done.
9 years ago
Loading ...