3rd Party Models/Media Chat / Custom Weapon Help!

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Brock Sampson
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Joined: 4th Jun 2015
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Posted: 25th Sep 2016 19:04
Hello, I will make this short and simple.

Basically, I have made a couple of melee weapons inside GameGuru and they all worked wonderfully, however, when I tried guns, the part when I pick them up in game, it's invisible!

I have replaced the HUD.X file in the gamecore folder, and made sure to check "Export animation and armature bones" when I exported it from Blender.

Is there anything else I am doing wrong? Here are the files:
This is the Gamecore: https://www.dropbox.com/s/i4eqg9ki7qcswsd/Shotgun2.zip?dl=0
This is the one for Entitiybank: https://www.dropbox.com/s/lc30jrjq4rabtbr/Weapons.zip?dl=0
This is the blend file: https://www.dropbox.com/s/u7qniwljwezz7dl/Shotgun2.blend?dl=0
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Brock Sampson
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Joined: 4th Jun 2015
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Posted: 25th Sep 2016 22:18
Anybody?
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granada
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22
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Joined: 27th Aug 2002
Location: United Kingdom
Posted: 26th Sep 2016 00:35
I wish i could help,things are a little quite at the moment.I am sure when things pick up you will get the help you need,the people here are a good bunch
.

Dave
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Errant AI
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18
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Joined: 24th Aug 2006
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Posted: 26th Sep 2016 02:07
In your gunspec.txt...

Change

effect = effectbank\reloaded\weapon_bone.fx

to

effect = effectbank\reloaded\weapon_basic.fx

The _bone shader will only render meshes which have been skinned/vertex weighted to your animation rig. It will not render meshes which are simply hierarchically linked to the rig.

Just FYI, The _basic shader is mostly meant to support legacy media which is unskinned and for debugging. It will not correctly render real-time light source direction like _bone will.
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
Brock Sampson
9
Years of Service
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Joined: 4th Jun 2015
Location:
Posted: 26th Sep 2016 16:55
Awesome, thanks Errant! Works wonders now! But let me guess, the part about "not correctly rendering the real-time light source" is the cause of the weapon being completely shiny silver?
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Errant AI
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Joined: 24th Aug 2006
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Posted: 26th Sep 2016 23:53
No. The silvery look is from the reflectivity map being too strong (or non-existent and defaulting to full strength). GG reads the alpha channel of the Spec map for reflection map strength. The lighting issue is with lighting direction from sources like the global sunlight. It can sometimes be mirrored (lighting the geometry that should be in shadow) when using the basic shader.
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

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