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Messages - BioAftermath

I repeat - wraith definitely works “for sounds” from bo3 lol
After a bit of testing, I see that it does, now I have to find the files that I'm missing. I've found all of the ones involving Maxis counting down when you link the teleporters, and when the bridge lowers, but I need to find the sounds for when you link a tele and the PaP door opens a bit, as well as when you turn on the power switch, guess I have some work to do. Thanks for the help Harry.

Edit 2: I checked all the SABL and SABS files for zm, for both the "all" and "en" folders, and I can’t find the files for when the app door opens “evt_packa_door(#)”, as well as some other files. How is it possible that I cannot find a sound file that is most certainly in the game? I'm using "zm_giant_teleporter" to know what the name of the file is and search it, and I get nothing. And even if I do find them, I’d have to code it in the write way so it plays in the map. Is there anyone that has already done this that can help me out? I would GREATLY appreciate it.
6 years ago
Lol it definitely works with bo3...
Wraith works, but exporting sound files from it doesn't. I found another program to do it, Black Ops 2/3 Sound Studio. I guess I'll just have to go through the zm_giant_teleporter script and find every instance mentioning a sound file and get the names of all of them. I was hoping that someone had already done this, as there are plenty modded The Giant maps on the Steam workshop, and I doubt that all of them are missing these sounds.

Also, what a coincidence! I was meaning to ask you some questions on your discord for your perk mod, but that's for another day.
6 years ago
I'm trying to add and change some things about "zm_giant" in mod tools, but a bunch of sounds are missing. Mainly the sound when you turn on the power, the lowering of the bridge, and every sound related to the teleporters: When you start the link, Maxis counting down, the stopwatch ticking, and when you link the teleporter. I also have the perk sounds missing, but I've found tutorials where I can fix that, but none on how to get these sounds for The Giant. I tried ripping the sounds from the map using Wraith, but it doesn't work with BO3.

Any help would be greatly appreciated, thank you.
6 years ago
Is this the reason that I'm having issues with playing CoD Online? It did some update (Which I looked up and seemed to fit and was pretty big) but then I couldn't play. The only button that I could click lead to a download of the game. Everything is so hard to read in Chinese when you don't know Chinese...
9 years ago
No, open up your weapon.ma (or .mb), drag the bind file on it and save it. Close Maya.

Open the viewhands, drag the bind file onto the viewhands, let it bind (can take some time) and save the viewhands.

Then drag the weapon.ma/weapon.mb ontop of the scene with the weaponfile. Then press "join weapon to rig" and it should work.

If the gun moved down, save the file again under a different name (so the original won't get overwritten).

Lukkie1998
I did exactly that, that's the issue. I can try again, if you have a pair of viewhands WITH a bind file that wasn't binded yet.

Double Post Merge: August 28, 2014, 04:31:25 pm
Is there anyone who can help me? I really need to get the weapons and animations into a map :/
10 years ago
As I saw in the image with the Remington New Model Army, the gun wasn't binden to the tag_weapon joint using tom-bmx' tool. This happens to me when i import the weapon into the viewhands scene. What i usually do, is open the binded viewhands and drag the binded weaponfile (.ma or .mb) onto your viewhands. If you use the "join weapon to rig" button it should connect the gun to the right joint and the animations will be loaded succesful!

Lukkie1998
So, I open the binded viewhands and then I also open the bind (mel) file for the weapon too? And then the binded weapon? Because what you're describing is what I am doing, and it's not working.
10 years ago
did you bind the viewhands? then save it as a seperate mb file and re-open the mb file in maya an try it that way?
The view hands were already binded.
10 years ago
Don't know what to tell ya man, if you binded the weapon to its rig, attached it to the viewarms using tom's tool and had the correct import settings then it should work.
GODDAMN IT.
10 years ago
Actually I have it backwards, make sure that this is checked since it says (!Use Bones) where ! = not in programming language

First before importing the anim you have to go into the settings for importing and check them:
(Image removed from quote.)

Then make sure your settings are setup like this
(Image removed from quote.)

Basically you want that unchecked when doing character anims and checked when doing weapon anims or other stuff.
I copied everything correctly (except for 'Name Clash Options' since that doesn't exist on Maya 2012), but it was the same thing, the gun was out of the hand. And the gun was binded.
10 years ago
Looks as though you have "use bones" checked when importing the anim.
Make sure you don't have that checked.
Where can I uncheck that? I'm a noob :\
10 years ago
the viewhands seem to be of a diffrent cod, you have to use one from waw or cod4
If I use those, I get an even worse effect, as the gun doesn't move into the position it usually does when it's connected to the rig, and then my Maya glitches out. Besides, the viewhands I was using are supposed to work.

http://www.youtube.com/watch?v=jP-g5D-hBek&feature=youtube_gdata_player

Double Post Merge: August 26, 2014, 12:14:02 am
It happens to every weapon :(
 
10 years ago
http://www.youtube.com/watch?v=sx8NlB6fyXU&feature=youtube_gdata_player

I am using Tom_BMX's tools on Maya 2012. This glitch will happen with every animation I use from any game, and I need help fixing it.
10 years ago
it is hard and frankly, not worth it
Then how can I get a good FX for the Ray Gun (after Buried), Ray Gun Mark II, and the Acid Gat?
10 years ago
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