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Messages - jswanson3d

Since I deleted my sub base map on accident I wanted to start something new. It's nice to get a fresh start anyway now that I know more about the tools. I will say that starting back up has reignited my hatred for the editor navigation, especially coming from UE4....I'll learn but I won't like it!

This map will be a re imagining of Roundhouse from Cod:Waw, which imo had some of the best maps in the series. The maps allowed for diverse gameplay and weren't nearly as closed in and claustrophobic as the new cod maps. Sniping was much more about sharpshooting as opposed to quickscoping, but both were possible. SMGs and assault rushers could still flank around the edges effectively. I was very disappointed in the map design of WWII, and since they don't have mod tools, here I am.

Regarding layout, I want to emphasize the breathing room Cod Waw gave you on most of their maps, even the smaller ones, which gave snipers an actual opportunity to snipe while still allowing SMG and shotgun gameplay through flank routes usually going around the perimeter of the map- think Seelow, Roundhouse, Airfield, Outskirts, etc. Outskirts was actually remade for BO3, but even that doesn't represent the vastness that I enjoyed so much in the earlier cods. As time goes on it seems they can't stop shrinking every corridor and building. On top of that BO3 has a very fast movement system, allowing you to traverse much more quickly than before. Unfortunately, instead of compensating for that by increasing maps size, the opposite happened and you get maps like in Advanced Warfare where you're able to run to the other end of the map in ~10-15 seconds.

As for the artistic direction of the map, again I'll reference earlier cods since I'm an old man child who can't let go of the past. Cod 4, Waw, MW2, BO1 all had realistic but colorful color palettes, with maybe the exception of Waw being more desaturated and dreary compared to the others. I dislike how oversaturated the maps have become, but I understand that a lot of people disliked how depressing Waw maps looked. I'll look for a middleground, using saturation in areas that make sense, but otherwise sticking to Cod Waw's color palette. I always thought MW2 had the best of both worlds in this regard, both realistic and colorful at the same time. Battlefield 1 also does a good job of this.

I'll be updating my progress here and will upload the map once initial  blockin is complete, or if people are interested in testing it. I'd love to hear ideas regarding the layout and art direction!

Here we go!!
6 years ago
Hey yeah this is dead, sorry. When deleting and reinstalling bo3, I didn't realize it would delete all the stuff in the mod folder, which is where my .map files were. I lost all of the data and won't be remaking it.
6 years ago
Quick update on the map. Blockin is still in progress since the movement of BO3 really changes how the original map is played, so I've had to change the scale of some areas and will be adding more railings on rooftops to control how much g-sliding is allowed.


Playtest with bots:



These areas are still WIPs, especially the outside, but the map is playable overall.

7 years ago
I've been working on the map on and off because the B-Site is turning into a lot of work. I have to scale the room to fit everything else properly which is taking a good amount of time and can be pretty frustrating.

Here's what I have so far:
(Image removed from quote.)

(Image removed from quote.)

It's unfinished currently and I haven't gone too far into decor yet.

This is looking really nice, dude! Nuke is one of my favorites in CS and it looks like this is going in a unique direction. That glow effect+steam above the vat is dope. How did you achieve that? If I have a light source underneath a grate the light doesn't shine through.

7 years ago
If I'm using a stackable crate in my map, it'll place the asset just fine, but when I save and try to compile it throws an error saying that it can't find the asset. Here's what it says in the console:



I can't compile the map when it gives this error, so if I want to playtest it I have to delete any assets that cause this to happen. So far it's happened with a truck and the crates.

I've tried verifying my mod tools install. Anyone else having problems like this?
8 years ago
I also noticed when you move your view around in-game there is sometimes a weird black outline of the objects that were in view still stuck on the screen.

I've noticed this too and know it's related to ambient occlusion. It's the AO being baked in real time but staying on your screen for some reason. If you turn AO off entirely then it goes away.
8 years ago
I don't think 3arc has or will release all of the weapon models. The only ones I've found even after downloading the extra 50 gigs of mod tool assets were all base guns, a couple of each class. The only one that includes all of the attachment variants is the Kuda (ap9 is the internal name). 
8 years ago
Oh god, I completely forgot about Sub Base! One of my favorite maps back in MW2 days. Are you going with accurate remake or with different theme and small bit of changes here and there?

Yeah man that's why I chose this map. It played well, especially in SnD, and was generally liked but it wasn't a fan fav, so it's kind of an unexpected remake.

As for the theme, I'm keeping it mainly the same as in it's still going to be a sub base, but it'll be more in the dead of winter at dawn, so they sky will have stars, some clouds, and some nice warm colors in the distance to contrast the cool colors of the metal/snow on the map. I'm also going to be lighting it mainly with incandescent lighting to add more warm/cool contrast and will be modelling some custom hero assets since that's what I do at my job anyways.

8 years ago
Remaking Sub Base from MW2. It's still in its blockin stage as I just started this last night and am new to mapping. It plays fine with bots but will need to play with real people at some point before it gets polish passes.

I've scaled some areas up a little bit, mostly vertically to compensate for the Black Ops 3 movement since right now you can boost jump onto almost any building. I plan on rounding some corners to allow for smooth wallrunning, as well as blocking some areas off so the traversal doesn't get too out of control. I'm also thinking of raising the height of the buildings to make it impossible to boost up without having to wall run. Let me know what you think!



Album with more angles: http://imgur.com/a/7zBR4
8 years ago
You mean that have the scritps in Documents/maya/maya/2016/scripts is not suffisant ? In the folder scripts, i have these files : version, usersetup.mel (with this line in it : python("import CoDMayaTools");), LISENCE, CoDMayaTools.pyc, CoDMayaTools.py.

I must have something more ? If yes give me the instructions please :/ I'm using maya 2016.

I only have two files, the .py and .mel inside the script folder in documents/maya/scripts.

I think you need to use an earlier version of Maya. I tried the tool with 2017 and although it didn't give me an error message, the file couldn't be converted and used in the APE. Then I tried using Maya 2014 and it worked fine. Otherwise I'm not really sure :/
8 years ago
Yo. You have the cod export tools in documents/scripts, right? As well as a usersetup.mel in the same location with the import command?

Which version of Maya are you using? I tried doing it on 2017 and got an error. Get 2014 if you don't already have it.
8 years ago
I'm exporting a simple model from Maya 2014 using cod tools, and then when I try to convert the xmodel_export to xmodel_bin it doesn't work. I end up getting no new files in the folder. The CMD doesn't return an error, but it has some jumbled text as if the file was corrupt or something.

Anyone know how to get it to work?
8 years ago
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