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Plutonium

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Cawldwink

@Cawldwink
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Recent Best Controversial

  • **can i play with split screen zombie 2 controllers in {bo2}**
    undefined Cawldwink
    Aug 11, 2024, 7:54 PM

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


  • Building Custom Maps Using Old Compilers
    undefined Cawldwink
    Mar 6, 2024, 4:45 AM

    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. ✌


  • [Release] [ZM] [Mod] zm_weapons - Adding all weapons to maps
    undefined Cawldwink
    Aug 11, 2024, 7:26 PM

    🔥


  • [Release] [ZM] [Mod] zm_perks - Adding all perks to maps
    undefined Cawldwink
    Sep 29, 2024, 8:51 AM

    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...


  • [DELETED] [ZM] "T6G" Stand-alone Thunder gun port for BO2
    undefined Cawldwink
    Oct 2, 2024, 6:14 AM

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


  • [DELETED] [MP] TAC45 => M1911 - Replace TAC45 with BO1 M1911
    undefined Cawldwink
    Apr 12, 2024, 6:33 PM

    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 )


  • [DELETED] Ports
    undefined Cawldwink
    Sep 23, 2024, 3:48 PM

    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


  • [Release] [ZM] [Mod] zm_weapons - Adding all weapons to maps
    undefined Cawldwink
    Sep 1, 2024, 10:45 AM

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


  • [DELETED] Ports
    undefined Cawldwink
    Sep 23, 2024, 9:33 AM

    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


  • [Release] [ZM] TechnoOps Collection
    undefined Cawldwink
    Sep 28, 2024, 8:22 PM

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


  • [ZM] Black Ops 4 HUD | W.I.P
    undefined Cawldwink
    Oct 9, 2024, 11:31 AM

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


  • [Release] [ZM] [Mod] zm_perks - Adding all perks to maps
    undefined Cawldwink
    Sep 29, 2024, 8:47 AM

    PHD Flopper ma baby! Keep up the hardwork man, this is game changing. You the sigma ohio boss doing the skibidi

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