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Topics - Megadeth9811

I've seen character mods on the workshop, and I was wondering if someone can link me to a tutorial on the method behind converting viewhands from older CODs to BO3.

I know how to setup character tables and such, but I'm stuck on figuring out how to get custom viewhands working.

Any help would be appreciated.

Thanks.
7 years ago
APE was working yesterday, but now every time I open it up, it crashes after a few seconds.

Please help.

UPDATE:

I got these errors when linking:
Code Snippet
Plaintext
^3GetFileAttributesEx(G:\Games\Steam\steamapps\common\Call of Duty Black Ops III\texture_assets\megas_textures\~-gmtl_p6_zm_glass_frosted_cl~8b3b55a2.tiff) failed: The system cannot find the file specified.


  image:$gray_color
    material:mc/mtl_p7_zm_der_teleporter_pad_light
      xmodel:p7_zm_der_teleporter
        col_map:maps/zm/zm_lee.d3dbsp

ERROR: 'G:\Games\Steam\steamapps\common\Call of Duty Black Ops III\\texture_assets\\megas_textures\\~-gmtl_p6_zm_glass_frosted_cl~8b3b55a2.tiff' is not a valid file.

^1ERROR: image '$gray_color' is missing
  image:$gray_color
    material:mc/mtl_p7_zm_der_teleporter_pad_light
      xmodel:p7_zm_der_teleporter
        col_map:maps/zm/zm_lee.d3dbsp
^1Material mtl_p7_zm_der_teleporter_pad_light: could not load image $gray_color
  material:mc/mtl_p7_zm_der_teleporter_pad_light
    xmodel:p7_zm_der_teleporter
      col_map:maps/zm/zm_lee.d3dbsp
^1material 'mc/mtl_p7_zm_der_teleporter_pad_light' using technique 'mc/lit_backlit#e6142445.gbuffer' from techniqueSet 'mc/lit_backlit#e6142445' doesn't expose a 'colorMap' texture. Material textures:
  MATERIAL_DRAW_METHOD:ship
    material:mc/mtl_p7_zm_der_teleporter_pad_light
      xmodel:p7_zm_der_teleporter
        col_map:maps/zm/zm_lee.d3dbsp
^1    0: thicknessMap i_mtl_p7_zm_der_teleporter_pad_t
  MATERIAL_DRAW_METHOD:ship
    material:mc/mtl_p7_zm_der_teleporter_pad_light
      xmodel:p7_zm_der_teleporter
        col_map:maps/zm/zm_lee.d3dbsp
^1    1: thermalHeatmap $gray_32_one_channel
  MATERIAL_DRAW_METHOD:ship
    material:mc/mtl_p7_zm_der_teleporter_pad_light
      xmodel:p7_zm_der_teleporter
        col_map:maps/zm/zm_lee.d3dbsp
^1    2: normalMap i_mtl_p7_zm_der_teleporter_pad_n
  MATERIAL_DRAW_METHOD:ship
    material:mc/mtl_p7_zm_der_teleporter_pad_light
      xmodel:p7_zm_der_teleporter
        col_map:maps/zm/zm_lee.d3dbsp
^1The model (p7_zm_der_teleporter) uses material (mtl_p7_zm_der_teleporter_pad_light) but there is no techset for surface 5
  xmodel:p7_zm_der_teleporter
    col_map:maps/zm/zm_lee.d3dbsp

^1The model (p7_zm_der_teleporter) uses material (mtl_p7_zm_der_teleporter_pad_light) but there is no techset for surface 5

  xmodel:p7_zm_der_teleporter
    col_map:maps/zm/zm_lee.d3dbsp
^1The model (p7_zm_der_teleporter) uses material (mtl_p7_zm_der_teleporter_pad_light) but there is no techset for surface 5
  xmodel:p7_zm_der_teleporter
    col_map:maps/zm/zm_lee.d3dbsp

^1Material t7_rock_porous_rubble_pile_gray: could not load image $gray_color

  material:mc/t7_rock_porous_rubble_pile_gray
    xmodel:p7_cai_vista_building_tahrir_02_destroyed
      col_map:maps/zm/zm_lee.d3dbsp

^1material 'mc/t7_rock_porous_rubble_pile_gray' using technique 'mc/lit_detail#e6142445.gbuffer' from techniqueSet 'mc/lit_detail#e6142445' doesn't expose a 'colorMap' texture. Material textures:

  MATERIAL_DRAW_METHOD:ship
    material:mc/t7_rock_porous_rubble_pile_gray
      xmodel:p7_cai_vista_building_tahrir_02_destroyed
        col_map:maps/zm/zm_lee.d3dbsp
^1    0: thermalHeatmap $gray_32_one_channel
  MATERIAL_DRAW_METHOD:ship
    material:mc/t7_rock_porous_rubble_pile_gray
      xmodel:p7_cai_vista_building_tahrir_02_destroyed
        col_map:maps/zm/zm_lee.d3dbsp
^1    1: normalMap i_t7_rock_porous_rubble_pile_n
  MATERIAL_DRAW_METHOD:ship
    material:mc/t7_rock_porous_rubble_pile_gray
      xmodel:p7_cai_vista_building_tahrir_02_destroyed
        col_map:maps/zm/zm_lee.d3dbsp
^1    2: detailMap i_t7_micro_metal_cast_iron_01_n
  MATERIAL_DRAW_METHOD:ship
    material:mc/t7_rock_porous_rubble_pile_gray
      xmodel:p7_cai_vista_building_tahrir_02_destroyed
        col_map:maps/zm/zm_lee.d3dbsp
^1The model (p7_cai_vista_building_tahrir_02_destroyed) uses material (t7_rock_porous_rubble_pile_gray) but there is no techset for surface 10
  xmodel:p7_cai_vista_building_tahrir_02_destroyed
    col_map:maps/zm/zm_lee.d3dbsp
^1The model (p7_cai_vista_building_tahrir_02_destroyed) uses material (t7_rock_porous_rubble_pile_gray) but there is no techset for surface 10
  xmodel:p7_cai_vista_building_tahrir_02_destroyed
    col_map:maps/zm/zm_lee.d3dbsp
^1The model (p7_cai_vista_building_tahrir_02_destroyed) uses material (t7_rock_porous_rubble_pile_gray) but there is no techset for surface 9
  xmodel:p7_cai_vista_building_tahrir_02_destroyed
    col_map:maps/zm/zm_lee.d3dbsp
^1The model (p7_cai_vista_building_tahrir_02_destroyed) uses material (t7_rock_porous_rubble_pile_gray) but there is no techset for surface 8
  xmodel:p7_cai_vista_building_tahrir_02_destroyed
    col_map:maps/zm/zm_lee.d3dbsp

^1Material mtl_veh_t7_civ_van_comm_interiorillum: could not load image $gray_color

  material:mc/mtl_veh_t7_civ_van_comm_interiorillum
    xmodel:veh_t7_civ_van_commercial_dest_wht
      col_map:maps/zm/zm_lee.d3dbsp

^1material 'mc/mtl_veh_t7_civ_van_comm_interiorillum' using technique 'mc/lit_emissive#e6142445.unlit' from techniqueSet 'mc/lit_emissive#e6142445' doesn't expose a 'colorMap' texture. Material textures:
  MATERIAL_DRAW_METHOD:ship
    material:mc/mtl_veh_t7_civ_van_comm_interiorillum
      xmodel:veh_t7_civ_van_commercial_dest_wht
        col_map:maps/zm/zm_lee.d3dbsp
^1    0: (null) $camo_base_gloss
  MATERIAL_DRAW_METHOD:ship
    material:mc/mtl_veh_t7_civ_van_comm_interiorillum
      xmodel:veh_t7_civ_van_commercial_dest_wht
        col_map:maps/zm/zm_lee.d3dbsp
^1    1: emissiveMap $color
  MATERIAL_DRAW_METHOD:ship
    material:mc/mtl_veh_t7_civ_van_comm_interiorillum
      xmodel:veh_t7_civ_van_commercial_dest_wht
        col_map:maps/zm/zm_lee.d3dbsp
^1    2: thermalHeatmap $gray_32_one_channel
  MATERIAL_DRAW_METHOD:ship
    material:mc/mtl_veh_t7_civ_van_comm_interiorillum
      xmodel:veh_t7_civ_van_commercial_dest_wht
        col_map:maps/zm/zm_lee.d3dbsp
^1    3: normalMap i_veh_t7_civ_van_comm_interiorillum_n
  MATERIAL_DRAW_METHOD:ship
    material:mc/mtl_veh_t7_civ_van_comm_interiorillum
      xmodel:veh_t7_civ_van_commercial_dest_wht
        col_map:maps/zm/zm_lee.d3dbsp
^1    4: (null) $camo_base_mask
  MATERIAL_DRAW_METHOD:ship
    material:mc/mtl_veh_t7_civ_van_comm_interiorillum
      xmodel:veh_t7_civ_van_commercial_dest_wht
        col_map:maps/zm/zm_lee.d3dbsp
^1    5: (null) $camo_base_normal
  MATERIAL_DRAW_METHOD:ship
    material:mc/mtl_veh_t7_civ_van_comm_interiorillum
      xmodel:veh_t7_civ_van_commercial_dest_wht
        col_map:maps/zm/zm_lee.d3dbsp
^1The model (veh_t7_civ_van_commercial_dest_wht) uses material (mtl_veh_t7_civ_van_comm_interiorillum) but there is no techset for surface 5
  xmodel:veh_t7_civ_van_commercial_dest_wht
    col_map:maps/zm/zm_lee.d3dbsp

^1The model (veh_t7_civ_van_commercial_dest_wht) uses material (mtl_veh_t7_civ_van_comm_interiorillum) but there is no techset for surface 5

  xmodel:veh_t7_civ_van_commercial_dest_wht
    col_map:maps/zm/zm_lee.d3dbsp
^1The model (veh_t7_civ_van_commercial_dest_wht) uses material (mtl_veh_t7_civ_van_comm_interiorillum) but there is no techset for surface 5
  xmodel:veh_t7_civ_van_commercial_dest_wht
    col_map:maps/zm/zm_lee.d3dbsp
^1The model (veh_t7_civ_van_commercial_dest_wht) uses material (mtl_veh_t7_civ_van_comm_interiorillum) but there is no techset for surface 5
  xmodel:veh_t7_civ_van_commercial_dest_wht
    col_map:maps/zm/zm_lee.d3dbsp
^1The model (veh_t7_civ_van_commercial_dest_wht) uses material (mtl_veh_t7_civ_van_comm_interiorillum) but there is no techset for surface 5
  xmodel:veh_t7_civ_van_commercial_dest_wht
    col_map:maps/zm/zm_lee.d3dbsp
^1The model (veh_t7_civ_van_commercial_dest_wht) uses material (mtl_veh_t7_civ_van_comm_interiorillum) but there is no techset for surface 5
  xmodel:veh_t7_civ_van_commercial_dest_wht
    col_map:maps/zm/zm_lee.d3dbsp
^1The model (veh_t7_civ_van_commercial_dest_wht) uses material (mtl_veh_t7_civ_van_comm_interiorillum) but there is no techset for surface 5
  xmodel:veh_t7_civ_van_commercial_dest_wht
    col_map:maps/zm/zm_lee.d3dbsp
7 years ago
Since the new patch, everytime I try to compile any map, a message saying "cod2map64.exe has stopped working" appears.

Is anyone else getting this error?
7 years ago
I cannot get my Mod Tools to update because it quits at 65.0 MB every time I try to download it.

How can I fix this?
7 years ago
I want to create a looping mushroom cloud effect like the one you see in the crater of Nuketown Zombies. I played around with the FX editor, but I had no clue how to make it.

Does anyone have any idea on how to achieve this effect?
7 years ago
There was a patch that came out recently, but I cannot start my game anymore. Does anyone else have this problem, or is it just me?

Double Post Merge: March 21, 2017, 10:48:43 pm
Disregard this topic. I forgot that my antivirus was turned on. Disabling it fixed it.
7 years ago
I am following this tutorial on how to implement custom player models here: http://harveyconnor.com/wiki/adding-custom-player-models

However, after editing my map.gsc file and zone file, I rebuild the map, and the character doesn't change to the Ruin character like the tutorial specifies.

Does anyone know what I could be doing wrong?
7 years ago
Lucifer will have his revenge...

He will torment you....

He will destroy you.













OLD WORLD AT WAR VERSION:


I'm proud to announce my second remaster of my old World At War releases. This time I will be remastering Vindicta Diaboli.

This map is still in it's infant stages, and more detailing will be added later.
7 years ago
Will it work if I rerig a custom model on an existing model, export with the same name as the original model used in the game? I've seen someone replace the dog models, but I was wondering if that would work on playermodels, viewarms, and viewlegs.
7 years ago
This is a map that I've been working on for a good while now. It is based off of my old high school, named Lee High School.

This will be set in the future of an alternate timeline, where global armageddon has resulted in the extinction of all human life, and the rising of the undead.


Here are some pics:







7 years ago
I would like to add a tv screen to my map that plays a .mkv video, but I don't understand how to use the material for this. Can someone tell me how this works?
7 years ago
So I've noticed a weapon asset drop in my mod tools, and I'm very happy and excited. However, none of the firing, or reloading sounds work for these weapons (such as the thundergun, mx garand, ppsh, raygun mk3, etc). Is there any way to fix this, or do we have to wait until Treyarch fixes this?
7 years ago
So I'm trying to update the mod tools, and I literally cannot download this update. It goes from 9MB/s to a complete standstill indefinitely. Because of this, I cannot continue to map until I can get this to install.

Help?

Edit: I finally got it downloaded, but I get this error now:
8 years ago
I want to make a trigger where if any player enters a room with a trigger_multiple over it, a song plays.

I tried writing a script here, but without any luck:

Code Snippet
Plaintext
function music_1()
{
    trig_1 = GetEnt("music_trig_1", "targetname");
song_1 = struct::get("music_struct_1", "targetname");

trig_1 SetHintString("");
trig_1 SetCursorHint("HINT_NOICON");

trig_1 waittill("trigger", player);
song_1 PlayLocalSound("mus_trigger_1");

trig_1 Delete();

}

How can I do this correctly?
8 years ago
In the stock scripts, I found a file called_zm_jump_pad.gsc.

Has anyone tried making jump pads with this script? If so, how can I get one working in my map?
8 years ago
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