Black Ops 1 DLC perk HUD icons don’t show on maps without those machines
-
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 materialsmaterial,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?
- I give all perks via
-
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?