Call Of Duty Black Ops 2 Zone Folder Stand
Before I start this tutorial, I would like to point out that I have as much experience with these modding tools as most BO players. But I've been trying to figure out how the program works and I figured for some of you a beginner's guide might be useful.
I will update this guide as I get more experienced with the tool. Excuse me for any grammar errors, as English is not my first language. Any comments (be it grammar or content) would be greatly appreciated. This is not meant as a full tutorial, but rather as a quick beginner's guide to teach you the basics. -------------------------------------------------------------------------------------------------------------------- Step one: First time launch Before you do anything else, open up the mod tools and press the 'Converter' button on the right.
Don't ask me why, but pcdev specifically pointed out that this needs to happen first (why it doesn't do that automatically on the first run, I'll never know). It will convert some files so that they can be worked with. Now press Tools in the upper bar and click New Mod (or press F8). You can pick the name, but you HAVE to put 'mp_' in front of it if you want it to show up in the Mods list (so if you want to name your mod 'jumpmod', you type: mp_jumpmod). I also suggest you keep it short, for your own convenience. This will set up a folder in [root]/mods for you, so all your mod files will be stored in (default folder) C: Program Files steam steamapps common call of duty black ops mods [your mod name here].
Open mail folder for current user. Requires a unique code that is included with the Call Of Duty: Black Ops Hardened and Prestige Edition. Stand-In (Bronze. Call of Duty: Black Ops III Season Pass is your access to four exciting DLC packs. Eclipse DLC content not available on PS3 or Xbox 360. *DLC Season Pass and DLC Map Packs may not be available on all platforms or in all territories. Pricing and release dates may vary by platform. Call of Duty: Black Ops III game required; sold separately.
Step two: Interface Now that you've got your mod folder all set up, we will take a closer look at the interface. Below is an image numbering the buttons in the main screen. Below that I will go into detail as to what they do. Check this and then press one of the buttons below to launch the game with the developer tool enabled. This will allow you to use certain console commands and will cause the game to log what files are missing, which will be stored in the Missing Assets file (see 15, 16). Not sure, but I think this causes the game to save everything in the console to a log file while running. Start the BO singleplayer.
Start the BO multiplayer. Open the effects editor. (more details later) 6. Open the Asset Manager. (more details later) 7.
Open the Asset Viewer. (more details later) 8. Run the converter.
(see step 1) 9. What the program is currently doing. This will update whenever you start a process such as running the game or building you mod. If you wish to cancel the progress currently running, you can press this button. Current screen. This is where most of the important work is done.
Allows you to change the level that will load if you launch through Run (see 26). Shows you a screen with buttons that open windows explorer. Gives you easy access to many folders, saves you a lot of browsing.
This is where you select the mod you want to edit. This shows you what files will be loaded on startup.
The content can be edited too. What you need to add to this file will be explained later.
If you run your mod with developer enabled, any files that were not linked to in your source file will appear here, and can be copy-pasted to your zone source file. This opens your zone source file with whatever program you have associated with CSV files (possibly Excel). Currently, I am unsure of exactly what this does, but you should keep it checked whenever you build you mod. I have absolutely no idea what this does, and I keep it unchecked when building. I leave it empty. This will cause the program to build your mod. Make sure you select all the files on the right side (see 24).
This opens your mod folder with windows explorer ([root]/mods/yourmod). This shows the content of your mod folder, and allows you to check or uncheck files that you wish to include when building your mod. Shows launch options for running the game through the run button (26).
Will start the game with selected mod and command line options. Step three: Modding files Treyarch recommends to copy-paste any of the files you wish to mod to your own mod folder. Now for this tutorial we are going to create a custom game mode. To do that, we need to copy the files we want to edit to our mod folder.
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