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Messages - Scobalula

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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]

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

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

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:,15698.msg153313.html#msg153313

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

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..

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.


Github page:

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.

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..

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

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:!tIFngSpa!f_q-WJ87Huzb4rR-ol5OxH5Pb8XOYkYXAtp63z-o9eI


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

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.

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).

3rd-Party Applications & Tools / IW7 Image Seperator
« on: July 02, 2017, 03:44:05 am »
So if you've exported from Infinite Warfare you'll know the daunting process of separating the normal maps, ao maps, etc. from the tons of images that come with models.
So, since I like automating stuff, here's a tool to handle it.  :-*

To use:
1. Group images into their own folders in a base folder with no other files/folders, like this. The folder
name will define the prefix of the images, i.e. weapon_fmg will result in weapon_fmg_n, etc.
2. Set the image format to write to in settings.ini (default is PNG).
3. Enter the directory of the main folder.
4. Let her do her job.
* Accepts/Writes: TIFF, TGA, PNG, DDS*, JPEG
* Alpha channels are maintained for _CS.
* Potential for Access Denied Errors with files that already exist, so delete them I guess.
*DDS Cannot be written to.*
**While I do take suggestions, this tool was made for my needs and it does what I want it to do, I only released it as there's no point in keeping it to myself. If you want to modify the app, feel free, the Py file is there. Make a pull request if you have a suggestion.**


Hey would you look at that cosmetic bones. ¯\_(ツ)_/¯

go here

Mapping / Re: BO3 maps in waw
« on: June 21, 2017, 01:33:52 am »
Why not just use WaWs own Radiant?........

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