3rd Party Models/Media Chat / Weapon/ammo modding

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Gtox
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Joined: 5th Jun 2014
Location: South Africa
Posted: 19th Dec 2014 07:11
Is there any way to switch off the dust puff/water splash that occurs when the bullet hits the ground? I'm trying to change a gun into something that isn't a gun, and this issue is frustrating me. I've been through the gunspec file and made many changes, to no avail. The 'iterations' function, for example, determines roughly how many dust puffs there will be, but iterations = 0 doesn't remove them entirely. Any help would be appreciated.
Errant AI
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Posted: 19th Dec 2014 07:48 Edited at: 19th Dec 2014 07:52
noscorch=1 would remove the bullethole decal (if there were any) but there is no current functionality for removing the material splash effect.

Would be a good feature to suggest if you can provide several examples of how optionally removing the effect with something like nosplash=x would be useful and worth their implementing it.



Ideally we should have something like what Plysmod had where a weapon can specify a decal effect to override with.



iterations = x controls the number of raycast instances per shot for things like shotguns, btw.

Gigabyte P67A-UD4-B3, Intel Core i7 2600K, 16GB Corsair DDR3, EVGA GTX 970 SC, Win7 Pro 64-bit SP1, Primary monitor @ 1920x1080, secondary monitor @ 1024x1280
Gtox
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Posted: 19th Dec 2014 09:18
I suspected that that might be the case. I would think that if someone wanted to create a non-projectile weapon (such as a laser gun, for example), to be able to disable ammo effects would be useful.
Gtox
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Posted: 19th Dec 2014 11:54
Another couple of questions - what is the purpose of the VWEAP.X file, and what is the function of the gun_cube map? The VWEAP.X file seems the same as the other .X file (not the HUD.X file, the other one).
Errant AI
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Posted: 19th Dec 2014 12:04 Edited at: 19th Dec 2014 12:06
Yeah it would be good to have an override for things like lasers so that it would create a little wisp of smoke regardless of the surface being struck.



The vweap.x is the model that AI use when holding the weapon. You will (I think) have to change the enemy .lua though to have them hold anything other than their default weapon. Hopefully this will change soon. It differs from the pickup/world model usually in terms of orientation or pivot/root position but the meshes are usually otherwise the same.



The cube map is used for fake environment mapping. The intensity of how strongly the cube map shows through is controlled via the alpha channel of the _S map. Be very sparing with cube intensity unless you want a fake-looking chrome.

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Gtox
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Location: South Africa
Posted: 19th Dec 2014 13:09
Ok thanks- the model I'm working on won't be for enemy use, so that's OK. Thanks for the info.

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