Call of Duty bo3: ZM Player Models 2
From COD Modding & Mapping Wiki
Adding Custom Player Models
Note: Before starting, this requires an advanced level of knowledge around the Black Ops 3 Mod Tools. However it does not involve any custom scripting besides adding one line to your zone file. Currently this only works for zm_mod and does not work on custom maps, however you can just run +devmap zm_ in the additional constraints when building your mod.
Setting Up Player Models Table
- Locate the following file:
- Make a copy of that file and paste it into a new GDT with the name: zm_character_customization.
- Once that file is in your new GDT you can now add that line to your zm_mod zone file.
You can now build your mod then launch your game and your player will be set to Ruin.
note: You can also use the table directly in your map Zone File (no mods) by doing this: You need remove / comment out this line customizationtable,zm_character_customization from zone_source\all\assetlist\core_common.csv
Creating Custom Models
- Locate the following files and duplicate them:
pbt_mp_mercenary (playerbodytype) pbt_mp_mercenary_body1_skin1 (playerbodystyle)
- Rename it to pbt_zm_ and pbt_zm__body1_skin1. And place them in your corresponding GDT.
- Enter that newly duplicated files and there you can alter the settings to your liking. Follow the guide below for best settings when defining models etc.
- Enter the playerbodytype file (the first one: pbt_zm_) and delete all the body styles until there is one left. Rename that to the file you created in the previous step (pbt_zm__body1_skin1).
- Scroll down to see MP Taunts. Set the counts all to 0. Feel free to remove or keep any of the fields as most are redundant in ZM.
- Change the Zombies: Player List Icon to an image file. Must have the following features:
File dimensions to the power of 2 (e.g. 128x128) Image usage: 2d Mipmap disable is checked Streamable is checked Row count: 1, Column count: 1. Use a transparent image for best results.
- Models (edit in the playerbodystyle file):
Third person (body): xmodel_type = multiplayer body View Arms: xmodel_type = viewhands First Person Legs: xmodel_type = animated
Note: for the third person models here is an example of the joints that must be present for a good compile: https://hastebin.com/efowavatil.nginx