awesome stuff! thanks
AdrX003
Posts
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[RELEASE] [ZM] Instant Build / Craft -
[MP] [ZM] [Release] Topographic PurpleGreat camo, gonna be using for some time

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upvote this pleaseThen you should call it something that actually attracts who want camos or have ideas for you like "BO2 Camos! - Doing Camo Requests!" or similar.
Another probably good idea would be to participate in a discord like pluto's own discord or any other and get requests from there to already have something to show others that youre doing/posting the camos here.
Good luck!
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[T6 ZM] Claymore - Origins Upgrades CheatsheetInspired what by SUPERBURRITO15 did but just with my own version of the upgrades if someone finds the original one too small, so i divided them to use both sides of the claymore. Had thought of that long ago too but he did released it first so i just kept it lost on my files.
Download:
https://drive.google.com/file/d/1QPlqWbOzxJ2LYMPbTLcVMRq4dbjWF_WZ/view?usp=drive_linkPreview:

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Editing Class Stats.xSkullHD there is pastebin if you need to post just a direct link to text (but you used it already for one of the lists)
i also wanted to post txt's direcly here but the site would need an update on that (and probly small zips too)
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Orgins staffs on nuketown??Dev_ej8 it will take quite a wile for someone to understand the scripts these weapons use and port them with OAT, but we (as the whole community i guess) also apparently dont know some details on them that could make them work on any map, its either that or we dont have any tools to export the items/effects that they need to work on other maps. these effects and scripts also need to be loaded in the other maps to work.
So, someday i think.
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FINDING WEAPON FILESLike this one? here its all the weapon texture names, used for every weapon and offhand equipment in game at least in zombies, i used it to make an obsidian camo in the past where the idea was just apply the camo on the base textures (so with no camo the gun would be covered by it already). dunno if thats what youre looking for.
It would help alot if we could send small zips as well txt's in here.
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game timerfirst, since theres a lot of them written in a lot of way to alot of specifics on the mode you should explain it all in detail. where you got the script from, wich type of game timers u was looking for and similar stuff, also this is not here, and admin will probalby move this to the right topic that seems to be https://forum.plutonium.pw/category/11/bo2-modding-support-discussion
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Tranzit-busBex0_0 i would also love to do that to better understand the code but im in the middle of like 2 googleplexes of stuff
you could have a chance to find someone in the plutonium discord, but offering/paying a comission ig
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13 Pap Camos -
BO2RZ: TranZit Stylized HUDwith some scripting/OAT this could be put on tranzit only and for KB/Mouse too
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Tranzit-buswould need someone to understand the bus scripts like
zm_transit_automatonandzm_transit_busbut yeah -
Black Ops 2 Zombies ReimaginedRobinmist if theres nothing wrong with your gamefiles, it could be that some of the FFs in the mod is not being loaded or maybe even corrupted in the place they are in the disk (kinda low chance but ive seen it in the past), and probably the one with most chance of happening is that you have some/alot of custom scripts already in the scripts folder that could be interfering with the mods own scripts. just rename that scripts folder so you dont need to delete them.
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[Release-Beta] [ZM] Cold War Zombies ModSynergyShadow thats surely missing textures. they gotta be at the correct place.
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/// Lost Cammo Collection Repost ///Absolute win post.
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[Release] Playstation 3 Controller UI Buttons for T5Cawldwink yep i completely forgot to deal with this
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[MEGATHREAD] Organized collection of BO1 mods, releases, tutorials and guidesWhoooa thanks alot

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Dual Band Scope infrared doesn't loadFreshToad223 , probably check everything that the attachment needs on its SP/MP zone file and add to your mod.zone. would need to check the sources you made for OAT
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[T6] AdrX Test Weapons first OAT PortAdrX003 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.
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[T6] AdrX Test Weapons first OAT PortMaxizleo here:
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in the weaponfile, ensure it has a name on the
camo\part on the end of the file likecamo\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"
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add this JSON file to the .zone where you are listing your camo materials used
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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.
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