ExT Posted February 11, 2013 Share Posted February 11, 2013 Ok, maybe I'm missing something obvious, maybe not. Here's the situation: I added a really nice m98 bravo and the model, textures, helper points, weapon motion type set to bolt action, and weapong positioning seems to work fine. The problem is when I switch to the secondary weapon, like a m9, my m98 dissapear. Cannot see it in the third person view. What am I missing? cheers Ext Quote Link to comment Share on other sites More sharing options...
Tinker Posted February 11, 2013 Share Posted February 11, 2013 Have you tried creating a kit file that gives maybe a pistol, and your kit as secondary? Can you see it then? If it is fully working as a primary, seems a strange problem. The helper on the character is where the gun should attach to. Quote Link to comment Share on other sites More sharing options...
ExT Posted February 11, 2013 Author Share Posted February 11, 2013 The characters are ghost recon default characters. I'll go to see the kits and check if something is wrong Quote Link to comment Share on other sites More sharing options...
ExT Posted February 11, 2013 Author Share Posted February 11, 2013 I put the m98bravo.qob reference in the m24.gun file which worked fine, but still the character doesn't show the m98bravo on his back when switch to a secondary. Same result when switching primary and secondary weapons in the .kit file So I think I'm missing a Helper point in my weapon model, these are the ones I used : ^BrassEjectionPoint ^LeftHandPoint ^RightHandPoint ^MuzzleFlashPoint Am I missing a helper point? (^holsterpoint or something like that). Quote Link to comment Share on other sites More sharing options...
ExT Posted February 11, 2013 Author Share Posted February 11, 2013 Well, it seems that I am missing the ^HolsterPoint in my .max weapon model. The tutorial I followed only had those 4 points and the backblast point. Sorry for posting something already answered Quote Link to comment Share on other sites More sharing options...
teppe Posted February 12, 2013 Share Posted February 12, 2013 It actually does something that you post something which is already answered, no just kidding, look how many times I have done it! And welcome to the forum mate, hope you enjoy your stay, always good with new GR modders! Cheers, Teppe Quote Link to comment Share on other sites More sharing options...
ExT Posted February 12, 2013 Author Share Posted February 12, 2013 Thanks Teppe. I followed and advice and hex edited the qob file of my weapon to place the holsterpoint using an already working weapon. boom, solved. I'll learn it the right way later. Quote Link to comment Share on other sites More sharing options...
SnowFella Posted February 13, 2013 Share Posted February 13, 2013 All you need is the old holsterpoint.3ds file or Earl's GR Handplacement tool. The holsterpoint one is a simple one step merge and you have a holsterpoint where it originally is in the game while Earl's tool easily lets you rotate it around to different positions. Quote Link to comment Share on other sites More sharing options...
Tinker Posted February 13, 2013 Share Posted February 13, 2013 ^HolsterPoint not in my referece file either, is now. Unable to find Earl's GR Handplacement tool? Quote Link to comment Share on other sites More sharing options...
SnowFella Posted February 14, 2013 Share Posted February 14, 2013 I'd have to dig through my old GR files to see if I can find it, though from memory it isn't hard to line up a holsterpoint properly as it simply snaps to a bone in the character skeleton. All you need is a character model with the helper placed and lined up with the bone, from memory it was the torso bone. Merge in the character and helper and rotate both untill the weapon sits where you want it to sit and then delete the character mesh. Leaves the helperpoint in the correct position. Quote Link to comment Share on other sites More sharing options...
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