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Messages - Scobalula

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Mods in Progress / Re: (BO1) Zombie Re-Chronicled
« on: Today at 11:23:16 pm »
Yes it does, you should revise your tutorial before crapping on people's stuff.

It's not even your stuff, it's Treyarch, it's just you ported it shitty, don't call it "your" stuff.

And the tutorial was intended for T4, having Bo1 and Lower in the title is because 75% of the tutorial works with the other CoDs (the anims and models), the texture combining is certainly required for WaW as it has no PBR at all, but I will revise the description to tell people that parts of the tutorial are T4 Specific.

The tutorial is fine, when it comes to attempting to use PBR materials in a non-PBR environment there really isn't any wrong way because no matter it will never look correct tbh, it's just a matter of getting it good as possible, which I feel, especially for n00bys who have little experience, overlaying images is a decent alternative, if you have a better way perfect, but keep it your self, instead of sparking an argument here. I would like to you see you use the images that are pure black and the ones that use metal directly in WaW (since that's the game the tutorial is directly intended for).

If you had a problem with a specific part of my tutorial you should have taken it to PM instead of add that comment to spark an argument which tbh I actually wouldn't expect any less of you BeamSP.

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Mods in Progress / Re: (BO1) Zombie Re-Chronicled
« on: Today at 12:02:34 am »
Scobalula - Re-UV tool from Modme, tutorial for BO3 weapons, unfortunately mixing the color map and spec maps was a joke, so I did the right thing and did color map for color map and spec map for spec map. And gloss maps as roughness. Also making my life hard.

You're right, it is a joke, like that shotgun which looks like total dogshit because Bo1 does not support PBR textures that Bo3 uses.

4
Modding / Re: UGX Mod Standalone Problem Xbox Controller
« on: August 14, 2017, 06:13:50 am »
Press ESC (think it's that) or failing that go to:

Code: [Select]
%localappdata%\Activision\CoDWaW

and find the cfg and either delete it or find Xbox setting for UGX Mod in it.

5
Full Weapons / Re: Call of duty Ghosts Vepr and BO2's M60 release
« on: August 11, 2017, 01:54:00 am »
Thanks Socbalula, When I'm next on my PC I'll be happy to use your method of getting ghosts sounds I tried getting ghosts sound through Tom BMX's tool but there were loads of sounds it gave me just like sound 1 sound 2 and so on so I would of had to click on each sound and listen to them one by one and I wasn't gonna do that. Thanks for ypur methods much appreciated I'll try and sort this gun out next time I'm on my PC thanks for your help 👍😃

The reason Toms tool and Wraith do not show names is because those are streamed sounds with no names, weapons sounds which are loaded are stored in the fast files (.FF)

NP. :D

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Full Weapons / Re: Call of duty Ghosts Vepr and BO2's M60 release
« on: August 10, 2017, 12:25:54 pm »
The models look shiny, are you applying the correct settings and textures? It should have a color map, normal, specular and cosine, you can also play around with the gloss range, instead of setting it to just metal. :D

The weapons sounds for the Vepr sound recorded in-game, I'd recommend using my tool to extract these sounds from Ghosts:

http://ugx-mods.com/forum/index.php/topic,15698.msg153313.html#msg153313

You're doing good tho. bro, just a few adjustments. :)

7
Map Releases / Re: ProjectX
« on: July 29, 2017, 01:03:08 am »
I do not see any custom guns and also found many bugs like teleporting back in a horde of zombies.
Although it's a blast from the past there are way better maps out there.

Map was released back in 2011, ripping assets wasn't a thing, pretty sure when I played it had CoD 4 guns too..

8
3rd-Party Applications & Tools / CoD FF Sound Exporter
« on: July 27, 2017, 12:43:30 pm »
So I decided to add support for more games from previous to my tool. :P

Usage is simple and same as IW6 version, just drag and drop FFs onto the exe.

Supports: CoD 4, 5, 6, 8 and 10.

For CoD Bo1 use BassDrop, for Bo2, Bo3 and IW use Wraith, for Paks of Ghosts/AW use Wraith.

Download:

https://github.com/Scobalula/CoDFFSoundExporter/releases

Github page:

https://github.com/Scobalula/CoDFFSoundExporter

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Help Desk / Re: Dlc weapons
« on: July 21, 2017, 01:48:21 am »
Extract them using Wraith and port them manually or go grab on of the ports that have been uploaded.

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General / Re: T4M / CoDWaW Online MP Problem
« on: July 20, 2017, 04:51:25 pm »
Is it really that hard to move the DLL? Lol, since MP side of waw is comptetive it probably rejects any DLL like t4m since it might be cheats

Just set up a batch file or some shit to handle moving it and launching..

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Help Desk / Re: Weird View on radiant PLEASE HELP!
« on: July 20, 2017, 04:14:16 am »
Press Shift + L once or twice.

12
3rd-Party Applications & Tools / IW6 Sound Extractor
« on: July 11, 2017, 06:02:17 am »
IW6 Sound Extractor



Had a few hours last night and decided why not. :P
 
 
To use:
  • Dump FF using FF Viewer.
  • Drag and Drop the DAT file onto the exe.
  • Dumps WAVs so you can use them straight away.
  • Files are dumped to DAT's directoy.

FF Viewer:

https://mega.nz/#!tIFngSpa!f_q-WJ87Huzb4rR-ol5OxH5Pb8XOYkYXAtp63z-o9eI

Download:

https://github.com/Scobalula/IW6SoundExtractor/releases


13
Modding / Re: [TUTORIAL] Rip sounds from IW6
« on: July 11, 2017, 12:51:55 am »
*cough* Maybe some nublet could make a program to dump them? I would if I knew how. ::)

Fast forward a year and a bit and....



Might release it soon if testing goes well. :P

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Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: July 10, 2017, 02:24:00 am »
everything's there for a purpose.

Indeed, including the official state timers.

You must have an account to view the spoiler contents. Please log in or create an account.

15
Modding / Re: exporting rigged models in maya error
« on: July 06, 2017, 03:08:11 am »
i click on the tag_origin of the joints, which highlights them all.

Clicking on tag_origin does not select them all, you must select hierarchy from Select/Edit menu (depending on your Maya ver).

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