Black Ops Mod Development Thread
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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Re: Black Ops Mod Development Thread
I separated all the guns. Ain't no thang but a chicken wang, bro. Tada.As for sounds, they really aren't as important as gameplay features IMO and the normal pew pew sounds should be fine until I can get my friend to get the sounds. Until then I'll do whatever else I can.
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Mon Jul 04, 2011 2:29 am |
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David Rodrigov
Joined: Mon Jan 25, 2010 11:35 pm Posts: 675
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Re: Black Ops Mod Development Thread
You've made someone very happy. Thanks a bunch. While I'm waiting for your friend to get the actual sounds, I'll work up some code. There's not much else to do, but if you could get offsets for the gun sprites, It'll speed up development a lot, as it takes me a while to figure that crap out. Given I haven't modded in a while.
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Mon Jul 04, 2011 4:53 am |
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David Rodrigov
Joined: Mon Jan 25, 2010 11:35 pm Posts: 675
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Re: Black Ops Mod Development Thread
Alright, here's a list of the guns we're making. We're going to be remaking content that might already be in the game, such as the M16. The reason we are doing this is because it seems half-arsed to do just a few of the guns. - White means that no work has been done on the item.
- Yellow means that the sprite is done for the item.
- Orange means that the .ini coding is done for the item.
- Green means that the item is completed.
Assault Rifles: * Famas * Galil * AUG * FN FAL * AK-47 * Commando * G11Snipers: * L96AW * Dragunov * WA2000 * PSG1Submachine Guns: * MP5k * Skorpion * MAC-10 * AKs74u * Uzi * PM63 * Spectre * KiparisLight Machine Guns: * RPK * M60 * Stoner63 * Death Machine - MiniGun (obtained from Care Packages) Shotguns: * SPAS * Olympia * Stakeout * HS-10Pistols: * M1911 * Python * Makerov * ASP * CZ75Launchers: * "Grim Reaper" Rocket Launcher * RPG-7 * China Lake Grenade Launcher * Strela * M72There are more things to make, but right now we are just focusing on guns.
Last edited by David Rodrigov on Fri Jul 08, 2011 12:30 am, edited 3 times in total.
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Mon Jul 04, 2011 5:12 am |
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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Re: Black Ops Mod Development Thread
Offsets are the one thing I cannot do sadly, but if you like I can write some code.
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Mon Jul 04, 2011 8:46 pm |
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David Rodrigov
Joined: Mon Jan 25, 2010 11:35 pm Posts: 675
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Re: Black Ops Mod Development Thread
That would be very helpful as well.
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Mon Jul 04, 2011 9:02 pm |
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thesoupiest
Joined: Thu Dec 16, 2010 11:06 pm Posts: 276
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Re: Black Ops Mod Development Thread
Miggles wrote: Offsets are the one thing I cannot do http://forums.datarealms.com/viewtopic.php?f=1&t=19092
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Mon Jul 04, 2011 11:09 pm |
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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Re: Black Ops Mod Development Thread
I have been directed to that tutorial countless times. It does not help to see it again. It's not a lack of knowledge. It's a lack of skill, and also a lack of a program that maps the coordinates of the sprite based on your cursor.
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Tue Jul 05, 2011 6:01 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Black Ops Mod Development Thread
Both graphicsgale and paint does that.
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Tue Jul 05, 2011 2:05 pm |
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Darkdoom
Joined: Mon Jun 28, 2010 10:06 pm Posts: 461 Location: STEPPING INTO THE RING
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Re: Black Ops Mod Development Thread
Gimp also gives the coordinates... Also, I am back from camp and everything. So I have no excuse not to work. Well, except zombies... Also, Miggles, thank you so much. That person you made happy is me, because now I do not have to do that :3 In all seriousness though. All we really need now are the sounds, I mean you can't have a true-to-video-game-life mod without correct sounds!
Also I can do the offsets now that I am back. I will make a list of them.
EDIT: oh, and the reason it was taking forever to do the sprites is because I was separating the clips too, and filling in the area of the clips that were inside the gun. At least I still have the images in a xcf. I can copypasta the clips into images.
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Tue Jul 05, 2011 6:49 pm |
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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Re: Black Ops Mod Development Thread
Lizardheim wrote: Both graphicsgale and paint does that. I have WIN7 paint, and it corrupts my .bmp files. I did however forget that I had GG. Maybe I can lrn2offset today. Also it's saying that lrn2offset is a word and it isn't in need of a spellcheck. But spellcheck is being spellchecked. Agh. EDIT: Weeeell sheeeet. The guy who was gonna do the sounds is on vacation now and he can't access his XBOX to take out the files. WELL THEN. WAT DO.
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Tue Jul 05, 2011 8:05 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Black Ops Mod Development Thread
Aside from the work put into this already, that game was so horrendously bad, and IMO isn't worth porting or modding over to anything else...
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Tue Jul 05, 2011 9:35 pm |
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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Re: Black Ops Mod Development Thread
Well a lot of people enjoy it, myself NOT included. However I wanted something to work on since my mod I made kinda died.
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Tue Jul 05, 2011 10:20 pm |
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Darkdoom
Joined: Mon Jun 28, 2010 10:06 pm Posts: 461 Location: STEPPING INTO THE RING
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Re: Black Ops Mod Development Thread
Well, I don't love black ops myself. I like MW2 so much better it is ridiculous. But a MW2 mod already exists, and it is not like we are porting the storyline (which was ♥♥♥♥) or the multiplayer itself (kill me now), we are just putting the guns and such into CC.
I mean hell, David has never even played black ops (not including zombies). So I would say neither of us really love the game.
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Wed Jul 06, 2011 6:47 pm |
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David Rodrigov
Joined: Mon Jan 25, 2010 11:35 pm Posts: 675
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Re: Black Ops Mod Development Thread
Alright, guys. Darkdoom already got back from camp, as y'all know. We've gotten the sprites fully separated into magazines, projectiles, and the guns themselves, with much thanks to Miggles. Darkdoom also found a way to get some Black Ops gun sounds as well. Soon, we'll have most of the guns finished. Once those are done, we'll make a post showcasing the progress. According to Darkdoom, we're going to be making the mod in this fashion.
1: Finish all, or most of the guns.
2: Make the explosives from Black Ops.
3: Get two Black Ops actors finished. The reason we decided to have only two actors, is because all the characters from Bops are basically the same, so having all of them would be pointless.
4: Get as many of the special features, (Kill Streaks, Perks, Attachments, etc) implemented.
After that, we'll be thinking of having a Zombie mode with quite a few twists in it, but that might be too much work. So, for right now, we're on a good track towards completing the mod.
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Thu Jul 07, 2011 3:10 am |
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Darkdoom
Joined: Mon Jun 28, 2010 10:06 pm Posts: 461 Location: STEPPING INTO THE RING
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Re: Black Ops Mod Development Thread
Oh, and just a heads up, I am going to be gone again for a week. yay for vacation. I will try to get as many sounds as I can before I leave, but If I do not finish David knows where I am getting them, so he can finish. Also, if anyone wants to help us with the zombies mode (specifically scenes) it would be greatly appreciated. Once again, please direct all mail concerning the mod to the shared account. Thank you.
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Thu Jul 07, 2011 6:11 pm |
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