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Turok Games => Turok 2 Seeds of Evil => Turok 2 Seeds of Evil Modding/Mapping => Topic started by: marchhill on November 13, 2017, 01:13:23 PM
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: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:
#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
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
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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I copy and pasted what you did and it works just fine for me. It shows up in the weapon selection carousel. You need to lower the priority value to something like 7950 for it to show up on the weapon wheel with those slot and quickslot values, but other than that it should be working fine. Maybe you did something else and forgot about it? Try starting over. Copy just the script additions you've done and don't copy the materials, icons, models just yet and see if it works.
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Yeah from the looks of this here you have what you need to do that. Possibly packing the .kpf wrong? Doesn't seem like you are doing that wrong either based on the description at least. Yeah I would retrace my steps and do one by one first. Starting with getting the weapon on the weapon wheel and on screen with positioning and then worry about the goodies :)
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: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:
#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
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
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.
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Welcome.
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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.
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You want to create a mods folder inside your gameroot and zip your contents up in a .kpf file and put the kpf inside that mods folder.
(https://duke64nukem.files.wordpress.com/2017/03/t2-mods-folder-guides.jpg?resize=784%2C600)
Read Sixty Fours guide here though you may already know.
https://turoksanctum.com/turok-2-modding-get-started-basic-guide/
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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:
(http://i.cubeupload.com/zFHGDr.png)
I have now attached my .kpf file and also an extra zip file containing the models.
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Do you have Behemoths Fireseed tool?
This: https://turoksanctum.com/fireseed-model-animation-editor/
You can import an obj as a skinnedmesh or staticmesh using it.
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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:
(http://i.cubeupload.com/zFHGDr.png)
I have now attached my .kpf file and also an extra zip file containing the models.
A weapon model NEEDS to be a .skinnedmesh