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Sniper Rifle mod


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Depending on which unit measurements you have max set to (inches/ centimeters) you will get a good rule of thumb for the size of the weapon (although the GR soldiers do seem slightly small when measured against this scale)

The best bet is to import/ merge one of the character meshes (available in the download section) and use it as a reference. If you have to fine tune this in terms of size or scale, keep the same model for import as a reference for future weapons.

If the character model is vastly out of scale, don't rescale by hand because it will be exactly out of scale by a factor of 10 or 100 etc.

right click on the scale tool and a drop down box will appear which lets you scale accurately.

As to poly count, most modders push the envelope a little assuming that people have faster PC's nowadays. It's really your choice but I think it matters less with weapons as your model won't be on screen too much.

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  • 2 weeks later...

As some of you may or may not know, I now have a new name for my 'company' of sorts. The name of it is M2S Game Development and we are planning a game right now but it won't be done for a while since I am still in the learning process of the DirectX SDK. This will not, repeat will NOT, slow down development of my mod.

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As some of you may or may not know, I now have a new name for my 'company' of sorts. The name of it is M2S Game Development and we are planning a game right now but it won't be done for a while since I am still in the learning process of the DirectX SDK. This will not, repeat will NOT, slow down development of my mod.

Sounds interesting! What kind of games do you develop?

:D

CC

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As some of you may or may not know, I now have a new name for my 'company' of sorts. The name of it is M2S Game Development and we are planning a game right now but it won't be done for a while since I am still in the learning process of the DirectX SDK. This will not, repeat will NOT, slow down development of my mod.

Sounds interesting! What kind of games do you develop?

:D

CC

x2

:hmm:

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  • 2 weeks later...

Oh hello, we planning on doing a variety of things from shooters to strategy to RPG games. Right now we are just doing a side scroller based on our favorite arcade game "In the Hunt". You may of have never heard of it but we played it all the time on the original Sony Playstation. More info is coming soon, and don't expect it to be soon as in a couple months because I'm still learning the DirectX API but we have most of the planning stage done (ex. level design, the different enemies, etc). Also the game will be a couple dollars so that we can raise $300 for 3Ds MAX because I just realized I'm gonna have to convert models easier and faster or else my mod will never get done.

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  • 4 weeks later...

Finally I have started programming my game (which is called Space Crusaders) and it will use DirectX 9 (programming and learning the DirectX API is a b**ch) and should come out sometime in August (big maybe). I would also like to say that the first $300 I make will go to purchasing a copy of 3ds Max 4 so (as you know) that I can finish my mod (donations are very welcome but I don't expect any).

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  • 3 weeks later...

I have a couple of questions. Should I put my models above the grid in gmax (its the same as in 3Ds Max) cause right now they are in the middle. Also what direction do the models need to be facing? The stock to the left and the barrel pointing to the right or vice versa?

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Fairly sure it doesn`t matter, the helpers do that for you. But could be wrong. Otherwise, i would say pointing down the X axis, center bottom of mesh in line with center of grid.

Hopefully someone will jump in here and help.

<_<

Tinker

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  • 1 month later...

Another question, since there is no way I can possibly get this done using gmax I am going to switch to 3ds Max. But I don't know where I could purchase it, if I get the book "3ds Max 4 Bible" and get the trial version of 3ds Max 4 will I be able to purchase it from there?

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  • 3 weeks later...

Finally I have 3ds Max 5 up and running! I have already made my first model with it (untextured) and have found out that in the process of exporting my gmax models to a .3ds file the models where messed up so I must remake all of my models ( :wall: ). But! This may be a good thing because the model I just made is better than what gmax is even capable of doing. I do have a question though, where do I get the plugin that allows me to export .qob files (I already got the plugin for .rsb files). Also I have taken out a rifle (RRA A4) and replaced it with a really awesome assault rifle that is also made by RRA (Rock River Arms).

Here is an actual pic of the weapon I have added:

ProSeriesElite-1.jpg

Here is my (untextured) render of the Pro- Series ELITE (5644 polys, please tell me if that is too high):

http://i118.photobucket.com/albums/o84/Rif...SeriesELITE.jpg

[Oversize image changed to URL - Please see forum rule 3.14- Large Images]

Edited by Pave Low
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I textured the Pro Series Elite and tried to render it but when I rendered it it didn't use my UVW mapping coordinates (I used the UVW Unwrap modifier to generate the coordinates), how do I change this? and will it render in the game with the false coordinates?

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If the mapping doesn't show up properly during renders it's unlikely to get translated right during the exporting.

As for polygoncount vs. detail shown...it's really to high compared to what we are seeing mate. Looking at it there's no warrant at all for that polygon count...and taking a wild but most likely correct guess most of those polys are in the cylindrical parts.

Here's a tip, instead of using 18+ sided cylinders try using 8 to 10 sided Ngon's. You won't see any difference ingame unless you poke your nose right up against the barrel/scope/whatever and you will save a crapload of polys. :yes:

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Ok, after my test I'll tweak the model. I have exported the models of a glock and the pro series Elite and put the texture in my mod folder as well. Also I have completed .gun files, set textures, set the sounds and made a simple .kit file for the pro series and the glock and then added them to a .kil file. I edited the .kit file to use a texture for the kit icon (it wasn't my icon, I just pulled a random one from OSOK and put it in: shell/art/kit/rifleman in my mod folder) so I ran GR and activated my mod. Nothing worked, the kit didn't show up in the rifleman options, not even my main menu .rsb file worked. Main menu pic didn' t show up, it used the default that shipped with the game, I put the .rsb files in the shell/art directory of my mod folder, and I had someone else (an experienced modder) resize my .rsb main menu file but for the shell_bgd file I just copied the main_menu file and pasted it in the same folder, also I only have one main menu pic so maybe thats the problem

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I made my gun file.txt a zip version you can d/l at:

http://files.filefront.com/gun+fileszip/;8...;/fileinfo.html

I found most of the info contained using the search function so I am in no way claiming authorship.

I have messed with gun files a little and this was a big help in getting custom weapons to work in a mod.

Be sure and activate your mod as highest priority if you haven't done so already.

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Main menu pic didn' t show up, it used the default that shipped with the game, I put the .rsb files in the shell/art directory of my mod folder, and I had someone else (an experienced modder) resize my .rsb main menu file but for the shell_bgd file I just copied the main_menu file and pasted it in the same folder, also I only have one main menu pic so maybe thats the problem

There are 5 possible screens available, they scroll from 1 - 5 in order. Test, try launching the game 5 times in a run and see if your screen shows, if not, you have something wrong.

Do you know how to add an actor on the map in Igor with your kit? Simple way to see if it is in game ok.

Have you added it to the strings file?

Tinker

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I didn't create a strings file no, but I'll do that and try the things suggested and post the results. Thanks in advance. Also, what other software is there that is capable of making a custom kit icon (It doesn't have to be compatible with the .rsb format, I have sotware for that part)? I don't have Photoshop and don't want to purchase it if I don't have to.

Edited by Rifle_001
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Photoshop CS3 30 day trial: MBEnglish | Windows | 463.59 MB

Adobe Store

At this point you will probably have to set up an account to get to the trial downloads, which is a 30 day trial for CS3. Best I remembered it is full featured with no restrictions. If you worked like heck you might get your project done in 30 days with anything requiring Photoshop.

I have PaintShopPro9 and in many respects I favor it but it can only view alpha channels and I had allot of issues trying to save .rsb's. Not much use IMHO for modding GR.

, the 9 version anyway. WD had allot of luck modding GR with PaintShopPro7 but also mentioned he had some issues with PSP8 for modding GR. I haven't done kit icons, but I think they involve alpha channels and being able to save them. I'd offer my services but I'm not familar with alphas and don't have the time right now if I did.

From Adobe:

This trial version enables you to explore Photoshop CS3 Extended, which includes all of the features in Photoshop CS3 plus specialized features for editing 3D and motion-based content and for performing image analysis.

The trial period lasts for 30 days after you first launch Photoshop. If you then decide to purchase, you can choose between Photoshop CS3 and Photoshop CS3 Extended and convert the installed trial to the version of Photoshop you want to use for ongoing work.

requires: Microsoft® Windows® XP with Service Pack 2 or Windows Vista™ Home Premium, Business, Ultimate, or Enterprise (certified for 32-bit editions)

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There are 5 possible screens available, they scroll from 1 - 5 in order. Test, try launching the game 5 times in a run and see if your screen shows, if not, you have something wrong.

yes, I did that, it did come up. I just copied that .rsb file and pasted it and either made it the next main_menu file or the next shell_bgd file

Do you know how to add an actor on the map in Igor with your kit? Simple way to see if it is in game ok.

No I don't but I'm sure it could help.

Have you added it to the strings file?

yes I have created one.

Also, I did get my kit icons to show up, I just named my kit files wrong and put them in the wrong place. But now I do have another problem, my glock sound won't play (but my pro series elite will) and I cannot see my models in the game. If a model texture couldn't be read or is incorrect will the model show up as a default color? or will it turn out to be invisible? Because the ExportDebug file says that there was an error in reading the .rsb header and that there are a series of invalid faces in node glock (it mentions nothing about the pro series elite)

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Hey, sry i missed your post. Ok, firstly i made you a little test mission here.

http://www.ghostrecon.net/fileman/users/tinker/test_01.mis right click and save as...

All you need to do is put this mission file into origmiss mission folder. Then double click on this file and it will open ready in Igor. Otherwise you Insert looking at a guy holding a gun, ok?

http://www.ghostrecon.net/fileman/users/tinker/test_01.JPG

Box is were you spawn, actor is looking at you. Click on the actor you see, and top right you will see him appear in the company.

Bottom right you see were he has default kit. Click on that and navigate to the .kit file you want him holding.

If your kit is missing textures, it should still be seen. File/save. Or simply close Igor and it will ask to save.

Have you added the sound files to the effects file in the Sounds folder.

Good luck

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Yes, I did the mission file and equipped the actors with my kits, and I saw nothing. I used boolean operations in both models only to find out later that they can mess up the mesh so I replaced the models of the weapons with boxes and exported (I didn't get any errors in the export debug file). Nothing, at first they weren't textured. Next I textured the boxes. One (the glock) with the glock texture and when I exported it said glock rsb not found, and in the export debug it said invalid file header (for the .rsb file). So for the pro series elite I made the box have a texture from the OSOK mod (I copied and pasted it from the OSOK textures file to mine). I didn't get any error, I checked the export debug......... nothing. So that one should work right? Nope, invisible. So I added 3 more actors and got them kits from existing mods and they showed up just fine. For making my .rsb files I am using the RSB Editor program that came with the expansion packs so maybe its not doing something right.

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I`m not really any good with weapons. :(

If your texture is not in the same folder as the Max file, you do get cannot find texture on export, however it will be fine as long as the texture is in your GR folder. So it could be the RSB that is the issue, not too sure. You could send it me if you like, to compare it with another.

Even though you cannot see the weapons in game, have you tried equiping with 1 and firing it? I only ask, because i made an axe as a test, it was not visible, but still worked, i.e. press mouse, i hear the sound and kill an enemy.

Like i said , i don`t know too much on this subject, just trying to throw some ideas in.

:)

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