![]() Now that you know what all of these folders contain, it is time to install them to your root folder. If you want to prefix your map with a ugx-related word, use 'ugxm_'. UGX uses this prefix for official maps and if a non-ugx map uses this prefix then it becomes confusing to users. The font is 'Big Noodle Tilting', and can be downloaded free from .ĭo not prefix your mapname with 'ugx_'. tff font files required to edit the PSD templates. This step is very important, please ensure you have done it correctly as I just have. For this guide's example, I will need to name this file ugx_mod_install_ignore.csv. ![]() This file, like your mapname folder, needs to be renamed to your map. In zone_source/english/assetlist, there is a file called mapname_ignore.csv. Backups of the original files are also provided. Note: 'zone_source' contains a modified dlc3.csv and _zombiemode.csv required for UGX Mod to run. The texture_assets folder contains templates for the main menu and loading screen, which I will explain later. 'raw' contains images and materials for wall-weapon chalks which are necessary for Radiant to display the prefabs.The mapname folder contains pre-compiled ugx_mod assets that your map will need in order to run, such as the CoD4/Black Ops/UGX weapons, powerups, and more. In this guide, the mapname I will be using is ugx_mod_install. Rename the 'mapname' folder to the name of the map you are installing UGX Mod to. 'mods' contains two folders, 'mapname' and 'ugx_mod'.There are also wall-weapon prefabs and a prefab for a misc_turret, which I will explain later. 'map_source' contains various prefabs that you will need to add to your map later in order to make it compatible with the UGX Random box scripts and UGX PaP Machine scripts.You will notice that there are 5 folders and a zip file contained within the extracted folder. 1 UGX Mod Standalone extracted to a folder somewhere. Now that you have downloaded UGX Mod Standalone, extract the contents into a folder somewhere on your computer (See figure 1).įig. UGX Mod v1.0.x Viewhands Patch: Topic Link (follow instructions in topic for installation).UGX Mod Standalone: UGX_Mod_Standalone_v1.0.4.zip (174 MB).Once you have met those requirements, the next step is to download UGX Mod Standalone. All custom UGX code is encapsulated in code blocks marked with // UGX_SCRIPT for easy identification by modders. Unfortunately due to how the engine interfaces with scripts to spawn zombies and run zombiemode, this was not possible to do 100%, which is why we modified files such as _zombiemode.gsc and _zombiemode_spawner.gsc. The developers of UGX Mod took extra care to make sure UGX Mod was as unintrustive to modders as possible - we tried to keep file overwrites to a minimum and keep almost all custom scripting in separate files. Any scripts which have not been customized by those two iwds may be edited freely as usual. In order to keep your custom changes, you must edit the gsc files directly by opening either ugx_mod.iwd or ugxm_guns.iwd. For example, if you have modified your _zombiemode.gsc or _loadout.gsc, UGX Mod will not work properly. Your map must not have any modified stock files.You must have already installed the UGX Modtools Patch from the Modtools Installation Guide.This guide will assume you are using the UGX Script Placer. This means that your map must be generated using a script placer set to v1.4. Your map must use 'version 1.4 Der Riese scripts'.UGX Mod needs asset room which requires re-compiling your map's ff file. UGX Mod cannot be installed to maps which are already pre-compiled and released. ![]()
0 Comments
Leave a Reply. |