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Plutonium

AdrX003undefined

AdrX003

@AdrX003
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  • [T6] AdrX Test Weapons first OAT Port
    AdrX003undefined AdrX003

    AdrX003 if you just happen to be editing a gun from the game i tried to add most of the here

    https://drive.google.com/file/d/1j2ASS4tkDWMCYooqPqfiDBaif0CycrXt/view?usp=sharing

    what i actually wanted to do was to learn how to create entries in the game menu and as milti pack or something for any new camos like the DLC sections on MP, someday ig.


  • [T6] AdrX Test Weapons first OAT Port
    AdrX003undefined AdrX003

    Maxizleo here:

    • in the weaponfile, ensure it has a name on the camo\ part on the end of the file like camo\camo_weaponname

    • at the camo folder, copy one of the JSON camos from a similar gun (or the gun youre doing from other nome, its prefeered to be same one so its closer to what it should be) and name it as the same name you put on the weaponfile, "camo_weaponname"

    • add this JSON file to the .zone where you are listing your camo materials used

    • now the "tricky" part that requires more attention and time: you gotta open the camo.json file and find which camo is missing and needs to be added, this is done by checking all of the exported materials where OAT exports/dumps to your zone_raw. all of the names can be seen in dumped zones starting with like material,mc/mtl_weapon_something, search all these, excluding the main weapon textures they usually have "camo" on the name too, copy all of these names somewhere, duplicate one of the camos from the camo.json file and replace by these new materials, so it will cover the whole gun/only the parts you put there. a problem here at least for me is that im still messing around all the values to check wich does what but thats mostly it.


  • [MP] "Helical Reverb" Camo from MW3
    AdrX003undefined AdrX003

    Seems a camo style we can tweak to make it "seem to slightly move inside" the gun if its separated and applied over Weaponized 115, unsure.


  • Black Ops 6 Styled Ray Gun Mark II
    AdrX003undefined AdrX003

    Xerxes Directly into the t6 folder? Didnt knew pluto could read it like that too. Thanks, good to know.


  • Black Ops 6 Styled Ray Gun Mark II
    AdrX003undefined AdrX003

    Reuploaded here with the names

    https://drive.google.com/file/d/1vW_c17FCDnGusT9wmbdRlHooryejUpTb/view?usp=drive_link

    Wonder if it would be a good idea to add support for direct upload of .ZIP here with at least 5~10mb for this kind of stuff.


  • Somente quem for brasileiro e curtir um zombies comenta aq para jogar cmg!!
    AdrX003undefined AdrX003

    Não tá achando gente pra jogar? add meu discord que to em alguns vários servers com players
    É o msm do meu nome: AdrX003

    Pessoalmente o que mais mexo no momento é desenvolvimento, entao se for jogar comigo é mais coisa de testar mods, armas novas e etc.


  • [Release] [ZM] [Mod] zm_weapons - Adding all weapons to maps
    AdrX003undefined AdrX003

    RealMadrid14 WHat do you mean, can you describe it better on whats missing?

    Like since from the first version of his mod containing the death machine, it had PAP camo on all maps.


  • [ZM] Black Ops II Rezurrected - Map Select Icons
    AdrX003undefined AdrX003

    scinkx Im saying about this, these icons you are changing will have this animation playing right behind them, i just dont record my own of this cause im currently testing multiple player stats wile other things and modding my game to oblivion so unsure where to get my original ones.

    https://youtu.be/YEk1fQhgU0M


  • [T6] AdrX Test Weapons first OAT Port
    AdrX003undefined AdrX003

    FreshToad223 As soon i figure out their specific scripts. they have alot of stuff to them like the staffs. testing the crossbow first since its fewer stuff but on the same style, since all them have separate files to the bullets/bolts and scripts to them. still confused on how to "assure theyre all where it should be to work"


  • [T6] AdrX Test Weapons first OAT Port
    AdrX003undefined AdrX003

    Maximizer Blake
    as far i can see, i allow anyone to send me messages on discord.
    if you cant send requests, it could be something on your end.

    7c5ead27-f03e-4ccc-a484-c599c34cee0c-image.png

    if you still have any problem with that, check my plutonium profile where u can find another way to talk.


  • [T6] AdrX Test Weapons first OAT Port
    AdrX003undefined AdrX003

    FreshToad223 all of them.


  • [T6] AdrX Test Weapons first OAT Port
    AdrX003undefined AdrX003

    Maximizer Blake hit me up on discord: AdrX003
    it may be better to answer all you wanna know.


  • [T6] AdrX Test Weapons first OAT Port
    AdrX003undefined AdrX003

    AdrX003 Dealing with camos now.
    8b00919b-c8bf-4210-a90f-027364f44786-image.png


  • [T6] AdrX Test Weapons first OAT Port
    AdrX003undefined AdrX003

    Maximizer Blake its written right at the end of the post, please give it a read:

    "
    AdrX003 said in [T6] AdrX Test Weapons first OAT Port:

    Plans for the future include pretty much adding all the guns that are not on zombies but are on all the other BO2 Modes and camo coverage for all the guns and attachments.

    "


  • [T6] AdrX Test Weapons first OAT Port
    AdrX003undefined AdrX003

    Maximizer Blake

    --> Place the extracted folder on the Mods folder ->Right Here<- , where Plutonium BO2 will recognize it and show as an item you click to load on the game's menu:
    57dd70ad-4a80-4979-8ed4-f4c694a1d2ed-image.png

    Usually any mod folder needs to start with the prefix of the game type its meant to: mp_ for multiplayer, zm_ for zombies. These folder names are recommended to have no symbols, no spaces, nothing special should be on them, and inside all of the mod files need to be directly placed as i show below -->

    --> How does a mod folder have to look on the inside for the game to load it correcly?
    8644ea73-3c33-4ced-925f-45e46fcc2bcc-image.png

    Taking as example the reimagined mod here, but the bare minimum a mod should have is the mod.ff (scripts) and mod.json (information for plutonium show it on the menu) and usually also the mod.all.sabs (main sound files if the mod uses it) and mod.iwd (textures, images), wile the zmStats or mpStats are saved every time the game saves player stats.


  • [ZM] 6 origins staffs camo and 6 origins PaP camo
    AdrX003undefined AdrX003

    georgecaths You have to be sure that you placed the IWI files DIRECTLY into your images folder, they cannot be inside any other folder.


  • [ZM] Black Ops II Rezurrected - Map Select Icons
    AdrX003undefined AdrX003

    Now I wonder how the mob icon would be with the afterlife replacing the skull

    Awesome work btw never thought i would see someone redoing these. wonder how they get in a menu with all easter eggs and cards inserted


  • [ZM]BO2_Victis Custom PaP Camo Pack_By Folbix
    AdrX003undefined AdrX003

    GhostRider0125 I guess they will be way better when i finish something here that forces the camo to apply on all of the weapon, its just taking some time cause it needs OAT and im also doing another mod for a server but i plan to upload it separately


  • [T6] AdrX Test Weapons first OAT Port
    AdrX003undefined AdrX003

    FreshToad223 in a CMD window on the same executable as OAT's executables do

    Unlinker --verbose "C:\pathtothefasfile\common_zm.ff"
    

    if you want to export stuff from a gun is like the example below

    Unlinker  --include-assets "weapon" --verbose "C:\pathtothefasfile\weapons!spas_sp.ff"
    

  • Permanent Afterlife Viewhands
    AdrX003undefined AdrX003

    Rillix 999 There is no way of doing it outside of the server owner himself set up the mod to load too when you connect to the server.

    When you connect to the a public game thru the server browser, any mod or script that runs is up to the server owner to define and control.

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