jonjacob34
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Posts posted by jonjacob34
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i tried several methods, including without the skinning and skin roots, i have only placed a align and thats it. well i'll keep trying till it works.
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alright only got two acessories for it, one is made and one to will be made for complete release.
problem is i am making a unique suppressor and unfortunatly, it is being a preverable pain in the ass, any ways when i equip this suppressor and shoot the pistol in real time it crashes. the suppressor is also not visible but i feel i have set it up right. someone please help me out with this
max
Built suppressor>merged to new scene> reset all pivots and reset x-forms>made dummys skin_root and align>skinned meshes to skin root, skin root and meshes linked to align> textures labled and applied correctly.
Mod data
<mod_data unit_name="USP_suppressor" mod_id="59" name="silencer" mod_slot="front" price="50">
<bar_stats accuracy="0.4" stability="0.5" weight="0.2" slot_weight="1" impact="0.5"/>
<bio local="weapon_silencer_secondary_bio"/>
</mod_data>
weapon data
<weapon_data unit="USP" name="USP" weapon_id="60" inventory_slot="sidearm" inventory_slot_id="4" gui_unit="USP" price="15" damage="1.1" selectable_weapon="1" player_weapon="1" grenade="0" cal="45acp" wizby="4">
<bar_stats accuracy="0.24" stability="0.35" weight="1.1" length="80" impact="0.5" slot_weight="1"/>
<stats caliber=".45 ACP" rpm="600" velocity="380 m/s" firemodes="SA" capacity="12" info="info_USP" clips="5" max_clips="12"/>
<mods front="true" top="false" bottom="false">
<mod mod_id="59" />
</mods>
<bio local="weapon_mk45_bio"/>
</weapon_data>
strings/mod
<string id="mod_USP_suppressor" value="Suppressor"/>
materials
<materials>
<material name="USP_suppressor" src="bump_cube_instanced">
<diffuse_texture file="USP_suppressor_df"/>
<bump_normal_texture file="USP_suppressor_bm"/>
</material>
</materials>
materials_3rd
<materials>
<material name="USP_suppressor" src="bump_cube_instanced">
<diffuse_texture file="USP_suppressor_3rd_df"/>
<bump_normal_texture file="USP_suppressor_3rd_bm"/>
</material>
</materials>
USP_suppressor(_3rd).xml
<dynamic_object>
<diesel file="/data/objects/weapons/addons/USP_suppressor/USP_suppressor.diesel" orientation_object="align" materials="/data/objects/weapons/addons/USP_suppressor/materials.xml" unreferenced_texture_release="true"/>
<object name="align"/>
<graphic_group name="silencer_secondary" culling_object="gfx_silencer_loda">
<lod_object name="silencer_secondary">
<object name="gfx_silencer_loda" shadow_caster="true" max_distance="500" instance_struct="world_tm_ambient_cube"/>
<object name="gfx_silencer_lodb" shadow_caster="true" max_distance="1500" instance_struct="world_tm_ambient_cube"/>
<object name="gfx_silencer_lodc" shadow_caster="true" instance_struct="world_tm_ambient_cube"/>
</lod_object>
</graphic_group>
</dynamic_object>
atlas weapons are all fine.
so is it the max scene? and why even when i do get the supressor to show why does it crash after a left click when using it.
here a beta anyways, if anyone one can help me make this suppressor i'd apprecate it, and there is also a max model inside as well if anywayone wants to try there hand at it.
also don't forgert to give feedback, more about the pistol rather than crash at the moment.
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well after doing alot of fiddling around with it maybe a mokap may not be the way to go..... shame...
but Brettzies i get what you mean when you say a sample file is needed, preferably linked up with IK limb solvers/handels.
Problem i can for see coming is having to reweight paint the ghost, rigg it up and subsiquently reproduce every walk/run/prone cycle out there, it would need a total revamp. then the any additional helpers in the scene would need to be made (sidearm helper maybe?).
my final thoughs....... Crap.
Grin i know you guys have done alot for the modding comunity, but is it possible you could release a prone, crouch, upright alret, and upright stances with a weighted ghost with IK Handles/solvers that will sync well with any walk cycle, so we modders can apply aim animations? and really make some intresting stuff?
oh pretty please with sugar on top.
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oh i did notice it, some parts of it are mock ups, i alway try different methods of modeling to get the best effects with the lowest possible poly counts. just all planning before i set out to make the real thing, nice though having the a1 in front of me to model
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snowfella thank for those high res images of the susat they really helped out!
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oki only a week now till i can get to using the mokap, but until then i need a little help with the xml's
this sa80 i am building, i need to be able to make Ironsight and the sa80 a1 handguard defaulted to the weapon, and then able to swap to UGL and suat if need be.
which XML file do i need edit to ensure the ironsights and handguard are set as defaults? U_l85 xml? under --
<depends_on unit="l85_ironsight$name_ext"/>
<!--<depends_on unit="l85_tactical_grip$name_ext"/>
<depends_on unit="susat$name_ext"/>-->
or
<!-- Mods -->
<var name="top_mount" value=""/>
<var name="top_mod" value="l85_ironsight"/>
<var name="front_mod" value=""/>
<var name="bottom_mod" value="l85_handguard"/>
<var name="grenade_mod" value=""/>
<var name="grenade_mod_actions" value="true"/>
<var name="bolt_reload_end_time" value="1.0"/>
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Should of tossed the question out a long time ago then mate as I'm the one who sent deciece those susat images aswell as the better of the L85 pics

any chance of getting any of the high res stuff from him, those susat images would help me finsh the l85 completely before i move on to character animations and XMLing

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oh snowy,
I think people on this board need to by you a few pints! i been looking for susat images for a while since i aint got one in front of me to model with but cheers for the link! can finaly press on to completing my L85, maybe even stick it in graw in couple of months
USP It's almost finished
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programme files (the default 64 directory) works, so it really don't matter where its put, links work though! and no crash yet.
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Main Problem
OS: windows xp x64 edition
RAM: 4GB
Processor: 3.6 intel
problem tends to occur when playing lan games, i sometimes instantly get.
Crash in application version: 30621.2989
Unhandled exception - access violation
C STACK:
Graw2 (???) : ???
??? (???) : ???
Renderer: normal
Physics : threaded
Minior
i also have no path in the start menu, and all short cuts do not work ( this application has failed to start because Blinkw32.ddl was not found. re-installing the application may fix this porblem ) uhhhhh...... YES BLINK32.DDL IS IN SYSTEM 32!
would the problem be that the programme is installed to program files (x86) rather than the normal?
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is there a way to can recode the camera setting to 3rd person shooter and can switch camera from site to site?
it's possible, but don't bet on it, problem is i think someone tried it for graw 1, and mitchel head was a camera. though poping a head on and weight painting wouldn't be too hard, only problem is getting someone with good XML skills to toggle between the First and third. but still hard none the less.
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While i'm pretty sure this topic would have no replys i will throw this question out ther none the less.
hopfully come late september i and fellow modders of different game will get access to a mokap
. if i where to link this mokap to the graw sample skelebob i sure this will hit the nail on the head for animtion.But a how do you think i should set up this scene? my theroy is using the normal skele (eg no ghost or mex guys) and exporting with unique XML's should translate very easy to pre weighted models..........on lets say mitchel, any one agree? i mean for graw2 i would need maybe one or more dummies and possible bones, but how hard could that be?
Has anybody on this forum tried any thing remotly like this? any theory are very welcome if your good with max hieracy and XML's.
The possiblities for customs sights and scopes, reloads, would be almost endless until i leave me uni, and Hopefully tinker may get his l85, and little jonny will have his p90
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need a little help as when i get the ghosts to use the pistol i get this
data\lib\units\extensions\xcom.dsf(-1): cant find member: _wd in type <void>
SCRIPT STACK
data\lib\units\extensions\xcom.dsf(0)
data\lib\units\extensions\xcom.dsf(0)
data\lib\units\extensions\xcom.dsf(0)
data\lib\units\extensions\hud.dsf(0)
data\lib\units\types\vehicles\blackhawk.dsf(0)
data\lib\managers\eventmanager.dsf(0)
data\lib\managers\eventmanager.dsf(0)
data\lib\managers\worldmanager.dsf(0)
data\lib\setups\setup.dsf(0)
data\levels\mission03\mission03.dsf(0)
funny it only happens when i equip a ghost with out a primary and just the USP, when they get a primary it works fine.
any one wanna take a stab as to what could be the cause?currently working in GRAW 1, and has it;s oun HUD and works in load out but when selected, i get a scarl l, anybody know how to alter that.
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There's no real need to do any fancy texture setups in max, just simply copy the setups from the GRAW beretta example model.
As for what textures to use....it WILL look better if you can get a normal map and a specular map going, but it's no real requirement. If you want to go the easy way and not create a full blown normal map I can strongly suggest taking your colour map and running it through Nvidia's Normal map pluggin. It will make a reasonable translation of your colour map into a normal map.
And the specular map can quite easily be done by using your colour map aswell...just desaturate it and bump up the contrast somewhat.
Hmm, well i don't have a high extremly high poly USP to burn a nomal with, i'll make a normal map through my colour map and do me best to get a specular out of it too. just got to fixes a few issues with the main pistol, finshing tweek mag a, and making the UTL for it.
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hey guys
I will soon be releasing a USP 45 with UTL, it currently works under graw 1, and will soon be made for graw 2.
However the only remaining stage that needs to be completed is the textures, now i wont beat around the bush but exactly what type of textures are required for a weapon. obliviously a colour map, but does it require BUMP maps or height or specular? And how should i utilize the textures in the max scene?
basicly i'm a noob when texturing for Graw, could any one suggest easy to use reading materials and how exactly should i go about textureing in Max? i use versions 7 and 8 and i do have a UVW template render for the USP.
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someone will crack the animation problems with weapons, either with grins help or not. i'll make an sa80 but i don't like the through of producing and distrubuting something that is of poor quality, most of the 3d artist and modders are perfectionist and i rather wait until something gives.
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i'll try and write it for graw 2 XML's soon as, and i don't think snowfella would mind at all since he is not distributing the meusoc. its for his own personal needs.
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oh

well here are sum new links.
Well as for animations yes it would be hard if not impossible (even making them look good), and the hard sights would be difficult, as well as the susat.
i'll look in how to animate it, but If all else fail why dont the GR net community pester grin slightly for animation alternatives? maybe a guide? or some tools even
USP model is working in Graw 1 based around snowfella meusoc design, ( for a USP streamlight UTL mk2), just finishing textures and tweeking model slightly before the export and publish. Oh and if anyone wants to make this GRAW2 compatable once it finished your welcome to it.
oh snowfella, brettzies, thanks for the ambition in the past to help me get this one out.
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Tinker, looks like your dream came ture....... somewhat
long way from being finished, still need to make Susat and UGL
then texture it, then writing the XML's and acctually exporting it....
not easy, especaily since my computer don't like the diesel exporter. yet my current goal is to get these working sumhow.......
jon

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I do appreciate the advice and suggestions, but unfortunately those are all workarounds. I understand that can work in certain cases but that's not really what I'm after.
it would be nice to know, simply cuz i got to two bulp-up weapons to get in there (p90/Aug A3), has any one checked in the lates patche 3.5 bundle for any additional help yet or was it mainly online fixes?
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oki
well i have run in to problems with LOD A, have lot s of problems with animations, can anyone tell me how to get it to work properly.
the USP is made for seperate objects, and attaching them all together and placing the animations on give nasty problem of unanimation or absolute crap.
what is the best way to construct lod a? eg one whole object with playing all animations through.
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hello,
i am in need of some help, i got 5 lovely weapons that i wanna stick in to graw, but i am a nOOb at moding, so any help would be apreachated, in texturing and coding. i got some model from the THE ARMAMENT PROJECT,
would any one like to help out with this one? as i can't make heads or tail of the programming side of it.
so far i got's :
USP 40 S&W/ yes i can do other variation of it to include suppressors.
http://www.ghostaholic.com/datas/users/9611-usp4.jpg
M4A1
http://www.ghostaholic.com/datas/users/9611-m4%201.jpg
fn P90, triple rail version
http://www.ghostaholic.com/datas/users/9611-p90.jpg
styre aug A3
http://www.ghostaholic.com/datas/users/9612-aug%20a3%201.jpg
MP5K
and could be making in the fueature
1911
UMP
PSG-1
P226
maybe even a sig
Creating ainmations for weapons
in GR:AW 2 - Weapon Modding
Posted
ah crap..............
alright well at least it possible to rebuild everything for the ground up. gonna be hard though.