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Nipnum

P90 for starting weapon c:

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Suggstion- add P90 from MW3 as a starting/buyable weapon. Honestly, I would prefer the P90 to the Evo. Just my opiniln though.

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I'd rather use p90 asiimov MW stattrak from csgo. This way you can win every game. P90 stronger than deathmachine

You'd still get AWPed, cuz, you know, you suck. e.e

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The mod can't handle more guns. ~Indy

Now if this is the case, would this make sense to make a poll for all of the site members to possibly vote on the guys we currently have that we want gone, and guns that we dont have that we want imported? Just a quick thought. Feel free to leave suggestions.

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Mini tutorial by Ramsy:

 

Each CUSTOM WEAPON (a weapon that is not from Black Ops 1 singleplayer or multiplayer) has something called IMAGES - images are a property/setting that custom weapons consist of, which make the weapon what it is. Essentially, THE MORE COMPLEX (BIG, MANY ANIMATIONS, SOUND EFFECTS, ETC...) THE WEAPON IS = MORE IMAGES (and it's better for a custom weapon to have LESS IMAGES, so that you can have MORE CUSTOM WEAPONS in ZAM). It's perfectly fine for a custom weapon to have more images, but everything is centered around BALANCE. You can have a mix of many smaller weapons or somewhat less bigger weapons, but the IMAGE LIMIT CANNOT BE EXCEEDED.

 

To put in perspective:

Spectre SMG - NOT a custom weapon;

Galil AR - NOT a custom weapon;

L96A1 sniper rifle - NOT a custom weapon;

SKORPION SMG - a custom weapon;

Kar98k rifle - a custom weapon;

DSR-50 sniper rifle - a custom weapon.

 

RANDOM AND COMPLETELY MADE UP examples of an IMAGE LIMIT - 10,000 units (ten thousand units):

 MLG Minigun with laser beams and Deez Nuts sound effects - takes up 8,000 units = can be added;

 PaP Ballista sniper rifle - takes up 1,000 units = can be added;

 LYNX sniper rifle - takes up 2,000 units >>> CANNOT BE ADDED BECAUSE IT EXCEEDS THE IMAGE LIMIT BY 1,000 UNITS!

 

Essentially - considering ZAM is currently pretty much capped in terms of images, to include the P90, you would have to get rid of 1 or 2 custom weapons that are currently already in the mod and replace those with the P90. The same rule applies further on - to get a new custom weapon, you'd have to get rid of 1 or 2 custom weapons already in the mod right now.

 

So, ask yourself:

 1. What new weapon do I want?

 2. Is it worth being added to the mod?

 3. If the answer to Q2 is "Yes.", then what do we get rid of to add this new weapon?

 

You also have to understand that Classixz has to actually either find these custom weapons or create them himself, then test them, then add them to the mod without ruining any other parts of the mod and afterwards get spam from randoms about his decision about adding the said weapon either being extremely good or extremely bad, so be patient and be conservative.

 

Hope you all understand.

 

Classixz and Rollon will pretty much laugh out loud when they read this, cuz I probably completely explained this wrong. e.e

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, and currently nobody has the time to port new guns

 

http://rs285.pbsrc.com/albums/ll43/myknsj/d34fc96f.gif~c200

 

 

Classixz and Rollon will pretty much laugh out loud when they read this, cuz I probably completely explained this wrong. e.e

 

It actually gave me cancer.

 

The easy way to explain the problem with weapons is this way:

 

Images = Color/Looks of the gun.

The least amount of images a gun can have (and still have it look nice with shininess/reflections) is three:

 

Color map which is the default look of the gun like this

mFK0SSY.jpg

 

Normal map which adds details such as depth to the model

g623RLV.jpg

 

And Specular map, which is made up of two images, but when converted into files the game uses, it only takes one; it adds reflectiveness/shininess to the surface of the gun when it is in contact with a light source so it looks like this

NxASnxG.png

Note the way the light shines on the side of the gun. That is the work of the specular map.

 

Materials = Settings game uses to put images on the gun

Materials also take up space, but the point of them is that each material contributes the images used. Some materials only use one image (example would be the red dots on the rail of the DSR-50, while others can take four which turns into three (referring here to the color map, normal map, and specular map).

 

So take for example the DSR-50. The DSR-50 (with the scope) has 6 different (and necessary) materials used:

The red dots on the rail of the gun, (one image)

The main body of the gun, (three images [after converting])

The bullet in the magazine of the gun, (three images [after converting])

The red text and lines on the scope of the gun (look at the dial of the scope where it has 1, 2, 3, etc.), (one image)

The scope of the gun, (three images [after converting])

And the lens on the scope of the gun. (two images [after converting, this one specifically does not use a normal map])

This adds up to 13 images. Just for the DSR-50. Typically the main sources of a lot of images come from guns that have multiple materials to them (so sniper rifles for example).

 

One way to reduce the amount of images is to remove the normal maps and specular maps, but that in the end removes details from the gun that makes it look similar to its original counterpart from whichever game it came from.

 

Even with this, there are also other limits to consider which includes but not limited to the weapon file for the gun, the sounds, and even animations. While some limits you may never hit while modding, the main ones you usually do would be the image/material limit (not sure of exact number for images, most likely above 2048 since the material limit is 2048), weapon file limit (in World at War it was 128, but I believe that was increased for BO1), and sound limit (in World at War it was 1600, but most likely increased).

 

Next question may be "Well if those numbers are so high, then how could you possibly hit them with mods?"

 

The problem is that the game loads both the stock images, materials, sounds, animations, etc. and then it deals with whatever mod you load, so in reality the limit is a lot lower based on what is already in the game. That is the issue ZAM is running into. Because of the overabundance in assets being used (not being negative), there is barely any room left to add any new items. So if you wanted new weapons, they'd have to use (as an example) the least amount of images possible or remove guns that use the most amount of images.

 

Hopefully this gives you all that don't mod (or at least not as extensively as others) an idea of what the problem ZAM is having.

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http://rs285.pbsrc.com/albums/ll43/myknsj/d34fc96f.gif~c200

 

 

 

It actually gave me cancer.

 

The easy way to explain the problem with weapons is this way:

 

Images = Color/Looks of the gun.

The least amount of images a gun can have (and still have it look nice with shininess/reflections) is three:

 

Color map which is the default look of the gun like this

mFK0SSY.jpg

 

Normal map which adds details such as depth to the model

g623RLV.jpg

 

And Specular map, which is made up of two images, but when converted into files the game uses, it only takes one; it adds reflectiveness/shininess to the surface of the gun when it is in contact with a light source so it looks like this

NxASnxG.png

Note the way the light shines on the side of the gun. That is the work of the specular map.

 

Materials = Settings game uses to put images on the gun

Materials also take up space, but the point of them is that each material contributes the images used. Some materials only use one image (example would be the red dots on the rail of the DSR-50, while others can take four which turns into three (referring here to the color map, normal map, and specular map).

 

So take for example the DSR-50. The DSR-50 (with the scope) has 6 different (and necessary) materials used:

The red dots on the rail of the gun, (one image)

The main body of the gun, (three images [after converting])

The bullet in the magazine of the gun, (three images [after converting])

The red text and lines on the scope of the gun (look at the dial of the scope where it has 1, 2, 3, etc.), (one image)

The scope of the gun, (three images [after converting])

And the lens on the scope of the gun. (two images [after converting, this one specifically does not use a normal map])

This adds up to 13 images. Just for the DSR-50. Typically the main sources of a lot of images come from guns that have multiple materials to them (so sniper rifles for example).

 

One way to reduce the amount of images is to remove the normal maps and specular maps, but that in the end removes details from the gun that makes it look similar to its original counterpart from whichever game it came from.

 

Even with this, there are also other limits to consider which includes but not limited to the weapon file for the gun, the sounds, and even animations. While some limits you may never hit while modding, the main ones you usually do would be the image/material limit (not sure of exact number for images, most likely above 2048 since the material limit is 2048), weapon file limit (in World at War it was 128, but I believe that was increased for BO1), and sound limit (in World at War it was 1600, but most likely increased).

 

Next question may be "Well if those numbers are so high, then how could you possibly hit them with mods?"

 

The problem is that the game loads both the stock images, materials, sounds, animations, etc. and then it deals with whatever mod you load, so in reality the limit is a lot lower based on what is already in the game. That is the issue ZAM is running into. Because of the overabundance in assets being used (not being negative), there is barely any room left to add any new items. So if you wanted new weapons, they'd have to use (as an example) the least amount of images possible or remove guns that use the most amount of images.

 

Hopefully this gives you all that don't mod (or at least not as extensively as others) an idea of what the problem ZAM is having.

 

i totally read everything up there ^^

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