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.

Messages - staticsnow22

The missing chalk textures for stock WAW weapons that had no wallbuys in the original maps. These were originally uploaded on customcod.com for download in the very early days of Custom Zombies, however that site went down a long time ago and these have been unavailable ever since. I've found most (if not all) of the .iwi images for these chalk textures in various old school custom maps' .IWD files and reuploaded them here:
drive.google.com

Weapon Chalks included:
 
Deployable Browning M1919 (bipod)
.357 Magnum
Bazooka
Deployable DP28 (bipod)
Flamethrower
Deployable MG42 (bipod)
Molotov Cocktail
Mosin-Nagant
Nambu
Panzerschrek
Ray Gun
Satchel Charge
SVT-40
Tokarev TT-30
Type 99 Arisaka
Type 99 LMG
Type 100
Walther P-38
 
 
Asset Manager Settings
materialType     /     world unlit
surfaceType      /     plaster
blendFunc         /     Blend
 
2 years ago
Sorry for being quite late, but I've made a tutorial on how to use ADPCM compression.
 
https://www.ugx-mods.com/forum/modding/52/optimizing-your-custom-audio/20867
 
I'd recommend use this as a base for your music soundaliases
Code Snippet
Plaintext
name,file,platform,sequence,vol_min,vol_max,dist_min,dist_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,volume_min_falloff_curve,volumefalloffcurve,reverb_send,dist_reverb_max,reverb_min_falloff_curve,reverb_falloff_curve,pitch_min,pitch_max,randomize_type,spatialized,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,chainaliasname,startdelay,speakermap,lfe percentage,center percentage,envelop_min,envelop_max,envelop percentage,occlusion_level,occlusion_wet_dry,real_delay,distance_lpf,move_type,move_time,min_priority,max_priority,min_priority_threshold,max_priority_threshold,,isbig
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
ALIAS_NAME,FILEPATH,,,1,1,,,1,reject,,,music,,,,,,,1,1,,2d,streamed,,,,all_sp,,,,,,music_all,,,,,,,,,,,,100,100,0.25,1,,

 
Also, please post questions like this in Help Desk.
2 years ago
This tutorial will show you how to optimize your custom audio in your WAW Mod/Map. I will be showing you several ways to dramatically decrease file size and memory usage while maintaing good sound quality.
 
In this tutorial it is assumed you already know the basics of soundaliases and converting sound.
 
I'll break this down into a few parts:
 
You'll need Audacity. Here is a download link if you don't already have it.
Exporting your sound file correctly and efficiently
1. Import your sound file into Audacity. You can just drag and drop.
 
2. In the bottom left of the window you'll see a small tab that says 'Project Rate (Hz).' In the dropdown under that, change the number to 32000. This will lower the file size by decreasing the sample rate and therefore quality of the audio, however this difference in quality is typically very trivial, if even noticeable. Some sounds might suffer more than others though, and if your sound quality decreases too much, changing it back to 44100 isn't too big of a deal.

3. Press CTRL + A.
 
On the toolbar at the top of the window, go to Tracks > Resample. The number in the dropdown should be the same as the number you used in Step 2.

Press OK.
 
4. On the tool-bar at the top of the window, go to File > Export > Export Audio. Save your sound file as WAV (Microsoft) signed 16-bit PCM

 
5. A window titled 'Edit Metadata Tags' will probably pop up. Near the center of this window you should a tab that says 'Clear.' Click that a couple times.

Press OK.
 
Your sound file should now be exported to the correct format, with a good balance between file size and sound quality.
Stereo Sound vs. Mono Sound - which to use and when
When to use Stereo Sound: Stereo sound can only be used for 2d sounds in-game. Attempting to use stereo sound for 3d sound ingame will cause the audio to sound very glitchy and spam the console with errors.
 
STEREO PROS & CONS
 
+ sounds very nice when used correctly
- cannot be used for 3d sound
- larger file size
 
 
 
When to Use Mono Sound: Mono sound must be used for 3d sounds in-game. You can still use it for 2d sounds, however it will not sound quite as nice as Stereo.
 
MONO PROS & CONS
 
+ smaller file size
+ can be used for both 2d and 3d sound
- when used for 2d sound, it doesn't sound as nice as stereo
 
 
 
HOW TO CHANGE A STEREO SOUND TO MONO
 
1. Open your sound file in Audacity
 
2. Press CTRL + A
 
3. On the tool-bar at the top of the window, go to Tracks > Mix > Mix Stereo Down to Mono
 
4. Export your sound in the correct format - WAV (Microsoft) signed 16-bit PCM
 
 
Changing Mono to rich Stereo is a bit more complicated so I won't demonstrate it here. Apologies.
Streamed Sound vs. Loaded Sound - which to use and when
People too often are loading their sounds very inefficiently and they often end up having each sound file be included in both their FF and in their IWD. Doing that just needlessly increase file size and memory usage.
 
 
 
HOW TO CHANGE WHETHER A SOUND FILE IS LOADED OR STREAMED
 
Open your soundalias(es), preferably with Microsoft Excel or a similar program. Under the header 'type'  you need to put either 'streamed' or 'loaded' for each soundalias. Pretty simple.

 
 
WHEN TO USE STREAMED & WHEN TO USE LOADED
 
When to use Streamed: Streamed should be used for all 2d sounds. One exception to this is 2d weapon sfx (like reloading sounds, for example), which should be Loaded. Sound files that are Streamed must be included in your root/mods/mapname/sound.
 
When to use Loaded: Loaded should be used for all weapon sounds and all 3d sounds. Sound files that are Loaded must be included in root/raw/sound but MUST NOT be included in root/mods/mapname/sound.
Last but certainly not least, converting your sound using ADPCM compression
The standard converter that comes with the modtools uses an uncompressed format, which results in huge file sizes. I'll show you how to convert your sounds using ADPCM compression. You should see a decrease in file size by ~75%!
 
You'll need this kit for conversion.
drive.google.com

I should note that this is a modified version of Megadeth9811's conversion_kit, however his used xWMA compression which is not as good as ADPCM.
 
 
Make sure you put your conversion_kit folder in a directory that has no spaces.
 
Bad Example: C:\Users\Blah\Desktop\Mod Tools\conversion_kit
 
Good Example: C:\Users\Blah\Desktop\Modtools\conversion_kit
 
 
 
HOW TO CONVERT YOUR SOUND USING ADPCM COMPRESSION
 
The steps that follow all take place in the conversion_kit folder, NOT in your WAW root.
 
 
1. Place your unconverted sounds into conversion_kit/sound_assets/raw/sound as you typically would.
 
2. Place your soundalias into conversion_kit/raw/soundaliases as you typically would.
 
3. Navigate to conversion_kit/bin and run convert.bat by just double-clicking it.
 

 
4. The converter will convert your sounds to Compressed ADPCM .WAV format, and your newly-converted sound files should show up in conversion_kit/raw/sound.
 
5. Your sounds are now converted in ADPCM format! You should notice a drastically lower file size compared to the standard uncompressed format. Now just remember to include your soundalias in a a zone_source file.

 
 
And that should be everything. If you have any suggestions or ideas please share!
3 years ago
Sorry for the month late reply.

You'll need the Prototype style modtools for making a prototype style map. Here is zombiemodding.com's download: https://mega.nz/file/ZMciRLpD#fdQankgzoj9E0qcif4QpzxezYA0d36cGIvUuDllh1yw



Making a prototype map is almost exactly the same as making a DLC3/1.4 map. The only difference is that zombie spawn mechanics are slightly different.
Basically, there are no zones.



In Radiant, the zombies for the starting room zombie spawners need the following KVP:


targetname     /     zombie_spawner_init


These zombie spawners will be activated at the start of the game, hence the 'init' meaning initial.





Next, if you have any doors that lead into rooms with new zombie spawners you must:


1. Select the door (the actual door, not the trigger)

2. Select the zombie spawner(s)

3. Press 'W' on your keyboard.


Now, when that door is opened, it will activate the zombie spawners in that room for the rest of the game.




Unfortunately this means that there is no logic in determining where the zombies will spawn. They spawn randomly from every active spawner.
This shouldn't be too much of a problem if you don't plan on making a huge map however.


Sorry if this wasn't the best explanation, but I hope I've helped a little bit.
3 years ago
It sounds like the portalling is messed up. I'd delete all the portals in your map, and also delete the MAPNAME.d3dprt file

Then compile try again
3 years ago
You can set materialType to model unilt (not affected by light) or fx (fully bright) if you don't want it to be affected by lights at all.
If change materialType, then sublayer scroll is not an option it seems. But if that's the only way I guess I'll have to.


Edit: What do you mean by set the FX to 'fully bright'?
3 years ago
I've made a custom scrolling texture for a PAP camo, but I can't seem to remove the lightmap: https://giphy.com/gifs/nsuYKidevHt7TQ0Hrj

As you can see the muzzleflash light is showing up on the blue camo. I want to get rid of that.

Here are the settings for the camo in asset manager:  https://gyazo.com/850cd8d72d1fdaa0dc2b55a68ff51b4c
                                                                                                https://gyazo.com/83d85437436638eb00765f3349ca796b
3 years ago
I think it might be best to remove that whole area and remake it from scratch, but in another location. So, maybe add a hallway that goes to it after you remake it.
3 years ago
I see what you mean, I deleted the other two info_volumes so now there is just one with the zone1 flag, which seemed like that would actually be the cause. I tested it a few times even with some pathnode tweaks and still.... 1/5 zombies just stand there and do nothing when they spawn. I tried brainstorming some other ideas to fix it but I can't think of anything.  https://i.imgur.com/bt7iO5o.png

Please if you have another idea shoot it to me, I appriciate your input brother!  
Is this zone activated by a door? If so, make sure the trigger has the KVP: script_flag / enter_zone1      
And check to make sure you have your zoning set up perfectly in mapname.gsc

also make sure that your info_volume has the following KVP's

targetname / zone1

target / zone1_spawners




Just in case, select the info_volume and choose the 'volume' texture, because sometimes it can get messed up for whatever reason.


Otherwise, I'm not really sure. I had the same problem a little while ago, and I fixed it by just getting rid of the barriers in that zone and having the zombies be risers instead.

You could also just completely redo all the spawners and volume in that zone.


3 years ago
This tutorial will show you how to replace the bloody, maimed DLC3 zombie textures (https://gyazo.com/79b7fa2a35996c326c741ff16839f994) with the old, flesh colored Nacht Der Untoten zombie textures (https://gyazo.com/fe794ec7b9c501ff6ca6ee6164b64276).

This is essentially just replacing the Der Riese models for the zombies with the ones from the Prototype modtools.


WARNING: THIS WILL REPLACE STOCK FILES IN ROOT/RAW/XMODEL.
1. Download this: https://drive.google.com/file/d/1oyBG0GqvcDm9WL9NYoJOe6O4LqjCU4my/view?usp=sharing
2. Go into the .zip file and drag the 'raw' folder into your WAW root directory. Select 'Yes' to replace all existing files.

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
TO REVERT BACK TO DLC3 ZOMBIE TEXTURES
1. Download this: https://drive.google.com/file/d/185unIaWLdvtkvN-phBRXC1kcIF8TRaqb/view?usp=sharing
2. Go into the .zip file and drag the 'raw' folder into your WAW root directory. Select 'Yes' to replace all existing files.
4 years ago
Any tutorial on how to add a Satchel Charge wall buy? I don't want to use the BYZMODZ buildable one, just a regular wall buy. And I already have the chalk texture for the satchel charge and mortar round.

I couldn't seem to find a tutorial anywhere for this, besides one that caused the Satchel Charge to deplete the special grenade slot (e.g. throw a charge and it would take one of your monkey bombs away).


4 years ago
After trying all the other tutorials for this, I noticed there was constant freezing in-game. The freezing is apparently caused by the script calling for an alias that doesn't exist. so I decided I'd go into 'dlc3_vox.csv' and change all 1700 aliases. One. At. A. Time.

MAKE A BACKUP OF 'root/raw/soundaliases/dlc3_vox.csv' BEFORE OVERWRITING ANYTHING
1. Download this: https://drive.google.com/open?id=1T4b78O8rFb1Q6_Lp4Nkodb2aXnGxeHCI   (it's a RAR file so you'll also need to download 7Zip or WinRar).

2. Drag the 'raw' folder into your World at War root directory. Select 'Yes' to replace the existing file (because you backed it up, right?).

3. Compile Level.

4. Build Mod.

You now have the charcter quotes from the Marines in Verruckt, with NO FREEZING.




Please let me know if the download link goes down at some point.
4 years ago
Does anyone have a working download link for the missing weapon chalks (like the magnum, dp28, browning etc.)? All the links I've tried either redirect to a domain purchase or simply are removed from the download website (MEGA, Mediafire, etc.) Daedra's link that he posted is broken as well (https://www.ugx-mods.com/forum/mapping/12/reuploaded-missing-weapon-chalks/1199/).

I'd really appreciate it if anyone could send me a working link. Thanks
4 years ago
Loading ...