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Messages - Scobalula

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1
Map Releases / Re: RemakeUT
« on: November 04, 2017, 01:28:01 pm »
I would like to fix the zombie spawn so it starts there but it is just random and can't fix it due to broken mood tools.

If you actually read it the zombie spawns are random and they still work. And if really did play the map you would know it works.


2
Zombie Maps in Progress / Re: [BO1] Perish [WIP]
« on: October 08, 2017, 01:20:14 pm »
Map is never coming out because Hitman got stuck on the toilet  :'( :'( :'(

You smelli smelli boi don't listen to him he's the type of person who doesn't take a shower  >:( >:( >:( >:( >:( >:(

3
3rd-Party Applications & Tools / Re: [App] CoD Model Tools for Maya 2012+
« on: October 03, 2017, 08:39:43 am »
Does anyone know the fix for this? I get this error aswell

This has been fixed in newer version by Ray and I: https://github.com/Ray1235/CoDMayaTools/releases

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Introduce Yourself / Re: Hello
« on: September 27, 2017, 05:43:09 am »
WinButton+P should allow you to cycle through display options. :P

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3rd-Party Applications & Tools / [APP] WAVto48k
« on: September 23, 2017, 11:12:38 pm »


A small app I made as in introduction to using C#, made it in less than an hour and it was simple to make while allowing me to get my feet a bit wet with using C#.
 
Could be useful to those maybe wanting to release assets while ensuring you don't get reports of non-48k sounds because people aren't using Porter's patch.  :P
 
To use simply drag wav/s onto the exe or execute via command line.  ;D
 
Download (click Code tab if you're interested in my potentially cringy code):


6
Help Desk / Re: RIPPING IW WEAPON MODELS?
« on: September 23, 2017, 11:08:52 pm »
Anyone know how to get infinite warfare weapon models? wraith doesn't seem to find them all :/

Since AW they load models in/out when needed so they might not be loaded (though they should show up only they will export a default model).

Models in IW are also majority of the time named completely different to what they are in-game, i.e. Auger == Minilmg iirc for xmodels or anims (anims and xmodels are named different), Hornet/Kendall == G18, Ravage and other spas gun are named spas, etc.

7
Mods in Progress / Re: Waffen der Schönheit
« on: September 22, 2017, 10:56:25 am »
can you make the gewer43 or the kar98k in the map please

plz do dis and thx

8
Help Desk / Re: [CoD4]black ops 3 weapon to call of duty 4
« on: September 17, 2017, 09:16:56 am »
Rigs are different, you'll need to download a conversion rig from somewhere. :P

9
Help Desk / Re: I Need Help Porting Weapons
« on: September 17, 2017, 04:30:44 am »
Nah he said on his post it wasnt intended for beginners so its for people who have a little knowledge of porting but i have no idea. i have no experience with maya or any other tools required to port a weapon.

In case you haven't realized (since you're saying "he") I made the tutorial, just because you can't comprehend a basic tutorial, doesn't mean I didn't explain anything.

10
Help Desk / Re: I Need Help Porting Weapons
« on: September 17, 2017, 04:19:43 am »
Ive already watched the bo3 video 3 times but he doesnt really explain anything. plus he said the tut was intended for beginners

Could you elaborate a little on this? I assume you meant non-beginners, as if it was intended for beginners anyone could follow it.

11
General Discussion / Re: is BO3 worth getting just for custom zombies?
« on: September 15, 2017, 09:49:36 pm »
Yes.

12
Modding / [TUT] "Dual Render" Scopes
« on: August 29, 2017, 04:14:52 am »
This will show you how to do "Dual Render" scopes in Bo3 (or well as good as you're going to get it). It can also work for Optics like the Tracker Sights, etc.


13
Modding / Re: sound aliases failed to load
« on: August 26, 2017, 11:42:09 pm »
mine is a period and i still cant fix this PLEASE HELP! lol

Paste your scz and shit here, there's probably some else wrong, this only fixes it if the comma is the cause.

14
Mods in Progress / Re: (BO1) Zombie Re-Chronicled
« on: August 21, 2017, 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: August 21, 2017, 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.

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