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Messages - Wild_LD

I posted this on Modme earlier today however I decided to post it here so more people can read it and share their thought!

Hey everyone. I wanted to make a post to explain what I think divisions will be like in WWII. Maybe some of you will agree, but if you don't then reply to this post explaining what you think it will be. It's interesting to hear everyone's thoughts. With that said, here is what I believe divisions will be like.
 
Divisions for those that haven't heard is going to be the "replacement" for Create A Class in Call of Duty: WWII. I put quotes around the word replacement because personally I don't think they are changing the create a class system, but expanding it. We have to remember that Sledgehammer Games listens to the community and cares about us. Sure, advances warfare isn't the best game and does have many problems, but the game is still being supported to this day. With that said, Sledgehammer knows how much people love the Create a Class system and I don't think they would change it on us. So if I don't think it's gonna change then what do I think it will be? Well I explained earlier how I think it will be an expansion of the current create a class system. This is what I mean. I think we will still have the normal setup where you select your weapons, perks and killstreaks but the actual "Divisions" will be Sledgehammer's take on Specialists/Rigs. If we look at the 5 Divisions that have been revealed I can explain why I think that. There is Airborne, Mountain, Infantry, Armored and Expeditionary Force. I think when you enter the Divitions menu you will be able to select one of these 5 to use and edit the weapon loadout individually. It's basically creating a class for each specialist and being able to switch between the specialist during the game, rather than only having 1 specialist but being able to use every class if that makes sense. Let's look at what each of the Divisions could be. Airborne - it's possible that players of this divisions maybe spawn in the game closer to the middle of the map when the game starts so they are closer to the enemy team, which would be the advantage to this class. Mountain - Maybe this division can always pull out a sniper at any point to use it from a distance but then switch back to their normal weapon for close quarter battles. Infantry - This class could possibly have an advantage by being able to move more quickly and regenerate health quicker. Armored - Maybe this division could possibly be able to use rocket launchers and flamethrowers as their advantage but at the same time more a little slower than each other division. Finally, Expeditionary Force - These players may get and advantage of special ammo types and special equipment like flares or trip mines. Looking at the descriptions and thinking of it like that makes perfect sense to me. So in the end what I am saying is it could be a system where first you select your "specialist" like we know in bo3, but then after you select it you make a class specifically to only be used on that division. Then when you load in the game instead of choosing from 5 classes, instead you pick a division and you get the special perks for that division plus the loadout you created for it before the game. No division will have restrictions on the actual loadout itself, instead the advantages that each player gets will be different depending on their division, again similar to what we know in bo3 as specialists.
 
This idea makes sense to me and I personally think it would be a great system. Let me know what you all think of this idea and if you believe it's something different then please let me know!
829 days ago
BO1's mod tools are listed on Steam...

Not the mod tools themselves, radiant...radiant never was part of the bo1 mod tools. Members of the community coded it themselves.
912 days ago
Will BO1 radiant every be available to the public, I personally like BO1 for zombies better than any other COD game. I feel it has so many differences which set it apart from BO3 and WAW, and no matter how much changing of BO3 or WAW one does, it'll never quite capture the overall feel that BO1 presented during every gameplay.

I's not sure if I am correct but I remember reading something about what they did for BO1 Radiant is illegal lol, so if that is true then it probably wont be released to the public.
912 days ago
--- Update --- v1.8 --- 3/17/17 ---

Added high quality shaders for Deadshot, PhD, Tombstone and Who's Who? thanks to HitmanVere!
913 days ago
Thanks, the widows wine shader was actually created by a user on Modme and he gave me permission to use it since I originally was just using the shader from SOE. The other shaders that are low quality I basically used a photoshop technique to make low resolution look higher resolution but the shaders are to small so it didn't really do what I wanted it to. I will take a look at your shaders and switch them out and update the pack. Of course I will give credit aswell. Thank you :)
915 days ago
AGC's Origins HUD & Shaders!



Hey everyone, I am making this post for anyone that wants to make their map a little more custom. Installing both the HUD and shaders is easy. Anyone can do it! I hope you enjoy!. Please give me credit following the "Credits.txt" included in the download. Both downloads have different credits so please read both! Instructions are also included in the download.




Black Ops 2 Shaders

About:
- I decided to go ahead and rip the shaders from Black Ops 2 and use them inside my map. I then made a custom BO2 styled deathmachine shader and then made BO2 stye shaders for NSZ's custom power ups. Download them now to use in your map!

NSZ's Custom Power Ups:
Sorry but you are not allowed to view spoiler contents.

Preview Images:
Sorry but you are not allowed to view spoiler contents.


Video Installation Tutorial By Me:
Sorry but you are not allowed to view spoiler contents.


Origins HUD

About:
- Earlier this year I released a shader pack which contained every perk and power up shader from Black Ops 2. I even made custom Black Ops 2 styled shaders for shaders that were not originally in Black Ops 2. I then went on to attempt changing the DPad HUD on my custom maps to the HUD used in Origins. I failed to do so. I finally decided to look into it now that I have learned a lot more and finally got it working. To go with my Black Ops 2 Shader Pack and also Harry's recently released Origins weapons I decided to go ahead and finish and release this. I hope you enjoy!

Preview Image:
Sorry but you are not allowed to view spoiler contents.


*Instructions included the the download*
916 days ago
the huds all LUA controlled - and we have no access to the LUA functionality

the most you can do is change the images it loads, nothing more at this time

How do you make it load a new image? Even if it's all we can do, I'd still like to do it...it's a start atleast :/ I know people have done it it's nothing new I just can't figure out how.
980 days ago
This will work for powerups, as far as hud goes all we can edit currently for images of that is the DPAD.

Do you know how to edit the dpad image? I've been looking for a tutorial but can't find anything and I can't figure out on my own :/
981 days ago
First of all, your Imgur link doesnt work. Second of all, all BO2 maps use same shaders, so making separate packs for MoTD/Buried etc. would be waste of time

I know, I made a new pack and posted it to modme. Once it's 100% complete I'll be making a new post on here. The new pack is a bo2 shader pack which contains all the perks from bo2 including PhD and vulture aid, has all the power ups and I made a custom bo2 style death machine shader and I am making custom ones for natesmithzombies custom perks. I'll fix the preview link as soon as I can, sorry about that.

Double Post Merge: January 07, 2017, 03:03:23 pm
- Updated the preview link. New update coming soon! -
982 days ago
AGC's Origins Perk Shaders
 

---{ New Post Over At Modme }---
http://aviacreations.com/modme/index.php?view=topic&tid=629
 
 
Download:
New download over at my post on Modme:
http://aviacreations.com/modme/index.php?view=topic&tid=629
984 days ago
You know there is already a prefab for a power switch right?
I know? That's what I was using...I said I tried using that new once thinking that it might have been a problem with the power switch I had.
987 days ago
Hello, so after I attempted to make certain lights turn on only when power is on I started getting connection interupted errors leading to the game disconnecting me and kicking me back to the main menu when I turn on the power. I tried following many tutorials and they all do the same thing. It still does it when I remove the scripts and put all the lighting states to true on the lights. I tried following this tutorial: http://phabricator.aviacreations.com/w/black_ops_3/basics/setup_power_switch/ thinking that it was because of a broken power switch or something but it still does the same thing. Any idea on how to fix it?

Double Post Merge: January 03, 2017, 05:46:59 am
I even tried setting all of the lights to have the same light state as the powerswitch lights have and it still does the same thing. MaybeI have to create a new map and then just copy the physical map over and restart everything else? I don't know. :/
987 days ago
Hello, I have this problem now where when I try and bake the lighting in my map it says it failed and at the bottom of the window it says "Sun FAILED needs more than 128mb". Whenever I try and compile the map it gives my error in launcher that says "Error: Failed to export D:/Steam/steamapps/common/Call of Duty Black Ops III/\map_source\zm\zm_agc.map because Volume #0: 10.67, 512.00, -42.63     Level sun volume missing from file!"

What I don't understand is that it used to work fine, then I worked on my map like normal and now it doesn't work. I still do have a sun volume and when I go to cords it says in the error there is nothing there. It says there's a volume there but the closest volume to that place is my start_zone but its not actually touching those cords.
1002 days ago
Hello, so I have realized that in the starting room to my map one of the walls seems to glitch out the players vision. I don't understand why this happening since every other wall is fine. That's not the weird part though. The weird part is that every wall that works was copied from the one that's broke when I was building the room. I have tried re-texturing the brush. Re-doing all the detail on wall like the dirt and blood. I have even tried making sure the zone goes to the edge of the wall and all of this other stuff that wouldn't be related specifically to the wall its self, however nothing that I have tried seems to work. If any of you have any idea of how to fix this problem please let me know, Thank you!


Here is quick video I made showing the wall that's broken and showing how all the other wall are fine.

:(
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1003 days ago
So today I open my map and worked on it for a little bit. I wanted to play test what I did and in the console when I tried to compile it said something like ERROR: couldn't export unnamed.map and some other stuff after. I tried opening it in radiant to remove some of the prefabs I added and literally nothing was in the map. It was just the default skybox with no brushes, volumes or anything. A completely empty map. I went into the the folder where the .map files are located and replaced the main .map file with the .bak it created and the same thing happened when I opened that file, just nothing was there but the default skybox. Does anyone know if there is an option in radiant or something to fix this or if it's gone. I really have no idea what the hell happened if anyone could please explain it to me. If I did lose my map well shit, I was really happy with what I had built so far. I've only been working on it for a few days but was extremely happy with how it was turning out and I already had a lot of detail added as well :/

Double Post Merge: October 05, 2016, 12:26:31 am
I just found a post on modme with the same problem. This post has pictures of the map in radiant and a picture of the error.
http://aviacreations.com/modme/forum/topic.php?tid=191&page=1#lastpost
1077 days ago

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