Soryu 0 Posted June 11, 2003 Share Posted June 11, 2003 Well I have to admit I like the attachments. But I found there were not enough different ones made, and nobody is really making any that I know of. So I wanted to edit the sniper weeds and make them, well bigger and covering more than what was there. And while I thought to edit that, I decided instead to make a new attechmant and place it with the sniper weeds for the neck. With this idea I made my Camelbak. Black in colour. The only thing I need to work on is the shoulder straps. The Sniper weeds for shoulders have a nice angle of them I need to copy. This one shows it from the side. I even have the water cap and carrying handle, as well as the top carrying handle. This next one is just a view from the front. My question at this point is, how do you resize whole models to be the proper size for GR?? The sniper weeds are totally small compared to this model. I got as far as placing them together in the same location, but they are different sizes. I would like to start merging and combining different attachments together to make new ones. Like the Webbing and gear setup as an attachment. Will I have problems with this in other Models? are there helper points for attachments? Soryu... Quote Link to post Share on other sites
Marcinko 1 Posted June 11, 2003 Share Posted June 11, 2003 The reason there arent a lot of attachments, is that it has potential to create a glitch in the skin, a see thru type of thing, it's better to model it in with ur chr. What u wanna do, is get Mike Schells converted models, and and import the sniper, and using the select and scale option, scale it down to fit the back of the sniper, then, hop on over to Attachment Tut. and take a gander at the tut. did i miss anything? Quote Link to post Share on other sites
Ruin 17 Posted June 11, 2003 Share Posted June 11, 2003 Nope, Mike's models are to scale. Just make the attachment fit. Quote Link to post Share on other sites
Sgt.Crocodile 0 Posted July 21, 2004 Share Posted July 21, 2004 I was wondering if this is correct: Are these the only points allowed to have attachments? Lthigh Rthigh Head Neck2 Spinemid Spinelow What is the correct name for the helper points for each one of them(lettercase sensitive)? ^XxxxxXxxxxPoint What bout the line in the ATR file? <XxxxXxxxAttachment>yourattachment.qob</XxxxXxxxAttachment> I guess i am getting this part wrong, cos even following the turorial, my danm backpacks are not showing up in game..... Quote Link to post Share on other sites
cobaka 0 Posted July 21, 2004 Share Posted July 21, 2004 Make sure your export scale is right. I've exported 20mm guns and 200 m guns - maybe it's the same with attachments? Quote Link to post Share on other sites
Sgt.Crocodile 0 Posted July 21, 2004 Share Posted July 21, 2004 What do you mean? I used the chr with bones attached that will have that back pack for correct sizing and placement. I linked the pack to the helper point, i placed the point on 0,0,0 . I moved and rotated it to 0,0,0. Named the point ^SpineMidPoint and grouped all together. I checked weld vertices, clean vertex, 3D Studio Max, Invert Y (sherman), Max Units (cm) and export units (m), just like in piggyson's tutorial and exported it. Then i put it on the actor file, but it dosent show up. I even tryed several exporting settings and it still didnt show up in game God....why is it so hard??..... .....I'm almost giving up those danm backpacks... Quote Link to post Share on other sites
cobaka 0 Posted July 21, 2004 Share Posted July 21, 2004 I was thinking maybe it exported really small and you just couldn't see it. But that looks right (Not sure, I haven't successfully done attachments). Must be the actor file. I remember seeing a post somewhere in here that there are different names for different map types like <XxxxXxxxDesertAttachment>yourattachment.qob</XxxxXxxxDesertAttachment> for desert maps or some such. Edit: Aha. Check the last pinned topic in this section. Quote Link to post Share on other sites
Sgt.Crocodile 0 Posted July 22, 2004 Share Posted July 22, 2004 Ahhh I see. <HeadAttachmentNormalLOD>Your.qob</HeadAttachmentNormalLOD> <HeadAttachment>Your.qob</HeadAttachment> <HeadAttachmentJungleLOD>Your.qob</HeadAttachmentJungleLOD> <NeckAttachmentNormalLOD>Your.qob</NeckAttachmentNormalLOD> <NeckAttachment>Your.qob</NeckAttachment> <NeckAttachmentJungleLOD>Your.qob</NeckAttachmentJungleLOD> <RightThighAttachmentNormalLOD>Your.qob</RightThighAttachmentNormalLOD> <RightThighAttachment>Your.qob</RightThighAttachment> <RightThighAttachmentJungleLOD>Your.qob</RightThighAttachmentJungleLOD> <LeftThighAttachment>Your.qob</LeftThighAttachment> <LeftThighAttachmentNormalLOD>Your.qob</LeftThighAttachmentNormalLOD> <LeftThighAttachmentJungleLOD>Your.qob</LeftThighAttachmentJungleLOD> <LowSpineAttachmentNormalLOD>Your.qob</LowSpineAttachmentNormalLOD> <SpineLowAttachment>Your.qob</SpineLowAttachment> <LowSpineAttachmentJungleLOD>Your.qob</LowSpineAttachmentJungleLOD> <MidSpineAttachmentNormalLOD>Your.qob</MidSpineAttachmentNormalLOD> <SpineMidAttachment>Your.qob</SpineMidAttachment> <MidSpineAttachmentJungleLOD>Your.qob</MidSpineAttachmentJungleLOD> So i guess Neck2 and Spine top cant take attachments at all.....shame. Oh, by the way....the backpack worked.... Quote Link to post Share on other sites
cobaka 0 Posted July 22, 2004 Share Posted July 22, 2004 Cool Pictures? Quote Link to post Share on other sites
SnowFella 8 Posted July 22, 2004 Share Posted July 22, 2004 I can tell you for sure that Neck2 can take attachments, that's the point I've used for my backpack and radio attachment, RSE has just tricked us alittle on the naming. Here's an extract from a SWEBAT demo soldiers .atr file, the character has 2 attachments. <HeadAttachmentNormalLOD>swebat_peltor2_headattachment.qob</HeadAttachmentNormalLOD> <NeckAttachmentNormalLOD>ss2000_neck2attachment.qob</NeckAttachmentNormalLOD> <HeadAttachment>swebat_peltor2_headattachment.qob</HeadAttachment> <NeckAttachment>wss2000_neck2attachment.qob</NeckAttachment> <HeadAttachmentJungleLOD>swebat_peltor2_headattachment.qob</HeadAttachmentJungleLOD> <NeckAttachmentJungleLOD>ss2000_neck2attachment.qob</NeckAttachmentJungleLOD> The trick is that while the line in the .atr file needs to be "<NeckAttachment>, <NeckAttachmentNormalLOD> or <NeckAttachmentJungleLOD>" for each environment the .qob file needs to use a helper point lined up to the Neck2 bone and be named ^Neck2Point! Quote Link to post Share on other sites
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