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Author Topic: Black Ops 3 Mod Tools Alpha  (Read 25683 times)

Nukem

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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)

R00feR

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Re: Black Ops 3 Mod Tools Alpha
« Reply #1 on: August 07, 2016, 01:46:25 PM »
thanks for sharing  :-*

jzob123

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Re: Black Ops 3 Mod Tools Alpha
« Reply #2 on: August 07, 2016, 09:20:47 PM »
+1 nukem :)
WaW Maps

zombie_library = 100% done
snowy_town = 100% done
Zombie_Complex = 100% done

BO3 Maps

None :D

xXxCowmanxXx09

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Re: Black Ops 3 Mod Tools Alpha
« Reply #3 on: August 07, 2016, 10:59:34 PM »
Wow the lighting engine looks so much better in bo3 compared to waw,  Good work Nukem!  :)

M.A.K.E C E N T S

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Re: Black Ops 3 Mod Tools Alpha
« Reply #4 on: August 08, 2016, 02:11:34 PM »
Looks super great. The blue boxes on all the models, are those joints where you can manipulate the model in radiant? In waw I only ever noticed one blue box per model, and that was typically the tag_origin I thought, or at least it was the rotation point anyway in game via script.

WinCat

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Re: Black Ops 3 Mod Tools Alpha
« Reply #5 on: August 09, 2016, 10:56:02 PM »
Looks super great. The blue boxes on all the models, are those joints where you can manipulate the model in radiant? In waw I only ever noticed one blue box per model, and that was typically the tag_origin I thought, or at least it was the rotation point anyway in game via script.

No they are not, but placing a static model which has bones and moving them in new position to create a static pose is possible todo in radiant.