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  3. Black Ops 1 DLC perk HUD icons don’t show on maps without those machines

Black Ops 1 DLC perk HUD icons don’t show on maps without those machines

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  • callmejafundefined Offline
    callmejafundefined Offline
    callmejaf
    wrote last edited by
    #1

    TL;DR

    • I give all perks via getFunction(...,"give_perk") on a keybind.
    • Every perk works functionally on every map (e.g. PHD prevents nade self damage even on Kino/Nacht).
    • HUD icons only appear on maps that originally shipped those perks.
    • I built and packed the materials (via TGA -> Asset Manager -> Converter -> .gdt) then linked fast file + built iwd.
    • Still no DLC icons on maps that never had the machines. Looking for where the HUD filters icons.

    What I’m doing

    Granting perks

    // Called on key press. loops my perk list
    self [[ getFunction("maps/_zombiemode_perks","give_perk") ]]( perk, false );
    

    Result in-game

    • Base 5 (Quick, Jug, Mule, Double Tap, Speed) -> icons show on all maps.
    • DLC perks (e.g. PHD, Stamin Up) -> perk effects work everywhere, but icons only show on maps that originally had those perks.

    Precaching the icons

    precache_shaders()
    {
        PrecacheShader("specialty_divetonuke_zombies"); // PHD
        PrecacheShader("specialty_marathon_zombies");   // Staminup
       // taken straight from the _zombiemode_perks.gsc
    }
    

    What I packed (materials)

    • Used TGA sources in Asset Manager -> Converter (not DDS/IWI).
    • Converter created the material assets files. I saved a .gdt that points the color maps at the TGAs.
    • Build produces mod.ff + mod.iwd succesfully.

    Zone source (mod.csv) currently lists only the materials

    material,specialty_divetonuke_zombies
    material,specialty_marathon_zombies
    

    Folder summary

    raw/materials/ # generated (extensionless) materials
    %localappdata%/path/to/t5/images/ # matching .iwi textures (directly ripped from DLC iwd files)
    %localappdata%/path/to/t5/mods/<my_mod>/mod.ff
    %localappdata%/path/to/t5/mods/<my_mod>/mod.iwd
    

    Please what am i doing wrong?

    And why is there practically ZERO documentation on any of this?

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    • John_Bananaundefined Offline
      John_Bananaundefined Offline
      John_Banana
      wrote last edited by John_Banana
      #2

      What is the issue? Does the shader just show up as all white? Or is it a missing texture icon? Or invisible?

      Did you add the images to your mod folder > images and then tick the boxes in your mod builder for the images, then click build .iwd? You should have the images inside your .iwd. inside the image folders. Open .iwd with winrar to check

      And are you sure you're precaching the shaders on the preload stage early on? When are you calling the precache script?

      I would guess your mod doesn't have the necessary images or your code precaching is not being called properly.

      It sounds like you created the materials successfully since the bo1 mod tools do not have all DLC assets and then you compiled them into the mod.ff through your mod.csv. And you're sure you used the correct settings when creating the material (material type 2d, surface type <none>, etc.) You put your raw .tga images in root/texture_assets before building the materials?

      also did you reformat your post with chatgpt?

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