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Messages - Noobforlunch

where? i have created a new image and like perks i have added

image,t7_hud_zm_powerup_giant_deathmachine
Inside APE you need to search deathmachine there will be a material and an image  you need to put both in the zone as well after editing them so you just do
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material,materialname
and
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image,imagename
7 years ago
the minigun powerup shader dont work for me :(
What issue are you having? The minigun is already made in APE so you just have to edit it there.
7 years ago
You can go here and join it. :)https://discord.gg/2ePrB
7 years ago
Weapon costs are handled on the trigger or in the weapon file, can't remember which but that is super simple to edit. As far as the guns yes you would hand to use maya. If you are on the bo3 discord add me I am noobforlunch on discord. I will help you out. :)
7 years ago
For the guns you would have to add them yourself as they aren't loaded in giant. Then after that you would make a custom weapon file. The weapon file is found in share > raw > gamedata > weapons > zm after this you go to a map that has the weapons you want and export their animations and models then compile the animations using maya and cod maya tools. As for points you would have to explain what you want. It can be done no problem as I have altered the amount of points you get on spawn and from shooting and killing zombies.
7 years ago
This will work for powerups, as far as hud goes all we can edit currently for images of that is the DPAD.
7 years ago
In Black Ops 3 Mod Tools previous to now, you had to use a mod to override most anything that was embedded in the game. After that last update you do not have to do this.

The first step to getting custom perk icons working is to make the icons, you can do this in Photoshop.

Once you have your perk shaders made and exported as a .tiff file format you can drop them into the texture_assets folder in the root of the mod tools.

After this we are going to go into APE I recommend making an entirely custom GDT to keep yourself from losing the perks later on down the road if an update were to happen that would overwrite the GDT. I named mine perk_icons so it would be easy to find.

After this you need to create as many images as you plan to override perks. The settings of the image should be as follows:
specialty_giant_juggernaut_zombies
specialty_giant_marathon_zombies
specialty_giant_quickrevive_zombies
specialty_giant_fastreload_zombies
specialty_giant_ads_zombies
specialty_giant_three_guns_zombies
specialty_giant_doubletap_zombies
specialty_giant_widows_wine_zombies
specialty_blue_electric_cherry_zombies


Then the settings here you should use:

After doing that you should now be good to go with saving APE. Next thing we have to do is edit the zone file. You can find the zone file by right clicking inside the launcher like this:



After you have you zone file open all you need to do now is add these as you would for which perk icons you made:
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image,specialty_giant_juggernaut_zombies
image,specialty_giant_marathon_zombies
image,specialty_giant_quickrevive_zombies
image,specialty_giant_fastreload_zombies
image,specialty_giant_ads_zombies
image,specialty_giant_three_guns_zombies
image,specialty_giant_doubletap_zombies
image,specialty_giant_widows_wine_zombies
image,specialty_blue_electric_cherry_zombies
Then you will be good to go.
7 years ago
There is a setting in ape on the weaponfile that is called ADS Overlay Settings you put the overlay there. Make sure to setup the image and material for it.
7 years ago
In the fire animation or whichever animation you would like just go to the last frame and make it rotate 90 degrees.
7 years ago
as i said - it was "redspace" not me
I was talking to the official poster on him wanting to get jump pads in his map.
7 years ago
Just so you know, since you have less than 20 posts, you won't be able to respond to PMs.
Thanks for the info Dust I didn't know that. You can message me on discord or steam if you wish the same name as here. @OP
7 years ago
PM me I can help you out with this if you want.
7 years ago
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function on_player_spawned()
{
    wait 2;
    self IPrintLnBold("Welcome to Zombies Recreation!");
}
This code will work for you. You would also need to put:
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	callback::on_spawned( &on_player_spawned );
into your main function of your mapname.gsc
8 years ago
In the mod tools there are things called script origin. You can use these to designate paths for a player and even an object if you wish. I would look into them.
8 years ago
Where is the script? I will look at it for you.
8 years ago
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