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Big Shell Project [Part 37] | Coding Audio for Custom Zombies
Join me for Mapping / ModTools Monday as we work on recreating Big Shell from Metal Gear Solid 2 - Sons of Liberty using the Black Ops III mod tools for BO3 Custom Zombies (PC/Steam). Today we are trying to converting audio into the modtools using audacity. Audio files must be .wav, Signed 16-bit, 48000hz. Sublime text/code editor.
Twitter: https://twitter.com/JdaDelete
Discord for BO3 Zombies: https://discord.gg/3XRQC8pD7U
BO3 Custom Zombies Map (Shadow Moses Incident):
https://steamcommunity.com/sharedfiles/filedetails/?id=2737647926
If you know of better methods or more up to date tools please let me know. This method worked so I stuck with it. Have fun mapping and please share your projects in the comments.
Export Tools by DTZXPORTER
https://dtzxporter.com/tools/exportx
Blender 2.79
https://www.blender.org/download/releases/2-79/
Blender 2.79 Add-On
https://github.com/CoDEmanX/blender-cod
Devraw Community Releases/Guides/Forums:
https://www.devraw.net/
BO3 Scripting API (Hosted by Zeroy)
https://scripts.zeroy.com/
Stream includes bo3 zombies, metal gear solid 2, custom zombies, map creation, jda62, blackops3, bo3, bigshell, ModTools, Audacity
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