Posted by: Snake Plissken
« on: November 13, 2017, 07:11:50 PM »
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!
Your a modder like myself. In that we do not know what your install is looking like, you could have developer mode enabled and something loosely conflicting with your work.
Try turning off developer mode, have everything in a .kpf and get back to us.