Ok, first of all, I'm trying to improve the bamskater's BO perks (including the fix already done)
Most of modders, and I understant, simply does not care about the looking of the things they make, as long as it works. Bamskater is a very good scripter, but seems to have no interest in some parts of the mods like the visual part. So, If you have his perks (very good tutorial and prefabs) you'd probably noticed that models look awful, don't have bullet collision and of course, no animation or lights when turned on. Also, didn't come with jingles and stings.
I've been messing around with the scripts and achieved somethings, nealry nothing, cause I never succeded exporting a Black Ops model and the same goes for custom sounds. However, there are somethings that I nearly got working.
So, basically I'm asking for help to fix this and make a multi-author tutorial on how to really have working BO perks.
What we want?
- Working Jingles and Stings - Working On/Off animation and lights - Working Bottle models
Here are my archives:
- _zombiemode_perks_black_ops.gsc
Spoiler: click to open...
- _zombiemode_perks.gsc
Spoiler: click to open...
Last Edit: January 18, 2014, 10:57:44 pm by sethnorris
I don't know much about scripting, but I'll pull some shit out of my butt and guess. Okay, so the jingles are .WAV files and you need the jingles from black ops. You have two options: get black ops if you don't have it and use Tom's sound tool to port from Black Ops to WAW. Or find some videos on the internet that use those jingles that are from the game and use some sort of sound recorder, Amplify is a good one I believe, and record the sound out of your computer speakers and convert to .WAV files. I'm iffy about that second option, but it's worth a shot. The lighting up for perk machines is actually two different models I believe. Not sure, but I've heard of it. In this case, you would have to give it some sort of light source or make an illuminated model, which is just giving the model a light material in Maya. Bamskater does have the machine bump I believe, so I guess that's all I can think of besides connecting it to the power switch. Please remember this was a not-very-educated guess, so no hate if I'm completely wrong please.
yup theres a tuned off and turned on model which i think you make by using texture override in assman and for the model to recieve lighting from the environment there was a tut that involved stamping the prefab and etc and for the sound, recording it from youtube isnt an option cause quality is bulshit and that cause a lot of issues when converting it to 16bit(or whatever waw uses) and aplying pcm(or whatever it is supposed to be called xL) compression
I've downloaded the jingles from youtube, I heard there's some problem with this process, maybe the main issue?
No rule breaking indeed, I have BO and Waw, both for pc and xbox. But never used the sound extracting tool. I just get it for youtube cause I wanted the jingles in my ipod too.
So, can somebody take a look at the script? I'll try to export the models again and try also the tom sound tool
Ok, I made some process, but got a strange error. Now seems that the script is messed up that if I buy the perks the shaders don't go in order. The mule kick seems to always take the position far left, stamin up the second, the third always empty and quick revive and duble tap take the same slot. Also, when you die, quick revive shader remains. Also Quick revive, when the power is activated says speciality_quickrevive_2000
Ok, I made some process, but got a strange error. Now seems that the script is messed up that if I buy the perks the shaders don't go in order. The mule kick seems to always take the position far left, stamin up the second, the third always empty and quick revive and duble tap take the same slot. Also, when you die, quick revive shader remains. Also Quick revive, when the power is activated says speciality_quickrevive_2000
perk shaders having predetermined places doesn't make sense, all perk shaders are created when a player buys the perk, so it would be stupid to pre define the location.
also quick revive's shader isn't being destroyed, which means that it isn't being included in the shader hud logic or something, and the hintstring just needs to be defined, though why it says "specialty_quickrevive_2000 is beyond me, because Quick revive isn't 2000.
I might have broke something, but yeah. If I die, all perks then start to acumulate in the second slot, like the first is already occupied. Where is the perk shader behaviour determined? Maybe I can find what is wrong there
I might have broke something, but yeah. If I die, all perks then start to acumulate in the second slot, like the first is already occupied. Where is the perk shader behaviour determined? Maybe I can find what is wrong there
No clue, all my scripts seem right, I compared em with bamskater and old backups. Nothing. I don't know what is causing the error. Also, when the power turns on, the solo quick revive changes it cost to 2000... Post Merge: January 19, 2014, 09:59:48 pmOk, i found it! I messed up the _zombiemode_perks by changing a variable wrongly. Now it works fine.
So, I'm really close to get everything working, just remaining the jingles and getting AssMan to make glowing textures. How do you make that materials that glow, like the Quick Revive in ON mode?
Last Edit: January 19, 2014, 09:59:48 pm by sethnorris
So, I'm really close to get everything working, just remaining the jingles and getting AssMan to make glowing textures. How do you make that materials that glow, like the Quick Revive in ON mode?
The glow when the machine is on is a combination of the model and an FX. I don't know how to get either so i can't help with that.