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M4A1


Brettzies

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I was updating this model over the weekend for a Swat4 mod I did a few months ago. But really, I'd rather be working on it for GR:AW. Probably wouldn't have to do the combat sight and the flashlight(maybe), since GR:AW already has one and doesn't need the other.

I realize it's probably a bit complex getting new weapon models/animations into GR:AW, but I can't imagine it's too much more complex then SwatEd. That thing is crazy, and it even has a cryptic tutorial on the "whole" process.

I'm sure others have things ready to go as well, so...I'm hoping we get some tools and ref files for doing this. Or, is it possible already with the tools that have been released? As far as I know, that's mainly for map making.

m4_render_11.jpg

Edited by Brettzies
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Looking great, but don't you think you should raise the Aimpoint though? You're mainly going to see the front sight post..

I've been wondering about the aimpoint and front sight when I was building it. I like the way it looks lower but I suppose they should line up correctly.

Thanks for the comments and crits everyone. I really don't want to replace any of the in game weapons. If I did that, it would be purely for experimentation purposes only. I hope that's not the only way to get new models for weapons into the game. I guess if the tools are usable, I could start deciphering what they do, it's just a slow process.

Since there are no tutorials yet, here are some questions if anyone knows the answers:

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.Does the diesle plugin let you import objects into a 3d app, or just out of Max into the editor?

.Does the diesle plugin let you export animation out of Max?

.Is there a rig or skeletal system used for the characters getting exported and into the editor?

.If so, is this done through the diesle plugin?

.Will a refrence rig/model be avaible at some point so we can create and export our own animations?

.Do these rigs control both the 1st and 3rd person animations, or are there seperate rigs for each?

.Can any "static" object be associated with any animation, or are the two locked together?

IE, could you replace a magazine with say a small book if their orientation and pivots were similar enough, and if so do you tell the game which object to use in an xml? (i would never do that, but i'm just trying to understand how the game handles these things)

.Is everything based on reall world size, ie: 1 meter = 1 meter.

.Are you using any null or dummy objects to designate positions that the game recognizes upon export, such as where attachments should be parented, etc?

.Is there a master xml file for each weapon where everything is assigned, such as the menu and hud icons, ammo count, which objects to use, etc? or are there several?

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I'm sure those aren't all completely clear and I've forgotten some. I'll see if I can find some answers on my own through playing as well.

Edited by Brettzies
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Well I can't help you on alot of the 3D things, and I'm not sure who can here - but I can give you answers on some of them:

.Can any "static" object be associated with any animation, or are the two locked together?

IE, could you replace a magazine with say a small book if their orientation and pivots were similar enough, and if so do you tell the game which object to use in an xml? (i would never do that, but i'm just trying to understand how the game handles these things)

.Is there a master xml file for each weapon where everything is assigned, such as the menu and hud icons, ammo count, which objects to use, etc? or are there several?

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I'm sure those aren't all completely clear and I've forgotten some. I'll see if I can find some answers on my own through playing as well.

There are a number of .xml files for weapons and different information is drawn for each one. The "master" weapon file is in the \units\objects\ folder, here each weapon has it's own file that will be named u_ something. This file will define things such as the weapons stats (not what appears in the load-out menu, but how the weapon actually behaves in game) what attachments the weapon can take, ect ... This file is also where you can reference other 3D objects to the main weapon, such as the models used for attachments and the magazine - for example I was able to make the SCAR L in the game use the magazine from the SCAR H rifle simply by changing the tag in the u_scar_heavy.xml.

The in the \lib\magagers\xml folder you should find the weapon_data.xml file, this is a master list that defines all the weapons in the current inventory and also defines such things as the weapons bar stats and info tags (what appears in the load-out menu), whether it is a primary or secondary weapon, and a few other trifle things.

Finally in the \objects\weapons\ folder you will find a bunch of subfolders - one for each weapon in the game - and these contain all the diesel files and a few master .xmls that, I think, tell the game which 3D models to use for which weapon or parts of the weapons and attachments. Also textures for all the weapons are in the \textures\atlas_weapons\ folder, which also has subfolders for all the various weapons in game.

And to answer Commander Outcast's question: no, even with what we have it will not at all be necessary to replace weapons - unless the mod maker wants to (like they make a new SCAR model). As it is a number of modders (myself included) have made mods that add weapons, but have been restricted to using 3D models already in the game until someone finds out how to import weapons into the game.

I'm not sure how easy it will be to import weapons though without at least some sort of guide or reference, since I am positive that some kind of helper points are used to tell the game where the hand placement is on the weapons, and also where the attachment points are and - as I've seen in .xmls - which meshes to hide when various attachments are put on the weapon. Good luck though! If you succeed you will be my hero! :notworthy: And if you need any help with the .xml side adding weapons, I will be more than happy to lend my assistance :)

Clark

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it should be quite doable with the toolts that are out, altho a bit tricky without knowing excactly whats needed since we havent realeased a tutorial on the subject, hopefully that will come in a not too distant future!:)

IS there a way to allow certain weapon mods on MP games? UBI/CLAN servers reject anyone with altered xml files, and that's where the weapons are?

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Thanks for the info Viper. Sounds like they are using a pretty efficient system for defining attachments and such. If there is no coordinate data, then they probably are using nulls or dummy objects to define where attachment points are on each weapon, as well as hand placement. If they are doing it for hand placement, then it might be really simple to import weapons without having to do a lot of custom animation. You just define places where they should be putting their hands or which grip to use, ie foregrip or barrel. The key would be naming those nulls correctly. That makes for a very dynamic system if they are indeed doing it like that.

I'll have to start digging in and see what I can find. Haven't had time to really play with the tools or really examine the xmls, but it helps to have a jumping off points, so thanks to everyone's insight, even on the small stuff.

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I'm not really into weapons mods (I dont have the needed knowledge) but yesterday I was looking at on of their xml for another reason and I can confirm you that it's all controlled by dummies (about a dozen for a pistol including grips and animated elements).. maybe I'll try to create a new weapon using a simple test model just to verify that we can do it with the tools we already have but then it's up to you expert guys to come up with a serious weapon mod :thumbsup:

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I'm sure it may work, but be as it may, there has to be helperpoints (attachment points, whatever) that specify the points where it will be mounted on the 3D model. For example in Mig1's weapon mod, the SN-3 is mounted forward quite far, making it really unusable player-wise (and IMHO anyways) but actually good for AI. Which of course leads to the belief, if I put an Aimpoint on say, a Barrett (hypothetically and I tried to give it a shot anyways, no pun intended) it'd be mounted where the Scope mounting point is, i.e. the one closest to the firer. So in effect if it did work, I'm likely to get the same effect (if I'm lucky) as the SCAR systems.

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The weapons without mods are between 1200 to 2500 polys. One exception is the SAW wich is about 6000 polys with all the bullets and stuff.

The addons are between 500 to 2000 polys.

Every weapon and addon has three LOD-steps including the highest one.

The second one being like 50% of the first one (think 3rd person), and the third one being about 10% of the first. (can be very crude, since it will be viewed at a distance of about 15 meters).

This probably should go in a faq or something about weapon modding/modeling, but I'm just going to put it here for now so I can find it. I got it from another post asking the question a while ago. Edited by Brettzies
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I just succesfully imported a new gun model...well it needs a 90° turn and some materials on it but it's easy to adjust (ok I'm just lazy :rolleyes: )

so guys keep on the good work on 3d models, it's not wasted time :thumbsup:

newguntest.jpg

SCHWING! you the man digi!:D

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Wait, digi could you do an ak-47?

I can do it, but the problem is..I have no idea how it works :rolleyes:

in graw not only you need to create the 3d model, you also need to know how actually the weapon works to make animated components and honestly I haven' t enough knowledge on that matter :) I did this test only to show you that importing weapons is possible so you can start working on 3d models and collecting datas (specifics, sounds, texture,etc)

It seems that in this forum there are really expert people with military experience, I can only hope they join their force to produce a great and realistic weapon mod :thumbsup:

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