3rd Party Models/Media Chat / X9 Weapons in GG?

Author
Message
Nathan38
13
Years of Service
User Offline
Joined: 13th Feb 2011
Location:
Posted: 6th Aug 2015 03:48
Just wondering if anyone has managed to do this and can tell me how to make it work?

I can get the entity to show up in game properly, but when picked up, only the hands show, the animations play, I can "fire" the weapon and reload it, however there's no model for the actual gun itself. Also, after editing the .bin file for the weapon to use the base LUA scripts, I run a test level with the gun, go back and check the bin file, and they've reverted back to .fpi files.

I'm not the most savvy when it comes to file structure/programming so any help would be appreciated

If anyones interest the weapons im trying to use are from EAI's TF341 pack.

Kind Regards,
Nathan
Errant AI
Forum Support
17
Years of Service
User Offline
Joined: 24th Aug 2006
Location: [REDACTED]
Posted: 6th Aug 2015 04:18 Edited at: 6th Aug 2015 04:20
Make sure the shader is specified in gunspec.txt to be weapon_basic.fx and NOT weapon_bone.fx.

This will allow non-skinned geometry to render.

Most of TF341/MP53 weapons should load in OK but since not all the shader maps are included, they will have a wierd gloss look to them unless you have global specular slider turned way down (similar issue with the fantasy weapons).

You will have to do some slight gunspec tweaks for best results. Accuracy settings are a bit different in GG as well as FOV. You will need to increase the simplezoommod=x value slightly as well. Set to =2 or higher should be OK. It may also be necessary to slightly adjust horiz/vert model placement as well.
Gigabyte P67A-UD4-B3, Intel Core i7 2600K (passmark 8555), 16GB Corsair DDR3, EVGA GTX 970 SC (passmark 8637), Win7 Pro 64-bit SP1, Primary monitor @ 1920x1080, secondary monitor @ 1024x1280
Nathan38
13
Years of Service
User Offline
Joined: 13th Feb 2011
Location:
Posted: 6th Aug 2015 12:53 Edited at: 6th Aug 2015 13:06
Cheers mate, got it to work by doing exactly what you said. The only thing is the walk/run animations are slightly off, in that when i move, the weapon will just dip to the bottom of the screen for 1 or 2 frames then carry on as normal, I don't remember it being like that.

EDIT: The M9A1 is the weapon in question
Errant AI
Forum Support
17
Years of Service
User Offline
Joined: 24th Aug 2006
Location: [REDACTED]
Posted: 6th Aug 2015 16:09 Edited at: 6th Aug 2015 16:13
Try adjusting the runy=x value to your taste. A value of =0 should have no dip.

Let me know if you have any other issues.

edit: Rethinking... could be the frames are off a bit. On the run or move anim, try offsetting the animation range one or 2 frames at the beginning or end of the entry. Animation playback is a little different with GG which sometimes causes some slight but noticeable hitching with looping animations (which were tuned specifically for classic). Enabling v-sync helps a little bit with this.
Gigabyte P67A-UD4-B3, Intel Core i7 2600K (passmark 8555), 16GB Corsair DDR3, EVGA GTX 970 SC (passmark 8637), Win7 Pro 64-bit SP1, Primary monitor @ 1920x1080, secondary monitor @ 1024x1280

Login to post a reply

Server time is: 2024-05-27 16:23:14
Your offset time is: 2024-05-27 16:23:14