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Topics - Nukem

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1
General Discussion / Black Ops 3 Mod Tools Alpha
« on: August 07, 2016, 01:36:34 PM »
Hello ,

I have had the pleasure of being invited into the Black Ops 3 Mod Tools Alpha by Treyarch and thought i would share some thoughts and screen shots with you  .

**Please note this is an alpha things are subject to change and we are here to help improve the users experience**

Black Radiant


This is a very clean UI which allows full user customization : I have this across two screens ,here I show the easy of the drag and drop function to allow the user to move windows to set up the interface as you want it


Its not just the windows that allow for customization, the Toolbar and right click menus can be edited at your liking .

So far just these improvements are brilliant !

In terms of using the 2D grid its very much the same as previous versions of the tools with added features so if you have used Radiant before you should pick it up easily . The texture window has its own search function and the ability to favorite textures ,its own options menu .This is the same across most of the entity windows and its great .
Adding a Model or FX is now a drag and drop process , Simply find the Model or Fx wanted and drag it in to the 2D or 3D window it will snap to the closet grid point .
Again this is brilliant .
The Models rotate in the Model browser and the FX can be played live in Radiants 3D window .Ill get to that in a bit .

We now have a Entity Browser which houses some of the features previously found in the right click menu when in the 2D grid


The worldspawn has changed bringing in new features and the use of SSI (I haven't messed with this much yet but have loaded different sun settings from the stock files and used ape to duplicate files edit the sun directions then update it to radiant )
you now have light states 4 of -as far as i know at this point these can be all different light setting which can be toggled via script ( I guess like we use vision files now to do the grey scale look in to full colour -Though there are new volumes for visions but i have not gone that far .Ill know more in time .


 
Ok so lets talk about the 3D window
It has its own Toolbar which can be edited and the right click menu is very much the same as the previous version only this time you have the ability to customize it. when right clicking on a Texture or Model you now have the option -open in APE , this is the new Asset Manager .
you can the edit the asset to your liking and save then update the file to radiant Nice!



They have added a new lighting mode to the 3D view you can view the geometry in the following light states
 

Fullbright



Game mode



Real lighting ( the lights must/can be built and exported in radiant now .You can still build lights in launcher) alot to learn on this and reflection probes


 
You may notice that the FX are playing while the Real Light is selected



These can be turned on or off. When you add a new FX or move it you will need to re trigger the FX in the ToolBar



This makes the implementation of FX and placement so easy having the "on the fly" process ( Thank you 3ARC <3 )

And as for lighting WOW i need to study the lighting a lot . Reflection probes -volumes - PGB , the list goes on as i learn more ill share what i learn

Heres a few pics i took from a map i made for World At War the .Map files are still supported .

In World At War



In BO3 (please note ive done no light work or reflection probes this is just an idea of what it will look like )




In World At War



In BO3




Ill update as i go as lots to learn  8)

2
User Tutorials / Gone over the fx limit? 400 fx error fix
« on: July 23, 2015, 04:47:54 PM »
****not written by me*****

So here I'll show you how to save on your fx limit, xmodel limit, xanims limit, etc. This will require minor editing of your zone_source files. But don't worry, its pretty simple.
Step one: Go to your zone_source folder. You will stay here for the whole tutorial.
Step two: Make a new folder named "singles" (this folder can be named whatever, but you will refer to it later in code and the code I'm giving you uses a folder named "singles" ).
Step three: Make 4 .csv files inside of the new folder. To make a .csv file you can copy one of the other csv files and paste it in the new folder and rename it and delete the text inside.
Step four: Name the new 4 .csv files "hellhounds", "zappers", "risers", and "teleporters".
Step 5: Place the following code inside each of the folders:
For "hellhounds", place this in it:

Code: [Select]
fx,maps/zombie/fx_zombie_dog_eyes
fx,maps/zombie/fx_zombie_dog_explosion
fx,maps/zombie/fx_zombie_dog_fire_trail
fx,maps/zombie/fx_zombie_dog_ash_trail
fx,maps/zombie/fx_zombie_dog_breath
xanim,zombie_dog_idle
xanim,zombie_dog_look_down
xanim,zombie_dog_look_forward
xanim,zombie_dog_look_left
xanim,zombie_dog_look_right
xanim,zombie_dog_look_up
xanim,zombie_dog_attack_look_down
xanim,zombie_dog_attack_look_forward
xanim,zombie_dog_attack_look_left
xanim,zombie_dog_attack_look_right
xanim,zombie_dog_attack_look_up
xanim,zombie_dog_run
xanim,zombie_dog_run_attack
xanim,zombie_dog_run_attack_low
xanim,zombie_dog_run_attack_miss
xanim,zombie_dog_run_bark
xanim,zombie_dog_run_jump_30
xanim,zombie_dog_run_jump_40
xanim,zombie_dog_run_jump_window_40
xanim,zombie_dog_run_lean_l
xanim,zombie_dog_run_lean_l_2
xanim,zombie_dog_run_lean_l_bark
xanim,zombie_dog_run_lean_r
xanim,zombie_dog_run_lean_r_2
xanim,zombie_dog_run_lean_r_bark
xanim,zombie_dog_run_start
xanim,zombie_dog_run_start_180_l
xanim,zombie_dog_run_start_180_r
xanim,zombie_dog_run_start_l
xanim,zombie_dog_run_start_r
xanim,zombie_dog_run_stop
xanim,zombie_dog_traverse_down_96
xanim,zombie_dog_traverse_up_40
xanim,zombie_dog_traverse_up_80
xanim,zombie_dog_traverse_down_40
xanim,zombie_dog_traverse_down_126
xanim,zombie_dog_traverse_down_190
xanim,zombie_dog_walk
xanim,zombie_dog_trot
xanim,zombie_dog_tesla_death_a
xanim,zombie_dog_tesla_death_b
xanim,zombie_dog_tesla_death_c
xanim,zombie_dog_tesla_death_d
xanim,zombie_dog_tesla_death_e
xanim,zombie_dog_death_front
xanim,zombie_dog_death_hit_back
xanim,zombie_dog_death_hit_left
xanim,zombie_dog_death_hit_right
xanim,zombie_dog_turn_90_left
xanim,zombie_dog_turn_90_right
xanim,zombie_dog_turn_180_left
xanim,zombie_dog_turn_180_right
xanim,zombie_dog_run_turn_90_left
xanim,zombie_dog_run_turn_90_right
xanim,zombie_dog_run_turn_180_left
xanim,zombie_dog_run_turn_180_right
xanim,zombie_dog_attackidle
xanim,zombie_dog_attackidle_bark
xanim,zombie_dog_attackidle_growl
xanim,zombie_dog_attack_player_miss_turnR
xanim,zombie_dog_attack_player_miss_turnL

For "zappers", place this in it:

Code: [Select]
fx,misc/fx_zombie_electric_trap
fx,env/electrical/fx_elec_sparking_oneshot
fx,misc/fx_zombie_zapper_powerbox_on
fx,misc/fx_zombie_zapper_wall_control_on
fx,maps/zombie/fx_zombie_light_glow_green
fx,maps/zombie/fx_zombie_light_glow_red
fx,misc/fx_zombie_elec_trail_oneshot
fx,env/electrical/fx_elec_wire_spark_dl_oneshot
fx,env/electrical/fx_elec_player_md
fx,env/electrical/fx_elec_player_sm
fx,env/electrical/fx_elec_player_torso
fx,misc/fx_zombie_elec_gen_on
fx,misc/fx_zombie_elec_gen_idle
xmodel,zombie_zapper_cagelight_red
xmodel,zombie_zapper_cagelight_green

For "risers", place this in it:

Code: [Select]
fx,maps/mp_maps/fx_mp_zombie_hand_dirt_burst
fx,maps/mp_maps/fx_mp_zombie_body_dirt_billowing
fx,maps/mp_maps/fx_mp_zombie_body_dust_falling
fx,maps/zombie/fx_zombie_body_wtr_burst
fx,maps/zombie/fx_zombie_body_wtr_billowing
fx,maps/zombie/fx_zombie_body_wtr_falling

For "teleporters", place this in it:

Code: [Select]
fx,maps/zombie/fx_transporter_beam
fx,maps/zombie/fx_transporter_pad_start
fx,maps/zombie/fx_transporter_start
fx,maps/zombie/fx_transporter_ambient
fx,maps/zombie/fx_zombie_wire_spark
fx,maps/zombie/fx_zombie_mainframe_link_single
fx,maps/zombie/fx_zombie_mainframe_link_all
fx,maps/zombie/fx_zombie_mainframe_linked
fx,maps/zombie/fx_zombie_mainframe_beam
fx,maps/zombie/fx_zombie_mainframe_flat
fx,maps/zombie/fx_zombie_mainframe_flat_start
fx,maps/zombie/fx_zombie_mainframe_beam_start
fx,maps/zombie/fx_zombie_flashback_american
fx,maps/zombie/fx_zombie_difference
fx,maps/zombie/fx_zombie_mainframe_steam
fx,maps/zombie/fx_zombie_heat_sink

Step six: Now we just added tons of fx and stuff to these 4 files. But there are still other files that already have all this in them, so until we edit them, this would be a total waist! And not to mention take you over the limits of fx. So exit the new folder you made and now you are back in the zone_source folder. Find the files "dlc3.csv" and "zombiemode.csv". Add "_backup" to the end of both the file names, so they look like this: "dlc3_backup.csv" and "zombiemode_backup.csv". Now you need to make new new .csv files in zone_source, named "dlc3.csv" and "zombiemode.csv". This will make a backup of your old 2 files and now we are making new ones. So in the two new files you made, add the code into them:

For "dlc3.csv"

Code: [Select]
// Coop Player Heroes
mptype,nazi_zombie_heroes,,
xmodel,viewmodel_usa_marine_arms
xmodel,viewmodel_usa_marine_player
rawfile,clientscripts/_zombie_mode.csc,,
// DLC3 Scripts
rawfile,maps/dlc3_code.gsc,,
rawfile,maps/dlc3_teleporter.gsc,,
rawfile,maps/createfx/dlc3_fx.gsc,,
rawfile,clientscripts/dlc3_code.csc
rawfile,clientscripts/dlc3_teleporter.csc
rawfile,clientscripts/createfx/dlc3_fx.csc
// Sound
sound,nazi_zombie_factory,nazi_zombie_factory,all_sp
sound,common,nazi_zombie_factory,all_sp
sound,projectiles,nazi_zombie_factory,all_sp
sound,physics,nazi_zombie_factory,all_sp
sound,destructibles,nazi_zombie_factory,all_sp
sound,dlc3_vox,nazi_zombie_factory,all_sp
sound,dlc_share,nazi_zombie_factory,all_sp
sound,weapons,audio_test_tuey,all_sp
// Animtrees + Animations
rawfile,animtrees/zombie_factory.atr
xanim,o_zombie_lattice_gate_full
xanim,o_zombie_lattice_gate_half
xanim,o_zombie_difference_engine_ani
xanim,ai_zombie_jump_down_127
xanim,ai_zombie_jump_down_184
xanim,ai_zombie_crawl_jump_down_127
xanim,ai_zombie_crawl_jump_down_184
xanim,ch_dazed_d_death
xanim,ch_dazed_c_death
xanim,ch_dazed_b_death
xanim,ch_dazed_a_death
xanim,ch_dazed_d
xanim,ch_dazed_c
xanim,ch_dazed_b
xanim,ch_dazed_a
//////////////////////////////////////////////////////////////////
                           WEAPON AREA
/////////////////////////////////////////////////////////////////
// Missing Stuff
xmodel,viewmodel_zombie_colt45_pistol
xmodel,weapon_zombie_colt45_pistol
xmodel,viewmodel_zombie_ptrs41
xmodel,weapon_zombie_ptrs41
xmodel,viewmodel_zombie_flamethrower
xmodel,weapon_zombie_flamethrower
// Weapons
weapon,sp/colt // default weaponn
weapon,sp/napalmblob // default weapon
weapon,sp/napalmbloblight // default weapon
// - pistol
weapon,sp/zombie_colt // last stand weapon
weapon,sp/zombie_colt_upgraded
weapon,sp/zombie_sw_357
weapon,sp/zombie_sw_357_upgraded
// - bolt-action
weapon,sp/zombie_kar98k
weapon,sp/zombie_kar98k_upgraded
//weapon,sp/springfield
//weapon,sp/zombie_type99_rifle
//weapon,sp/zombie_type99_rifle_upgraded
// - semi-auto
weapon,sp/zombie_m1carbine
weapon,sp/zombie_m1carbine_upgraded
weapon,sp/zombie_gewehr43
weapon,sp/zombie_gewehr43_upgraded
weapon,sp/zombie_m1garand
weapon,sp/zombie_m1garand_upgraded
// - auto
weapon,sp/zombie_stg44
weapon,sp/zombie_stg44_upgraded
weapon,sp/zombie_thompson
weapon,sp/zombie_thompson_upgraded
weapon,sp/zombie_mp40
weapon,sp/zombie_mp40_upgraded
weapon,sp/zombie_type100_smg
weapon,sp/zombie_type100_smg_upgraded
// - scoped
weapon,sp/ptrs41_zombie
weapon,sp/ptrs41_zombie_upgraded
//weapon,sp/type99_rifle_scoped_zombie
//weapon,sp/kar98k_scoped_zombie
// - grenade
weapon,sp/molotov
weapon,sp/stielhandgranate
// - grenade launcher
weapon,sp/m1garand_gl_zombie
weapon,sp/m1garand_gl_zombie_upgraded
 weapon,sp/m7_launcher_zombie
weapon,sp/m7_launcher_zombie_upgraded
// - shotgun
weapon,sp/zombie_doublebarrel
weapon,sp/zombie_doublebarrel_upgraded
weapon,sp/zombie_shotgun
weapon,sp/zombie_shotgun_upgraded
// - heavy mg
weapon,sp/zombie_bar
weapon,sp/zombie_bar_upgraded
weapon,sp/zombie_fg42
weapon,sp/zombie_fg42_upgraded
weapon,sp/zombie_30cal
weapon,sp/zombie_30cal_upgraded
weapon,sp/zombie_mg42
weapon,sp/zombie_mg42_upgraded
weapon,sp/zombie_ppsh
weapon,sp/zombie_ppsh_upgraded
// - special
weapon,sp/panzerschrek_zombie
weapon,sp/panzerschrek_zombie_upgraded
weapon,sp/m2_flamethrower_zombie
weapon,sp/m2_flamethrower_zombie_upgraded
weapon,sp/ray_gun
weapon,sp/ray_gun_upgraded
weapon,sp/tesla_gun
weapon,sp/tesla_gun_upgraded
weapon,sp/zombie_cymbal_monkey
weapon,sp/mine_bouncing_betty
// Bowie Knife
xmodel,viewmodel_knife_bowie
// Teddy Bear
xmodel,zombie_teddybear
 //////////////////////////////////////////////////////////////////
                           FX AREA
/////////////////////////////////////////////////////////////////
// Bouncing Betties -- Keep These
fx,weapon/bouncing_betty/fx_explosion_betty_generic
fx,weapon/bouncing_betty/fx_betty_trail
// Electrical Trap -- Keep These
// Swapping Light Models -- Keep These If Using Them
xmodel,lights_indlight
xmodel,lights_indlight_on
xmodel,lights_milit_lamp_single_int
xmodel,lights_milit_lamp_single_int_on
xmodel,lights_tinhatlamp_off
xmodel,lights_tinhatlamp_on
xmodel,lights_berlin_subway_hat_0
xmodel,lights_berlin_subway_hat_50
xmodel,lights_berlin_subway_hat_100
 // Pandora Box -- Keep These
fx,maps/zombie/fx_zombie_factory_marker
fx,maps/zombie/fx_zombie_factory_marker_fl
fx,maps/zombie/fx_zombie_factory_marker_sm
// Hell Hounds -- Keep These
// Teleporter -- Keep These
//fx,maps/zombie/fx_transporter_pad_start
//fx,maps/zombie/fx_transporter_start
//fx,maps/zombie/fx_transporter_beam
//fx,weapon/bouncing_betty/fx_explosion_betty_generic
//fx,weapon/bouncing_betty/fx_betty_trail
// Perks-a-cola effects
fx,misc/fx_zombie_cola_on
fx,misc/fx_zombie_cola_dtap_on
 fx,misc/fx_zombie_cola_jugg_on
fx,misc/fx_zombie_cola_revive_on
fx,maps/zombie/fx_zombie_packapunch
// CreateFX Exploders
fx,maps/mp_maps/fx_mp_elec_spark_fast_random
fx,misc/fx_zombie_elec_gen_idle
fx,maps/zombie/fx_zombie_elec_pole_terminal

And for "zombiemode.csv":

Code: [Select]
include,flamethrower
// strings - PC moved this one to a localized_nazi_zombie_*.csv files
//localize,zombie
// coop model
mptype,nazi_zombie_heroes
// viewmodel arms
xmodel,viewmodel_usa_marine_arms
xmodel,viewmodel_usa_marine_player
// player zombie melee arms - the "weapon"
weapon,sp/zombie_melee
// Needed for laststand
weapon,sp/fraggrenade
weapon,sp/colt
weapon,sp/zombie_perk_bottle_doubletap
weapon,sp/zombie_perk_bottle_jugg
weapon,sp/zombie_perk_bottle_revive
weapon,sp/zombie_perk_bottle_sleight
weapon,sp/zombie_bowie_flourish
weapon,sp/zombie_knuckle_crack
// zombie anims
xanim,ai_zombie_attack_forward_v1
xanim,ai_zombie_attack_forward_v2
xanim,ai_zombie_attack_v1
xanim,ai_zombie_attack_v2
xanim,ai_zombie_attack_v3
xanim,ai_zombie_attack_v4
xanim,ai_zombie_attack_v6
xanim,ai_zombie_walk_attack_v1
xanim,ai_zombie_walk_attack_v2
xanim,ai_zombie_walk_attack_v3
xanim,ai_zombie_walk_attack_v4
xanim,ai_zombie_run_attack_v1
xanim,ai_zombie_run_attack_v2
xanim,ai_zombie_run_attack_v3
xanim,ai_zombie_run_attack_v4
xanim,ai_zombie_crawl_death_v1
xanim,ai_zombie_crawl_death_v2
xanim,ai_zombie_death_v1
xanim,ai_zombie_death_v2
xanim,ai_zombie_tesla_death_a
xanim,ai_zombie_tesla_death_b
xanim,ai_zombie_tesla_death_c
xanim,ai_zombie_tesla_death_d
xanim,ai_zombie_tesla_death_e
xanim,ai_zombie_tesla_crawl_death_a
xanim,ai_zombie_tesla_crawl_death_b
xanim,ai_zombie_door_pound_v1
xanim,ai_zombie_door_pound_v2
xanim,ai_zombie_door_tear_v1
xanim,ai_zombie_idle_v1
xanim,ai_zombie_idle_v1_delta
xanim,ai_zombie_shot_arm_left
xanim,ai_zombie_shot_arm_right
xanim,ai_zombie_shot_leg_left_2_crawl
xanim,ai_zombie_shot_leg_right_2_crawl
xanim,ai_zombie_sprint_v1
xanim,ai_zombie_sprint_v2
// xanim,ai_zombie_sprint_v3 <-- removed
xanim,ai_zombie_sprint_v4
xanim,ai_zombie_sprint_v5
xanim,ai_zombie_run_v1
xanim,ai_zombie_run_v2
xanim,ai_zombie_run_v3
xanim,ai_zombie_run_v4
xanim,ai_zombie_walk_fast_v1
xanim,ai_zombie_walk_fast_v2
xanim,ai_zombie_walk_fast_v3
xanim,ai_zombie_walk_v1
xanim,ai_zombie_walk_v2
xanim,ai_zombie_walk_v3
xanim,ai_zombie_walk_v4
xanim,ai_zombie_walk_v6
xanim,ai_zombie_walk_v7
xanim,ai_zombie_walk_v8
xanim,ai_zombie_walk_v9
xanim,ai_zombie_door_tear_v2
xanim,ai_zombie_walk_fast_v1
xanim,ai_zombie_walk_fast_v2
xanim,ai_zombie_walk_fast_v3
xanim,ai_zombie_sprint_v1
xanim,ai_zombie_sprint_v2
xanim,ai_zombie_crawl
xanim,ai_zombie_crawl_v1
xanim,ai_zombie_crawl_v2
xanim,ai_zombie_crawl_v3
xanim,ai_zombie_crawl_v4
xanim,ai_zombie_crawl_v5
xanim,ai_zombie_crawl_death_v1
xanim,ai_zombie_crawl_death_v2
xanim,ai_zombie_crawl_sprint
xanim,ai_zombie_crawl_sprint_1
xanim,ai_zombie_crawl_sprint_2
xanim,ai_zombie_idle_crawl
xanim,ai_zombie_idle_crawl_base
xanim,ai_zombie_idle_crawl_delta
xanim,ai_zombie_attack_crawl
xanim,ai_zombie_attack_crawl_lunge
xanim,ai_zombie_walk_on_hands_a
xanim,ai_zombie_walk_on_hands_b
xanim,ai_zombie_walk_on_hands_shot_a
xanim,ai_zombie_walk_on_hands_shot_b
// taunt anims
// xanim,ai_zombie_taunts_1
// xanim,ai_zombie_taunts_2
// xanim,ai_zombie_taunts_3
xanim,ai_zombie_taunts_4
// xanim,ai_zombie_taunts_5
xanim,ai_zombie_taunts_5b
xanim,ai_zombie_taunts_5c
xanim,ai_zombie_taunts_5d
xanim,ai_zombie_taunts_5e
xanim,ai_zombie_taunts_5f
// xanim,ai_zombie_taunts_6
xanim,ai_zombie_taunts_7
// xanim,ai_zombie_taunts_8
xanim,ai_zombie_taunts_9
// xanim,ai_zombie_taunts_v10
// xanim,ai_zombie_taunts_v11
// xanim,ai_zombie_taunts_v12
// xanim,ai_zombie_taunts_v13
// xanim,ai_zombie_taunts_v14
// monkey anims
xanim,o_monkey_bomb
// window attacks
xanim,ai_zombie_window_attack_arm_L_out
xanim,ai_zombie_window_attack_arm_R_out
// window boar tear
xanim,ai_zombie_boardtear_l_1
xanim,ai_zombie_boardtear_l_2
xanim,ai_zombie_boardtear_l_3
xanim,ai_zombie_boardtear_l_4
xanim,ai_zombie_boardtear_l_5
xanim,ai_zombie_boardtear_l_6
xanim,ai_zombie_boardtear_m_1
xanim,ai_zombie_boardtear_m_2
xanim,ai_zombie_boardtear_m_3
xanim,ai_zombie_boardtear_m_4
xanim,ai_zombie_boardtear_m_5
xanim,ai_zombie_boardtear_m_6
xanim,ai_zombie_boardtear_r_1
xanim,ai_zombie_boardtear_r_2
xanim,ai_zombie_boardtear_r_3
xanim,ai_zombie_boardtear_r_4
xanim,ai_zombie_boardtear_r_5
xanim,ai_zombie_boardtear_r_6
xanim,ai_zombie_boardtear_crawl_l_1
xanim,ai_zombie_boardtear_crawl_l_2
xanim,ai_zombie_boardtear_crawl_l_3
xanim,ai_zombie_boardtear_crawl_l_4
xanim,ai_zombie_boardtear_crawl_l_5
xanim,ai_zombie_boardtear_crawl_l_6
xanim,ai_zombie_boardtear_crawl_m_1
xanim,ai_zombie_boardtear_crawl_m_2
xanim,ai_zombie_boardtear_crawl_m_3
xanim,ai_zombie_boardtear_crawl_m_4
xanim,ai_zombie_boardtear_crawl_m_5
xanim,ai_zombie_boardtear_crawl_m_6
xanim,ai_zombie_boardtear_crawl_r_1
xanim,ai_zombie_boardtear_crawl_r_2
xanim,ai_zombie_boardtear_crawl_r_3
xanim,ai_zombie_boardtear_crawl_r_4
xanim,ai_zombie_boardtear_crawl_r_5
xanim,ai_zombie_boardtear_crawl_r_6
// tear anims
xanim,ai_zombie_door_tear_v1
xanim,ai_zombie_door_tear_v2
xanim,ai_zombie_door_tear_high
xanim,ai_zombie_door_tear_left
xanim,ai_zombie_door_tear_right
xanim,ai_zombie_door_tear_low
// pound door animations
xanim,ai_zombie_door_pound_v1
xanim,ai_zombie_door_pound_v2
// after gib shot anims
xanim,ai_zombie_shot_arm_left
xanim,ai_zombie_shot_arm_right
xanim,ai_zombie_shot_leg_left_2_crawl
xanim,ai_zombie_shot_leg_right_2_crawl
// melee anims
xanim,ai_zombie_attack_forward_v1
xanim,ai_zombie_attack_forward_v2
xanim,ai_zombie_attack_v1
xanim,ai_zombie_attack_v2
// idle
xanim,ai_zombie_idle_v1
xanim,ai_zombie_idle_base
// traverse
xanim,ai_zombie_traverse_v1
xanim,ai_zombie_traverse_v2
xanim,ai_zombie_traverse_v4
xanim,ai_zombie_traverse_v5
xanim,ai_zombie_traverse_v6
xanim,ai_zombie_traverse_v7
xanim,ai_zombie_traverse_crawl_v1
xanim,ai_zombie_lighthouse_crawl_down
xanim,ai_zombie_climb_chain
xanim,ai_zombie_climb_chain_fast
xanim,ai_zombie_ladder_climb_loop
xanim,ai_zombie_ladder_climb_off
xanim,ai_zombie_ladder_climb_on
xanim,ai_zombie_crawl_jump_down_72
xanim,ai_zombie_crawl_jump_down_97
xanim,ai_zombie_crawl_jump_down_127
xanim,ai_zombie_crawl_jump_down_184
xanim,ai_zombie_crawl_jump_down_189
xanim,ai_zombie_jump_down_190
xanim,ai_zombie_jump_down_120
xanim,ai_zombie_jump_down_96
xanim,ai_zombie_jump_down_72
xanim,ai_zombie_jump_down_40
xanim,ai_zombie_jump_up_2_climb
xanim,ai_zombie_jump_up
xanim,ai_zombie_crawl_jump_up_2_climb
// rise out of ground
xanim,ai_zombie_traverse_ground_v1_crawl
xanim,ai_zombie_traverse_ground_v1_crawlfast
xanim,ai_zombie_traverse_ground_v1_deathinside
xanim,ai_zombie_traverse_ground_v1_deathinside_alt
xanim,ai_zombie_traverse_ground_v1_deathoutside
xanim,ai_zombie_traverse_ground_v1_deathoutside_alt
//xanim,ai_zombie_traverse_ground_v1_idle // I don't think we need this
xanim,ai_zombie_traverse_ground_v1_run
xanim,ai_zombie_traverse_ground_v1_walk
xanim,ai_zombie_traverse_ground_v2_death_high
xanim,ai_zombie_traverse_ground_v2_death_high_alt
xanim,ai_zombie_traverse_ground_v2_death_low
xanim,ai_zombie_traverse_ground_v2_death_low_alt
xanim,ai_zombie_traverse_ground_v2_walk
xanim,ai_zombie_traverse_ground_v2_walk_altA
xanim,ai_zombie_traverse_ground_v2_walk_altB
xanim,ai_zombie_traverse_ground_climbout_fast
// player anims
xanim,p_zombie_perkacola_drink
// script
rawfile,maps/_zombiemode.gsc
rawfile,maps/_zombiemode_net.gsc
rawfile,maps/_zombiemode_score.gsc
rawfile,maps/_zombiemode_blockers_new.gsc
rawfile,maps/_zombiemode_bowie.gsc
rawfile,maps/_zombiemode_utility.gsc
rawfile,maps/_zombiemode_spawner.gsc
rawfile,maps/_zombiemode_weapons.gsc
rawfile,maps/_zombiemode_powerups.gsc
rawfile,maps/_zombiemode_radio.gsc
rawfile,maps/_zombiemode_perks.gsc
rawfile,maps/_zombiemode_devgui.gsc
rawfile,maps/_zombiemode_tesla.gsc
rawfile,maps/_zombiemode_cymbal_monkey.gsc
rawfile,maps/nazi_zombie_sumpf_blockers.gsc
rawfile,maps/_zombiemode_betty.gsc
rawfile,maps/_zombiemode_achievement.gsc
rawfile,maps/_zombiemode_zone_manager.gsc
rawfile,maps/_zombiemode_timer.gsc
rawfile,maps/_zombiemode_auto_turret.gsc
rawfile,maps/_zombiemode_server_throttle.gsc
rawfile,clientscripts/_zombiemode_tesla.csc
rawfile,animscripts/traverse/wall_hop_zombie.gsc
rawfile,vision/zombie.vision
// materials
material,hud_chalk_1
material,hud_chalk_2
material,hud_chalk_3
material,hud_chalk_4
material,hud_chalk_5
// stopwatch
material,zombie_stopwatch
material,zombie_stopwatchneedle
material,zombie_stopwatch_glass
material,specialty_juggernaut_zombies
material,specialty_fastreload_zombies
material,specialty_doubletap_zombies
material,specialty_quickrevive_zombies
material,specialty_doublepoints_zombies
material,specialty_instakill_zombies
// leaderboard materials
material,scorebar_zom_1
material,scorebar_zom_2
material,scorebar_zom_3
material,scorebar_zom_4
material,scorebar_zom_long_1
material,scorebar_zom_long_2
material,scorebar_zom_long_3
material,scorebar_zom_long_4
// fog at edge of level
fx,env/smoke/fx_fog_zombie_amb
fx,env/light/fx_ray_sun_sm_short
// Vending models
xmodel,zombie_vending_doubletap_on
xmodel,zombie_vending_jugg_on
xmodel,zombie_vending_revive_on
xmodel,zombie_vending_sleight_on
xmodel,zombie_vending_packapunch_on
xmodel,zombie_sign_please_wait
// neckstump
xmodel,char_ger_honorgd_zomb_behead
// head gib stuff
fx,misc/fx_zombie_bloodsplat
fx,misc/fx_zombie_bloodspurt
fx,maps/zombie/fx_zombie_tesla_neck_spurt
// rise fx
// eye piece
xmodel,char_ger_zombieeye
// SRS 9/2/2008: for playing fx that we need to stop
xmodel,tag_origin
// FX for the eyes
fx,misc/fx_zombie_eye_single
// FX for player being a zombie
fx,misc/fx_zombie_grain_cloud
//zombie powerups
fx,misc/fx_zombie_powerup_on
fx,misc/fx_zombie_powerup_grab
fx,misc/fx_zombie_powerup_wave
fx,misc/fx_zombie_mini_nuke
fx,misc/fx_zombie_mini_nuke_hotness
xmodel,zombie_bomb
xmodel,zombie_skull
xmodel,zombie_x2_icon
xmodel,zombie_ammocan
xmodel,zombie_carpenter
// radio fx
fx,env/electrical/fx_elec_short_oneshot
xmodel,static_berlin_ger_radio
//Bouncing betty stuff
//weapon,sp/mine_bouncing_betty
//fx,weapon/bouncing_betty/fx_explosion_betty_generic
//fx,weapon/bouncing_betty/fx_betty_trail
fx,maps/zombie/fx_zombie_dog_lightning_buildup
fx,misc/fx_zombie_perk_lottery_start
fx,misc/fx_zombie_perk_lottery_end
fx,misc/fx_zombie_perk_lottery_flash
// magic box
fx,maps/zombie/fx_zombie_lght_marker
fx,maps/zombie/fx_zombie_lght_marker_flare
// Tesla Weapon
fx,maps/zombie/fx_zombie_tesla_bolt_secondary
fx,maps/zombie/fx_zombie_tesla_shock
fx,maps/zombie/fx_zombie_tesla_shock_secondary
fx,maps/zombie/fx_zombie_tesla_rail_view
fx,maps/zombie/fx_zombie_tesla_tube_view
fx,maps/zombie/fx_zombie_tesla_tube_view2
fx,maps/zombie/fx_zombie_tesla_tube_view3
fx,maps/zombie/fx_zombie_tesla_rail_view_ug
fx,maps/zombie/fx_zombie_tesla_tube_view_ug
fx,maps/zombie/fx_zombie_tesla_tube_view2_ug
fx,maps/zombie/fx_zombie_tesla_tube_view3_ug
fx,maps/zombie/fx_zombie_tesla_shock_eyes
rawfile,shock/electrocution.shock
material,ammo_counter_tesla
//LDS - Added for Monkey
fx,maps/zombie/fx_zombie_monkey_light
// intro movie
//rawfile,video/nazi_zombie_sumpf.bik

Ohh, and I almost forgot, do the same stuff for the file "zombiemode_dogs.csv" and then add the code into your new "zombiemode_dogs.csv"

Code: [Select]
// anims
//fx,maps/zombie/fx_zombie_dog_eyes
//fx,maps/zombie/fx_zombie_dog_fire_trail
//fx,maps/zombie/fx_zombie_dog_ash_trail

(Really you dont have to add anything into it because all those lines are commented out, but I'm really not sure what will happen if the file gets called with nothing in it xD.)

Step seven: We are ALMOST DONE!!! Now to call the files you made in "singles". So now, for every map you make, open your zone source file for your map (nazi_zombie_MAPNAME.csv in zone_source) and add this line into it right below "include,dlc3,,":

Code: [Select]
include,singles/FILE NAME,,
Now, where I wrote "FILE NAME", you change that to the file in the folder singles that you want to import. So if I wanted zappers in my map, I would do "include,singles/zappers,,". Just add those lines for whichever ones you want to add.

(Example: Added teleporters, risers, and hellhounds:

Code: [Select]
// DLC3 Stuff -- Leave This
include,dlc3,,
include,singles/teleporter,,
include,singles/risers,,
include,singles/hellhounds,,

Your DONNEEEEE!!!!!!! And if you don't call any of these files in your map you will save 40 fx, 60 xanims, 2 xmodels (if my counting is correct :p) This should make your map run a bit faster, and also allow you to add more of your own fx. Have fun mappin!

NOTE: It turns out that in sniperbolt's tutorial, he added the fx for bouncing bettys like 4 or 5 times, and the new code I gave you took all but one out so you save even more, and bettys still work!


3
Map W.I.P / TMG Cataclysm
« on: October 15, 2014, 12:56:29 PM »
Deep inside the minds of the sick, lay the truth behind the Cataclysm

coming in black ops 3 if they release the zombie assets if not its good old world at war




4
Map W.I.P / TMG Carnage
« on: May 30, 2014, 09:21:08 PM »
This is my 6th zombie map i went for cod4 style design

Update 26/5/14

No hugging zombies

Weapons added so far:
  • Cod Ghost
  • R5 REMINGTON
  • MAVERICK
  • ARX160
  • HONEYBADGER
  • RIPPER
  • K7
  • MSMB
  • VEPR
  • M14 EBR
  • M27 IAR
  • ALEIN GUN
Cod Black Ops 2
  • RAYGUN MK2
  • DW RAYGUN MK2
  • AN94
Cod Black OPs
  • THUNDERGUN
  • CROSSBOW / THORBOLT
Cod MW3
  • P99
  • MODEL1887
  • MSR
  • MP7
  • UMP45
Cod MW2
  • SPAS12
Cod MW1
  • DW UZI







5
Map W.I.P / TMG Revolution
« on: May 18, 2014, 01:42:33 PM »
Thought i would remake the MP Map form WAW dlc 3 Revolution which is a remake of the Stalingrad Level used for a few SP missions 

This will be running on 1.4 code with a lot of edits

Weapons from Cod Ghost, Black ops 1&2  , MW3 , MW2

Heres some screens of work so far















more to come soon :D

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