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Messages - Scobalula

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1
Help Desk / Re: WAW RADIANT 2D GRID GLITCH
« on: May 19, 2017, 01:49:42 am »

2
A test version has been released that some might wanna give a go, after Porter showed me PyCod for AutoGDT I decided to give a go at implementing it into CoDMayaTools.
 
Essentially this ads direct *_BIN support from the tool, no Export2Bin.exe junk. To use this update download the latest from pycod branch here:
 
https://github.com/Ray1235/CoDMayaTools/tree/pycod_implementation
 
And simply put the CoDMayaTools.py and pycod folder into your scripts folder. I have done several test with different models including weighted, multiple materials, over 65k, etc. and all seem to work. Of course none of that would be possible without work of those on PyCod (which of course make sure to checkout the dev. version of Blender-CoD which has support for _BINS also).
 
https://github.com/SE2Dev/PyCoD
 
Please note this is a TEST version, and while tests worked, both PyCoD and this implementation are not finished, so it's not unlikely you might run into issues, please do report any you find.


3
A new update has been released to this which includes some fixes and new features:
 
*Moved all settings to a sub menu and make them check boxes, before it required a refresh of the menu which crashed 2017 on occasions. (which seems to happen on any script I've tried that deletes and recreates UI)
*Optimized the ReadNotes functions with a list and loop so they are now easier to read and modify., instead of a mess of if and elifs.
+Add a Button to grab frames from scene so you no longer need to manually enter start and end frame.
 
Of course any issues do let Ray or I know.

4
Zombie Maps / Re: Mixti Forri Mission [WIP]
« on: April 26, 2017, 03:07:32 am »
Who's man is this.  :o

5
3rd-Party Applications & Tools / Re: [App] Auto-GDT 0.1.3
« on: April 06, 2017, 01:29:59 am »
Nice April Fools Joke  :)

It was released on March 29th.

6
3rd-Party Applications & Tools / [MAYA] One Click Does Plenty
« on: April 05, 2017, 03:38:11 am »


Prepare yourselves for the rattling that will come with this awesome, epic, amazing, spectacular, super Box Map Assister!
 
THIS REQUIRES CODMAYATOOLS AND SEATOOLS, IF YOU DON'T HAVE THEM GET THEM.
ALSO THIS IS FOR USE WITH COLLIES/AZSRY'S RIG TO T7, THNX

To use:



  • Put the py file in the script folder into your Maya scripts folder.
  • Add this to your usersetup.mel: python("import oneclickdoesplenty");‚Äč
  • Set your directories for XANIM_EXPORT (where the anims are going) and SEANIMS (Where the exported anims are)
  • Click Run Export.

Notes:


  • Your scene should be set up as if it was the scene you would use for animation model and base for if you were to manually export.
  • You can query the directories at any time by click the button to query them, I store them as attributes on the scene so it's stored with the file.
  • Do not annoy me with simple issues.


Example:




dont foget 2 suppot me on patreon

7
Help Desk / Re: Help with ugx easy fx
« on: April 05, 2017, 03:27:40 am »
I don't think that's the issue, i just pasted that in there but before I already had the curly bracket at the end, I'll try again but I believe that isn't the problem

Double Post Merge: April 04, 2017, 11:44:43 am
Well i'm no longer getting that issue
but now it's saying
"Could not find script maps/ugx_easy_fx"

That's probably WaW being WaW, it will do that a lot, especially if you're constantly loading the map (which will be a lot when in dev stage).

Can you upload the GSC you have? It's a little hard to help off info you've given. :P

8
Modding / Re: BO1 crawling animations
« on: April 04, 2017, 11:10:45 am »
So I'm currently working on the enfield from bo1 and I'm not sure what to do about crawling animations. I use wraith to rip everything but there's no animation for crawling for any gun.....

Any idea where I can find it or what to do? I searched up crawl in wraith and found some animations buuuut they seem useless.

Black Ops 1 has no crawl animations, it uses same system as WaW (hide weapon).

9
Help Desk / Re: Help with ugx easy fx
« on: April 04, 2017, 10:15:57 am »
It's possible when copying you didn't copy the end:

Code: [Select]
triggered_use_fx(loop) //These are triggered FX. They are triggered when the player uses a trigger (by pressing F) that you create in Radiant.
{
trigger = getEnt(self.target,"targetname");
if(!isDefined(trigger.script_string))
trigger.script_string = "SET THIS TEXT USING THE SCRIPT_STRING KVP ON THE TRIGGER";
trigger setHintString(trigger.script_string);
trigger SetCursorHint("HINT_NOICON");
fx = self.script_noteworthy;
trigger waittill("trigger");

fxTag = "tag_origin";
    self.fx = Spawn( "script_model", self.origin );
    self.fx SetModel( "tag_origin" );
    self.fx.angles = self.angles;
    self.fx.origin = self.origin;
    self.fx LinkTo( self, fxTag );

if(isDefined(loop))
{
if(!isDefined(self.speed))
{
self.speed = 0.5;
if(isDefined(level.fx_debug))iPrintLn("Easy-FX: ^1ERROR: ^7No speed was specified on the struct at origin "+self.origin+". It has defaulted to 0.5 seconds");
}
PlayLoopedFX(level._effect[fx], self.speed, self.origin);
}
else
PlayFxOnTag( level._effect[fx], self.fx, fxTag ); // Line 265
}

Check that the last curly bracket is there in your GSC under line 265.

10
3rd-Party Applications & Tools / Re: [App] Auto-GDT 0.1.3
« on: April 01, 2017, 03:05:31 am »
Updates released:

  • Single exe file now with 2 txt files for templates, eradicating Python as a requirement.
  • Now writes GDT files for IW3-T5, set T5 for this to work, set T7 for Black Ops 3.
  • If anything goes wrong, it will now show the error and add it to log, if anything goes wrong pm me with log.

What I'm working on adding:
 
  • GUI
  • More options for AI anims, etc.

11
3rd-Party Applications & Tools / [App] Auto-GDT 0.1.3
« on: March 29, 2017, 10:22:18 am »

A tool that will take your dank animations and add them to a GDT/Create a new one. :)

In its current state the tool works. Currently I have it setup only for weapon animation (i.e. it doesn't set correct options for AI anim, etc.)

Features:
  • Will detect automatically whether it's looping or non-looping based off name.
  • I guess it does what the title says.


Please report any bugs you find. :)


12
YouTube / Extinct: The Last Compound
« on: March 14, 2017, 07:58:14 am »
This map was awesome on WaW, it's awesome on BO3. :)


13
YouTube / Bo3 Gulag
« on: March 12, 2017, 08:03:12 am »
Puf returns with another installment of Kellog's Factory Tour. (Sorry if audio is a little weird. :P)


14
Help Desk / Re: Radiant freez an gives error
« on: March 06, 2017, 05:45:19 am »
I have the same issue  :'(

Old topic, make a new topic and give as much info as possible including but not limited to your PC spec, what you were doing, screenshots, etc.

15
Zombie Maps in Progress / Re: Gulag BO3
« on: March 04, 2017, 01:43:25 am »
i will fuck u up so bad u will want to go home thx

thnx

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