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Messages - marchhill

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1
Good news, the weapon now appears on the carousel! Thanks for your help I went through my steps and it turns out I accidently modified one of the files in the "export" folder instead of my unpackaged dev folders. There is now another problem however, that my weapon model is not loading and there is an error. At the moment the weapon has been converted from an ".obj" to a ".staticmesh" file (I don't know a way to convert to a ".skinnedmesh" or do rigging) and I am trying to use the "kexStaticMeshComponent" to render it, however I get this error:


I have now attached my .kpf file and also an extra zip file containing the models.

2
Thanks for the help guys i currently have the folders in my root directly with developer mode on. I will make a kpf and post it when I get home.

3
 :turok:

I am trying to add a custom weapon called "blaster" to turok 2, however, the weapon is not showing up in the weapon selection carousel or anywhere else ingame. I set up developer mode and the filesystem then made these changes:

  • Added the converted models to char/ and materials to material/
  • Added an icon in gfx/hud/weapons/
  • Added this code to defs/common.txt:
Code: [Select]
#define kActor_Wpn_Blaster              1525
#define kActor_Item_WpnBlaster          2113
#define kWpn_Blaster            33
#define kWpnChar_Blaster        18
  • Added this code to defs/weaponInfo.txt
Code: [Select]
Weapon kWpn_Blaster
{
    offset                  "6 7 10"
    actor                   kActor_Wpn_Blaster
    defaultWeapon           FALSE
    owned                   TRUE
    allowUnderwater         FALSE
    allowLand               TRUE
    allowMultiplayer        TRUE
    icon                    "gfx/hud/weapons/h_w_blaster.png"
    ammo                    "Ammo_Bullet"
initialAmmoAmount       100
    ammoConsumption         1
    projectileParticle      kParticle_PlasmaShot
    charMeshIndex           kWpnChar_Blaster
    priority                9000
    slot                    3
    pickupTypeID            kActor_Item_WpnBlaster
    quickslot               2
}
  • Added this code to defs/actors/weapons.txt
Code: [Select]
Blaster kActor_Wpn_Blaster
{
    className                   "kexPlayerWeapon"
    initialScale                "1 1 1"
   
    Begin_Component "kexRenderMeshComponent"
        mesh                    "char/blaster.skinnedmesh"
        anim                    "anims/Weapon_Magnum_Pistol.anim"
        bRenderAsWeapon         TRUE
    End_Component
   
    Begin_Component "kexAnimTrackComponent"
    End_Component
   
    Begin_Component "kexScriptComponent"
        scriptClass             "TurokWeapon"
    End_Component
}

    Any help would be greatly appreciated I would love to start making mods for this great game!

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