Once you click Ok, your workshop item will be published and a browser will open taking you directly to your new workshop item page. These fields control how your workshop item will display to other users so make sure it looks good! This will open the Publish Mod dialog where you will enter the Name, Description and Preview Image for your map or mod. When you’re ready to submit your mod or map to the workshop, tick the boxes next to any map or mod within the Launcher and click the Publish button Once you updated the options, recompile and link your map/mod. This will make sure the game works for all users despite their Black Ops 3 language settings. In order for your game to work with all users, you will need to open Edit > Options and select all languages. xpak files from your map or mod's zone folder, commonly found at, C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\mods\"Your Mod Name"\zone or C:\Program Files (x86)\Steam\steamapps\common\Call of Duty Black Ops III\usermaps\"Your Map Name"\zone Here are a couple notes for getting your mod or map ready to submit, Open Radiant with ZM_Giant open, open Model and Texture browser and scroll through all model assetsĬall of Duty: Black Ops III Mod Tools utilizes Steam Workshop to manage and distribute user submissions.Open Radiant with no map loaded, open Model and Texture browser and scroll through all model assets.With additional assets installed: 6.5GB-8.5GB.Base Mod Tools installation: 6.5GB-7.5GB.Open Radiant with no map loaded, open Model and Texture browser and start scrolling through both.With additional assets installed: 950MB.Open Radiant with no map loaded, model and texture browser closed.Filtering with search terms to limit the number of assets loaded or loading prefabs directly instead of loading a whole level can also save on memory usage.įor reference, the following are RAM consumption values from an internal test: It is possible to save some memory by keeping the texture and model browsers closed unless using them. Memory usage with additional assets installed can exceed 16GB. GPU: GTX 770 / AMD HD 7970 or higher (SLI and Crossfire are not supported) OS: Windows 7, Windows 10 (64-bit OS is required) It is possible to do certain work on lower specification machines but in order to take advantage of the whole suite of tools we recommend using a computer of this caliber or higher.ĬPU: Intel Core i7 2600 3.4GHz / AMD FX-8350 4.0GHz or higher (SSE4.1 support required) We expected the requirements to be higher for the tools and were pleasantly surprised to see during the Alpha that some machines with lower specs could run parts of the suite. Error: Could not load material "loadscreen_Setup".The following are minimum system requirements to run the Mod Tools for Call of Duty: Black Ops III.Error: Could not load material "water_droplet". Error: Could not load material "zombie_transpoter_overlay".Error: Could not load material "zombie_electric_shock_overlay".Error: Waited 931 msec for missing asset "zombie_electric_shock_overlay".To access the console I used SHIFT ~ (OR ¬ on UK KB layout) When I put developer 1 in the console the error message changes toĬould not find script 'maps/_zombiemode_dogs' maps\_zombiemode_dogs::special_dog_spawn(dog_spawners,1 ) I tried the suggestion in this forum post: Originally posted by Man Baby:and when you did the mod tools did you go CoD_WW_MODTOOLS.rar then CoD_WW_MODTOOLS_1.1.rar then CoD_WW_MODTOOLS_1.2.zip then CoD_WW_MODTOOLS_1.2.1.zip then CoD_WW_MODTOOLS_1.3.zip and CoD_WW_MODTOOLS_1.4.zip If I don't learn how to create zombies maps I have essentially wasted my money on WAW :'/ I have not moved any folders after installing the mod tools. I am running Launcher as Administrator and it is installed in the \bin folder of my WAW root directory. When I pressed compile level, the launcher did it's thing and then all of a sudden I get the error (in Launcher console):ĮRROR: Access to the path 'C:\Users\Billy\AppData\Local\Activision\CodWaW\mods\usermaps\images.iwd' is denied. Up until the VERY last step of pressing 'Compile Level' in the Launcher I received NO errors at all. I have selected 'Converter' - first thing I did in Launcher, as instructed. I have installed all the mod tools, the UGX script placer and also the UGX patch. So I'm starting my journey in modding WaW.
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