- 2020-5-27 ThomasCat's Characters for BOIII Hey, I decided I would post some of my characters I have ported to BO3 so they can be used in custom maps. If they are used please credit the following people: Force Load Characters Fix: Characters: More coming soon! Any suggestions or issues.
- If you got the game files from steam, do this. Open Steam, click on the single player campaign of mw2 and let it start up completely. Close it and then copy and paste the game folder to a new location. Run the React updater in the new folder and see it if works now.
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2019-8-6 Page 1 of 3: Hey guys! Thank you for checking out my post on weapon ports to BO3 Zombies! These are all my weapons I've worked on for some time now and I figure the public should now enjoy If you have questions. Download Bo3 Kuda, a Call of Duty: World at War file.
Skip to end of metadataGo to start of metadataSoundaliases are created for connecting sound to your map/mod. With soundalias, you can define how loud sound is, what range it's going to be played at, is it 2D/3D and so on.
Converting soundfile
First, make your soundfile .wav format so programs like Audacity can read it.
Drop soundfile in Audacity. Check that Hz is 48000:
Then select Export Audio at top left drop down menu. Make sure you select Other Packaged Files and Signed 16-bit PCM. Windowfx alternative. Then just export it as .wav, your file should be ready for Black Ops 3.
Adding soundalias in your mod
Now that you have sound ready, let's take a look how to include the sound.
There are few ways to include the sound, I will explain few of them.
Longer, more reliable way
Go to root / share / raw / sound / aliases /. In this folder, you will find user_aliases.csv. Copy this in same folder and name it to your maps/mods .ff file.
ZM Mod uses zm_mod.ff, so file should be named zm_mod.csv
MP Mod uses mp_mod.ff, so file should be named mp_mod.csv
Maps .ff is your mapname, so name file either zm_mapname.csv or mp_mapname.csv, depending on gamemode. Whatsapp verification code generator.
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Now that you have the file done, let's quickly add it in zonefile.
Open Launcher, right click your map/mod and do Edit Zone File. Here, add in new line:
sound,csv_file_name without .csv at end. Now you have soundalias included in your mod.
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Easiest way, but not the best option
If you fail the step before, then just edit user_aliases.csv, it will be automatically included in your map,
But beware, this soundalias gets overwritten with every update/verify integrity on cache, so keep backup of this file in case it gets overwritten
For easier access to soundalias and modifying keys/values, we recommend installing UGX Alias Editor
Note though, it is meant for World at War and is in Beta. It doesn't show keys/values info in BO3 soundaliases, but it works fine for quick jobs.
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You should update your zone file whenever you have to add new assets, or your previous map gave errors since assets were missing.
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On the left panel you'll see the assets that were missing the previous time you ran a map and an asset was missing. You simply copy paste the content of the left panel to the right panel, but avoid duplicated lines! Also be adviced, that whenever you run a map and it has NO missing assets, the missing assets list on the left is not updated, and still shows the missing assets from your previous compile or maybe even another map!
An example of a basic assets list:
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Can be replaced by:
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So the Final Zone File is:
After you have updated your zone file, you should always rebuild the Fast Files.
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