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Plutonium

Cawldwinkundefined

Cawldwink

@Cawldwink
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Recent Best Controversial

  • Cheat commands ZOMBIES
    Cawldwinkundefined Cawldwink

    el unluckygaming Compile this

    init()
    {
    level.player_out_of_playable_area_monitor = false;
    }

    BO2 Client Support

  • Building Custom Maps Using Old Compilers
    Cawldwinkundefined Cawldwink

    If I am right t6 has a different game engine and stuff, also lacking proper mod tools like radiant for making custom maps the same way. However, you can port already existing assets from different game modes/maps to other game modes/maps. For that you gotta use OpenAssetTools from https://openassettools.dev/ to make fast files for your mod (for example, mod.ff) and link it to an original fast file (for example, common_mp.ff) using the batch file (build.bat) similar to that of what GSC Jezuz gave in the Discord server:

    echo off
    set GAME_FOLDER=C:\Users\Jezuz\Desktop\BlackOps2
    set OAT_BASE=C:\Users\Jezuz\Desktop\OpenAssetTools
    set MOD_BASE=%cd%
    "%OAT_BASE%\linker_release.exe" ^
    -v ^
    --load "%GAME_FOLDER%\zone\all\zm_tomb.ff" ^
    --load "%GAME_FOLDER%\zone\all\so_zencounter_zm_prison.ff" ^
    --load "%GAME_FOLDER%\zone\all\so_zclassic_zm_prison.ff" ^
    --load "%GAME_FOLDER%\zone\all\so_zsurvival_zm_transit.ff" ^
    --load "%GAME_FOLDER%\zone\all\so_zclassic_zm_transit.ff" ^
    --base-folder "%OAT_BASE%" ^
    --asset-search-path "%MOD_BASE%" ^
    --source-search-path "%MOD_BASE%\zone_source" ^
    --output-folder "%MOD_BASE%\zone" mod
    
    set err=%ERRORLEVEL%
    
    if %err% EQU 0 (
    XCOPY "%MOD_BASE%\zone\mod.ff" "%LOCALAPPDATA%\Plutonium-staging\storage\t6\mods\mp_player_model_pack\mod.ff" /Y
    ) ELSE (
    COLOR C
    echo FAIL!
    )
    pause
    

    TBH, that is all I've been able to understand about the new mod implementation and am waiting for more precise tutorial for all this hope this helps anyone out there who comes across this post and figures out more of this. ✌

    BO2 Modding Support & Discussion

  • [Release] [ZM] [Mod] zm_weapons - Adding all weapons to maps
    Cawldwinkundefined Cawldwink

    🔥

    BO2 Modding Releases & Resources

  • **can i play with split screen zombie 2 controllers in {bo2}**
    Cawldwinkundefined Cawldwink

    Nucleas Coop has handlers for BO2 splitscreen, and as usual, Steam Copy needed

    BO2 Client Support

  • [Release] [ZM] [Mod] zm_perks - Adding all perks to maps
    Cawldwinkundefined Cawldwink

    Kizzy2DD I think yes! Infact, MP is wayyy easier than ZM, but there are a few problems like camos. I tried doing that a while ago before getting busy with other projects...

    BO2 Modding Releases & Resources

  • [DELETED] [ZM] "T6G" Stand-alone Thunder gun port for BO2
    Cawldwinkundefined Cawldwink

    On a side note, Thunder gun is available on all maps. You can get it from the Mystery Box

    BO2 Modding Support & Discussion

  • [DELETED] [MP] TAC45 => M1911 - Replace TAC45 with BO1 M1911
    Cawldwinkundefined Cawldwink

    IHateBlackOps4 I'd actually like to just add the actual weapons instead of replacing already existing ones but I can't figure out how to get them in the weapons menu in customizing classes (redacted manages to do that tho so). I may work on that later but my main focus after my exams is gonna be adding Outbreak zombies (15/05/2024: Outbreak zombies seem very less likely for me, was gonna use campaign maps and assets which seems not so possible (atleast by me) sry for not living up to the hype 😞 I''l work on other weapon/map ports that are possible which are ZM<=>MP / MP<=>ZM )

    BO2 Modding Releases & Resources

  • [DELETED] Ports
    Cawldwinkundefined Cawldwink

    I am also currently changing the anims with a donor weapon anims, that being a launcher from Campaign FYI. Will be tweaking the model positions abit to make it a bit lowered but I doubt that is possible without having the hands clip in the weapon, those are the best model positions I could get

    Took me ~10 trys just fixing the model positions and 24-25 trys in total to get this working, getting anims and etc. And dayum I was doing mods on try 1 not too long ago lmao

    Laupetin provided a great mod example for custom models (🍌 🔫) and Laupetin himself helped me understand model porting in blender so considerable reduction in the amount of tries

    BO2 Modding Support & Discussion

  • [Release] [ZM] [Mod] zm_weapons - Adding all weapons to maps
    Cawldwinkundefined Cawldwink

    Dayum, MP40 lookin' great! Keep up the work man :3

    BO2 Modding Releases & Resources

  • [DELETED] Ports
    Cawldwinkundefined Cawldwink

    Looks clonky cuz I haven't practiced it as much, like the new modding features. I literally alocated all my modding time into the Qooyak Guide that the Tacticia mod was left waiting for me to pick it up.
    Welp that ain't happeining now, got a new goal

    BO2 Modding Support & Discussion

  • [Release] [ZM] TechnoOps Collection
    Cawldwinkundefined Cawldwink

    Noice one man, was going for a high round in a very long time with this one 😄

    BO2 Modding Releases & Resources

  • [ZM] Black Ops 4 HUD | W.I.P
    Cawldwinkundefined Cawldwink

    tupivere_ You still working on this? cuz this looks awesome no cap

    BO2 Modding Support & Discussion
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