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Making a New Pistol Model Fire
#1
Hello All,

So, I have this model of a pistol I created (just messing in 3dsMax).  I am able to get the new pistol to appear in game, it is able to be equipped and all the textures are working. My only issue is when you do a Pistol attack (bodyShot3) the pistol does not fire (visual effect not there) he acts like he has no weapon in his hands and swings with the default attacks. (but the weapon is in his hand)

I added my new weapon to the datatables/weapon/combat_effects_ranged.iff

I used the object/weapon/ranged/pistol/pistol_DH17.iff as my model for the tre file and the .lua.

Anyone have any ideas on what I might be missing?

Thanks!!
 
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#2
Sorry i couldnt be more help, maybe Lasko is still around or Tim might have a moment to give us an idea. Ill poke around more tonight. See you then.
 
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#3
There is probably somewhere in the IFF files that specifies what weapons use what animation set - my guess is that it defaults to the unarmed one. Not sure what file it would be in though.

That's just a guess.
 
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#4
(2017-02-01, 08:59 PM)n00854180t Wrote: There is probably somewhere in the IFF files that specifies what weapons use what animation set - my guess is that it defaults to the unarmed one. Not sure what file it would be in though.

That's just a guess.

it was an .lod issue. all better now.
 
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#5
Afaik in general, animations and what not are linked to the prefix of a weapon, so pistol_, rifle_, etc have separate sets of animations.

Been totally out of the SWG look for too long now, but think it was set up in one of the animation tables maybe and/or reference in some datatables.

You can easily try it out by changing the prefix though if I remember correctly.

So, as an example, pistol_newgun.iff would have a different animation set automatically assigned than rifle_newgun.iff.

Maybe I'm totally talking out of me arse, it's been so long, but that's what I remember. Tongue
 
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#6
(2017-04-10, 05:33 PM)Timbab Wrote: Afaik in general, animations and what not are linked to the prefix of a weapon, so pistol_, rifle_, etc have separate sets of animations.

Been totally out of the SWG look for too long now, but think it was set up in one of the animation tables maybe and/or reference in some datatables.

You can easily try it out by changing the prefix though if I remember correctly.

So, as an example, pistol_newgun.iff would have a different animation set automatically assigned than rifle_newgun.iff.

Maybe I'm totally talking out of me arse, it's been so long, but that's what I remember. Tongue

Thank you Timbab, I will have a look and see if that will do the trick.  I did NOT use that naming convention, so that could very well be it!

Thank you!
 
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#7
No worries, hope it works!

But on that note, I remembered it slightly wrong, it's not the Object IFF, it's the .APT (Maybe .LOD/.MSH too, unsure).

Check this file out: animation/held_item_map.iff

[Image: im74THA.png]

So let's take a pistol as an example, prefix would be: wp_pistol

And then an example .APT file: appearance/wp_pistol_cdef.apt

You can, of course, add new prefixes too by the looks, though I haven't tried, to that list. Believe the types and linked animation sets are in (But I hardly have any SWG anim knowledge): appearance/ash/all_b.ash
 
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