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Topics - JBird632

Bunker 10
Played the new Community map Bunker 10. Really awesome work by everyone - definitely shows how (even in a short period of time) mappers are able to work together to produce something fun. You guys should all check it out!


Steam Workshop Page:
https://steamcommunity.com/sharedfiles/filedetails/?id=823442228

Mappers:
Room 1 Ascension Room - Madgaz Gaming
Room 2 Shi No Numa Room - Ed Zombies
Room 3 Bio Room - Joe Trocious
Room 4 Buried Room - Jorn Westerbrink
Room 5 Bank Vault Room - Ed Zombies
Room 6 Shower Block Room - Zeroy
Room 7 Keeper Room - Tom Waffles
Room 8 Caves Room - Jon Ford
Room 9 Castle Room - Isaypwn
Room 10 sewer Room - Tech Media Guys
7 years ago
New UGX Member


UGX has recently added another new member to the team:
DidUknowiPwn- [UGX] Documentation Writer & Programmer

DidUknowiPwn is well known in the community, and has helped many people with anything script related. He has well earned his Scripter Elite title, showing a mastery of cod scripting and will be a great addition to the team. He has also released many tools to the community such as T4M to allow for higher limits in maps, as well as an updated Launcher for World at War. DidUknowiPwn will be joining the UGX team to help with the advance of the site as we progress into the new Black Ops 3 modding era, as well as helping with documentation writing for the site. We hope that you welcome him on the team just as we have, and we hope to always keep you up to date with anything UGX.

For those of you who would also like to apply for a position at UGX, you may apply for a position here: (or click on the "Careers" tab at the top)
https://confluence.ugx-mods.com/pages/viewpage.action?pageId=7176208
8 years ago
UGX Beta Program - Possible Downtime

Hello everyone,
UGX is going to be implementing a new Beta Program for donors which will test new upcoming features and design changes.
Donors can view more information on these changes here: http://ugx-mods.com/forum/index.php/topic,12250.0.html
With this upgrade to the site, there is the possibility of members experiencing errors on the forums as well as a possibility of the site actually going down; however, this is unlikely and we expect things to go through smoothly.

In the off chance that the site does go down, we will keep you all posted on any information on down time on our twitter:
https://twitter.com/UGXMods

Thank-you all for supporting UGX-Mods and we hope to bring more features to you soon.
8 years ago
Black Ops 3 Wiki

Wiki: https://confluence.ugx-mods.com/display/UGXMODS/Black+Ops+3+Modtools
We have recently been updating our Wiki page in preparation of the release of a public Beta for Black Ops 3 Mod Tools. As of right now we are unsure of the actual release date for the public beta - though it is said to be sometime this year. The wiki as of right now is still in the progress of being created, but many of the tutorials and changes from WaW and BO1 modding have been released and are currently visible.

We have plans to create a number of different tutorials to help the community when they first get the mod tools - as well as aid our fellow alpha testers.
These tutorials will include: Mapping (how to map, advanced mapping, and tips), Scripting (how to write scripts, techniques we use, specific zombie features), and Modding (including weapons, character models, sounds, etc).
More detailed tutorials will include a written and video portion to help those of you who learn better with a visual representation. Some of these tutorials have already been recorded as well as are in the process of being recorded.

We look forward to seeing what all of your will make with the Black Ops 3 Mod Tools.
8 years ago
New UGX Member


UGX has recently added a new member to the team:
TheOGKody - [UGX] Quality Assurance

TheOGKody was Quality Assurance for Activation and is well diverse in the jira system we use to organize projects. With the rise of new projects and UGX-Mods always adapting as a website, we have decided to add a new member to the team to help with testing some of the upcoming projects. These include: UGX Launcher and UGX Installer, as well as some future projects down the road. We hope that you welcome him on the team just as we have, and we hope to always keep you up to date with anything UGX.

For those of you who would also like to apply for a position at UGX, you may apply for a position here: (or click on the "Careers" tab at the top)
https://confluence.ugx-mods.com/pages/viewpage.action?pageId=7176208
8 years ago
Black Ops 3 Mod Tools Alpha

Recently the BO3 Mod tools alpha team was given a hefty update which contains the content (scripts, prefabs, etc...) to be able to create and compile Zombies maps for Black Ops 3. UGX being the largest custom zombies site would like to participate in the alpha but we need the community to help speak up to get the mod tools team at Treyarch to listen.

There are a bunch of people in our community that not only are qualified to help with the alpha tools, but who would also strongly contribute with some of the best looking maps from the community. Like and retweet these tweets and post below telling us who you think in the community should get the Alpha Mod tools.




JBird632
8 years ago
New UGX Members


UGX has recently added two new members to the team:
HitmanVere - [UGX] Quality Assurance
JBird632 - [UGX] Documentation Writer

UGX is always growing and with the new addition of HitmanVere and myself, we would like to help the community - as well as the staff at UGX - to further improve on this amazing site. Hitman and I will be helping test Launcher as well as other applications for UGX and giving feedback on how to improve them so when they are released the community can enjoy them with no issues.

For those of you who would also like to apply for a position at UGX, you may apply for a position here: (or click on the "Careers" tab at the top)
https://confluence.ugx-mods.com/pages/viewpage.action?pageId=7176208
8 years ago
Blender Theme [Radiant Black]


In anticipation of the new Mod Tools, I decided to make a skin for Blender to keep my tools all looking slick.
Using a bunch of video's that the alpha testers have uploaded, I recreated the same colour scheme (or atleast similar) to Radiant Black.

For those of you who model using Blender you can download this theme to use however you like. Edit it or just use it as is, I hope you all enjoy this.


How To Install:
Find your install directory of Blender - usually in Program Files and named "Blender Foundation" - open the Blender folder and select the folder of the version you are using (I am using 2.76 so that is the folder I used). Then navigate to scripts, then presets and finally put the downloaded xml file into the interface_theme folder.

Example:
Code Snippet
Plaintext
C:\Program Files\Blender Foundation\Blender\2.76\scripts\presets\interface_theme

8 years ago
So this has been aggravating me since day one, BO3 is broken. I felt like ranting about this after I had a ridiculous match today, I will get to that in the last section... I don't understand how they can mess up the game when they've been doing this for over a decade now.
Basically the main issues I have with it are:

Lag Compensation:
Now hear me out, I know that every online game that is a fast pace game that requires fast actions also requires a lag compensation system to allow players with worse connections to be able to play; however, when you negatively force a player with good internet to lag (bounce against walls, get shot around corners, jitter walk, and even have kill cams against you where the enemy clearly is missing by a mile) it starts to piss people off. You've been doing this for years, your net code from bo1/bo2 was amazing, but you screwed it up Treyarch... I would like to point out my internet use to be a solid 40mb down, and 5mb up which seemed to be an ok connection, not too much lag; however, once I upgraded to 100mb down and 15mb up I noticably have a worse connection in BO3 (only BO3). Looking at the ping in game I sit at a lovely 10ms, but as soon as I come with 5ft of another player (teammate or enemy) or being shot at, my ping shoots up to 500+. This is not acceptable at all.

Match Making:
If any of you don't know, BO3 has a system of match making that sets players in lobbies based on certain conditions. None of which have anything to do with ping, meaning they don't care about setting up players in the same region together, they would much rather focus on skilled based match making. So, me being a 1.9 almost 2.0 kill death ratio (good, not amazing) I tend to be put on the team with a bunch of people who have just got the game after saving their little lunch money and begging mommy and daddy for a copy, while the other team of master prestige losers who haven't put the game down since day one. My point is the lag that is my first concern is strictly caused by Treyarch putting me up against a team that could rival optic or phase or whatever they call themselves.

Balanced Teams:
Don't confuse this issue with the last one, this one is just messed up in so many ways. I have had, on many... many occasions, the teams are not balanced numerically. Now, this happens maybe ever 20 matches or so, but its still really bad. Basically its the classic 7 on 5 scenario. Though guess what, today I had a lovely match that decided to take it to a whole new level... I had a match were it was 7 on 4, mid game my teammate decided to leave (reasonable - Treyarch made their game unfair, so the guy had the right to rage quit), but wait it gets much worse. So we are currently at a match of 7 on 3 (of course I'm on the team of 3...) we are getting destroyed and a new player joins. Guess which team it decided to put the new player... THE OTHER TEAM!!!! How even! I have no words for you Treyarch, just fix your shit.
8 years ago
Winter War
Note: I realize that Winter War was a battle between the Russians and Finnish, but I don't exactly have assets to Finnish models, so I decided to go with a Russian Vs Nazi theme for the map.

Description: Four Russian soldiers are sent in to a Nazi facility and must survive hordes of Nazi Soldiers, all while attempting to complete assigned objectives.

This map will play similarly to Modern Warfare 3's survival mode, as the classic zombies have been replaced with Nazi Soldiers.

Features:
- Purchasable Weapon Spawns, Grenade Bags, and Ammo Boxes (as well as special items related to objectives)
- Objective based tasks, players must complete to advance in the level
- Weapons Cache to upgrade weapons by purchasing attachments
- Scaling AI that become more deadly as the rounds pass and gain better weaponry





Weapons Cache Menu:
8 years ago
BO3 Awakening DLC

Treyarch just leaked a picture for the first map pack of BO3 and all I have to say is that zombies map is sick.
Kinda cool they remade hijacked from bo2 as a floating map (though Im not a huge fan of remake maps - just seems lazy), Rise is a snow map which automatically makes it badass, splash looks like it could be really fun. Now gautlet is interesting, I kinda get the feeling its going to be similar in a sense to the remake of firing range where it was like a movie set with different themes.

I can't wait for the zombies and I feel sorry for people who don't have the ps4 version :P

What's your guys opinion on the map pack?
8 years ago
Hey, so I decided to release a few of the models I've made and will probably be updating this page with more models in the future. If you have any requests, don't hesitate to pm me or reply on this thread.

School Desk: (as featured in Abandoned School)



School Lockers: (as featured in Abandoned School)



Light Switches and Power Outlet:



HD Mysterybox Remake:
Note that there are 3 parts, the normal box and lid (which the lid has its origin aligned to rotate properly), along with a hinge. You don't have to use the hinge if u don't want to, but it can be scripted to rotate before the lid opens if you have the knowledge of how to do this on your own.



Power Generator: (as featured in Abandoned School)
The generator could be used just as a model, or for the power switch itself. The spin model is meant to be rotated on a loop when the power is activated.



Railings:
8 years ago
Secondary Sound Aliases
This is a really quick tutorial for those of you who are still a bit new to adding sounds to World at War.
It will allow you to do things such as playing an upgraded fire sound over top of the existing fire sound for that weapon without having to make a new sound altogether.

Uses of this tutorial:
- Upgraded fire sounds
- Playing gear sounds on reload sounds
- Left and Right flux sounds for specific weapons
- Shell eject sounds and Shell impact sounds playing off the fire sound

Recommended Program: Excel

First off, lets assume you already have a working fire sound for your non-upgraded weapon.
For this example I will create an upgraded fire sound for the colt45.
Code Snippet
Plaintext
name,platform,file,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,doppler,isbig
wpn_colt45_fire_plr,,colt45\shot\shot_00.wav,,1,1,,,1,oldest,,,pis_1st,,,,,,,0.98,1.02,,2d,,,,0.75,see1 ber1 ber3 mak_test  audio_test_tuey firing_range hol1 hol2 hol3 living_battlefield all_mp sniper,,,weap_smg_fire_dist,,,wpn_all,,,,,,,,,,,,90,90,0.25,1,,
wpn_colt45_fire_pap_plr,,uw_shots\plr\shot\pap_shot_st.wav,,1,1,,,1,oldest,,,pis_1st,,,,,,,0.98,1.02,,2d,,,,0.75,see1 ber1 ber3 mak_test  audio_test_tuey firing_range hol1 hol2 hol3 living_battlefield all_mp sniper,,,wpn_colt45_fire_plr,,,wpn_all,,,,,,,,,,,,90,90,0.25,1,,
weap_smg_fire_dist,,SFX/weapon/dist/us/dist_us_smg.wav,,0.6,0.7,700,6000,10,priority,2,oldest,dist_wpn,,curve2,0.8,12000,,rcurve3,0.85,1.05,variant pitch,3d,,,,0.7,mak pel1 pel2 oki2 oki3 pel1a pel1b audio_test_tuey firing_range training living_battlefield all_mp,,,shell_eject,,,,,,,,,,,,no,,,70,20,0.35,1,,
shell_eject,,SFX/weapon/shell_eject_##,,1,1,35,100,4,priority,,,ambience,,,,,,,0.95,1.05,,3d,,,,,all_sp all_mp,,,,,,,,,,,,,,,,,,15,30,0.25,1,,
The first line is just what the sound alias is declaring each column to be and can be different depending on the sound  alias. The second line is my normal fire sound for the colt. The third line is the upgraded fire phaser sound, the 4th line is a distance sound so that when playing coop you can hear a gun shooting off in the distance when far away from other players. The last line is a shell eject sound. Now keep in mind there are 4 aliases here, but I only need to call 2 of them because they are linked together.

If you have access to excel this will be a lot easier, but I will show you what it looks like when you open a sound alias in excel:

I've collapsed a lot of the stuff in the middle so you can see the important parts. You can see at the end there I have a section called secondaryaliasname and under it are names of the other aliases. Basically my fire sound for the colt45 is calling a distance fire sound (which is just a generic sound for a gun firing in the distance) and then the distance fire sound calls a shell eject sound.

Note: This is all played at once when the first sound is called with a notetrack or in a script.

So for the upgraded fire sound (wpn_colt45_fire_pap_plr) this alias plays just the normal pack a punch phaser sound, and calls the original fire sound, which then calls the distance fire sound and lastly calls the shell eject sound.

To summarize, when you want to have more than one sound alias called at the same time you can link them together by putting the second aliases name into the secondaryaliasname spot in the first alias's line.

I hope this helps and allows people to have more advanced weapon sounds in their maps :D
9 years ago
So on Saturday August 29th at about 10am my power in my house flickered, making my computer reboot. This occurred twice before actually having the power completely turned off. It turns out we had the worst storm (where I live) since about 2006 and it wasn't just my city that was affected. The power was knocked out in all the cities around us and all the stores, street lights and even the airports were closed. Statistically there were about half a million homes affected by the power outage.

I personally experienced the most boring 38 hours of my life...
Once my phone, laptop and 3ds died, I felt I wouldn't make it :(
It wasn't until just now (August 30th 8pm) when the power has finally come back on.
There were many times where I would think "...hmm since I can't go on the computer maybe I should watch tv..." before realizing how much of an idiot I was for thinking that.

Its amazing how much we rely on electricity, even one day without it drove me insane.
9 years ago
Advanced Warfare Style Blood Splatter

Download the files at the bottom.

Note: If you feel you need to make a backup of these files, please do so now:
raw/maps/_zombiemode_score.gsc
raw/maps/_zombiemode.gsc
____________________________________________________________________________________________

Description:
This script will add a visual blood splatter effect to the player's screen when they hit a zombie with a melee attack.
A base blood material will be included and can be downloaded along with the script; however, there will be extra steps as to add your own blood materials and how to add multiple random materials.

(Hud not included)

____________________________________________________________________________________________

Step 1: Adding the assets to your mod/map
Open the included .rar file and transfer the folders into their correct locations.
Put the contents of the mods folder in your map's mod folder and the contents of the raw in the raw folder.

Open up launcher and go to the mods tab and select your mod.
Then add this code to the Fastfile mod.csv box:
Code Snippet
Plaintext
// Advanced Warfare Blood Splatter
material,vfx_blood_screen_splatter
rawfile,maps\_zombiemode_bloodsplatter.gsc
Make sure to check the images box in the IWD File List (for the image we included) and to check Build mod.ff Fastfile and Build IWD File
____________________________________________________________________________________________

Step 2: Calling the script
Now that the files are all in place we can call the script.
Navigate to raw/maps and open up the file called _zombiemode_score.gsc

Press Ctrl + F to use the Find function and search for this line:
Code Snippet
Plaintext
points = 0;

Right above that line include this code:
Code Snippet
Plaintext
if( isDefined( mod ) && mod == "MOD_MELEE" )
self thread maps\_zombiemode_bloodsplatter::playerBloodsplatter();
It should look something like this:
Code Snippet
Plaintext
if( !is_player_valid( self ) )
{
return;
}

if( isDefined( mod ) && mod == "MOD_MELEE" )
self thread maps\_zombiemode_bloodsplatter::playerBloodsplatter();

points = 0;
Now save and close this file!

Next open up _zombiemode.gsc, which is located in the same directory as the last script, and find this line:
Code Snippet
Plaintext
PrecacheItem( "colt" );
Add this line right below it:
Code Snippet
Plaintext
PrecacheShader( "vfx_blood_screen_splatter" );
So it looks like this:
Code Snippet
Plaintext
PrecacheItem( "fraggrenade" );
PrecacheItem( "colt" );
PrecacheShader( "vfx_blood_screen_splatter" );
Next find this line:
Code Snippet
Plaintext
maps\_zombiemode_auto_turret::init();
Add this line below it:
Code Snippet
Plaintext
maps\_zombiemode_bloodsplatter::init();
So it looks like this:
Code Snippet
Plaintext
maps\_zombiemode_auto_turret::init();
maps\_zombiemode_bloodsplatter::init();
Now save and close this file!
____________________________________________________________________________________________

Step 3: Build your mod
Go back to launch and press the Build MOD button.
Once it is done you should have a fully working Advanced Warfare Style Blood Splatter effect!

____________________________________________________________________________________________

Extra Step: Adding your own Blood Materials

I am not going to show you have to make your own hud materials as there are many tutorials on the site already, but assuming you have your materials prepared then you can follow this step.

In launcher include this line with the ones from step 1 in the fast file box for any materials you want to include:
Code Snippet
Plaintext
material,name_of_material
Obviously add the image of the material in your mods folder and check the boxes again.

Open _zombiemode.gsc like in step 2 and where we added the line to precache the included material in the tutorial you will have to add a new line for ever material you want to add.

Like this: (I just put "blood_material_#" for an example, you would use your material's name)
Code Snippet
Plaintext
PrecacheItem( "fraggrenade" );
PrecacheItem( "colt" );
PrecacheShader( "blood_material_1" );
PrecacheShader( "blood_material_2" );
PrecacheShader( "blood_material_3" );
Now open up the script that is included in this tutorial _zombiemode_bloodsplatter.gsc and go to line 19
Change this line's material to your's and copy and paste it if you have multiple materials.

Like this:
Code Snippet
Plaintext
level.bloodShaders[level.bloodShaders.size] = "blood_material_1";
level.bloodShaders[level.bloodShaders.size] = "blood_material_2";
level.bloodShaders[level.bloodShaders.size] = "blood_material_3";

Now Build the mod and you should have multiple custom blood splatter effects!
____________________________________________________________________________________________

I hope you all find this tutorial helpful :D
Also thanks to Rorke for the suggestion and testing the tutorial prior to its release.
9 years ago
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