![]() The first 42 numbers are used for the base game and DLC's IWDs, and you don't want to replace them.) BEFORE CONTINUING: Make sure you have made the backup of the _patch.ff of the map you are doing this mod for in your Black Ops Directory/zone/Common folder, or else your game will only load your. Rename your IWD to "iw_xx.iwd" (NOTE: xx represents any number past 41. Rename the copy of the mod.ff (mod - Copy.ff) to the map that your are modding's _patch.ff, so in my case I would use "zombie_theater_patch.ff". Once it finishes compiling, go to your mod's folder and make a copy of both the mod.ff and your IWD, as shown here: Then tick under Build Mod "Link FastFile" and "Build IWD" and hit the "Build Mod" button. Then tick in the IWD File List ONLY the "images" folder, "sound" folder, and "weapons" folder. Rawfile,maps\zombie_theater_teleporter.gscĪll you have to do is copy the lines of code from whichever map you are doing this mod for and paste it into your mod.csv, as shown here: Rawfile,maps\zombie_theater_movie_screen.gsc Rawfile,maps\zombie_theater_magic_box.gsc Rawfile,maps\createart\zombie_theater_art.gsc Rawfile,clientscripts\zombie_theater_fx.csc ![]() Rawfile,clientscripts\zombie_theater_ffotd.csc Most of the other maps have the same ones or a few removed.): If you don't know the name of the weapon files for the weapons on the wall for Black Ops, they are as follow (NOTE: This list is for Kino Der Toten. For this example, I decided to replace the wall weapons and beginning pistol, like this: Whenever you go to put your weapon files in your mod's folder, be sure to name them something that will be loaded in game without having to use some sort of external console (which is not allowed, and can risk a VAC ban, though I am not sure of Singleplayer having it). ![]() I'm planning on covering weapon porting/converting in a separate tutorial. For those of you who have done work on World at War (which I'm guessing most reading this have) it is fairly similar, although there are some differences. For this example, I was working on a mod with Titanfall weapons, so I called mine "zm_titanfall" as shown here:įrom here, you create your mod as you normally would on Black Ops Multiplayer. Next, copy the folders extracted and go to your "mods" folder and create a new folder called whatever you want. When extracted, you should have a folder (if using Tom's) in the same directory as the _patch.ff that you extracted with its name, as shown here: For this example I am doing this for Kino Der Untoten, so I would extract the files from zombie_theater_patch.ff. Zombie_cod5_prototype ~ Nacht Der UntotenĪLSO, if you have not used the Mod Tools before and have just installed it, make sure to click on the Converter button in Launcher to convert any assets that may be necessary.įirst thing you will want to do is open your FF Extractor (in this case I'm using Tom's) and extract the contents of the _patch.ff of the map you want to do your mod for. These are the files that I am referring to above. If you want to make your mod for multiple maps, then you will have to make backups of each one. ~An FF Extractor (Tom_Bmx's works perfect for this )īEFORE you begin, you will want to go to your Black Ops directory, then go to zone, then Common and create a backup of the _patch.ff of the map you want to create your mod for. Update: Thanks to ConvictioNDR for finding the fix for the files for Kino the mod.csv for it has been updated. I have to give thanks to DidUKnowIPwn for discovering this method. Please be sure to follow ALL instructions provided, as you can cause your game to be stuck on your mod unless you do a Verify Integrity of Game Cache through Steam. You can only create however weapon/scripted mods, but not maps. ![]() Basically, you can create mods for Black Ops Zombie Maps through this method.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |