anyone tried to make new sniper rifles before?


(twt_thunder) #1

if so i need some help…coz this is just getting worse and worse…lol
(probably ends with reskinning the existing guns…)


started out like this…no 1st person gun and as you see somethings missisng…

working…

then i got this bugger…and i can’t seem to move it…it’s always in my face whatever i do…:frowning:

you can’t fly around fighting like this…

and last time i tried today… this happends::frowning:

holy shit i’m getting mad :mad::mad:


(IndyJones) #2

wow, you just made iron sight mod for ET! :wink:


(Tyrlop) #3

well look in console and see errors that show up, maybe show us the .weap file? and take screen of each model in model viewer


(Cambodunum) #4

there’s no difference beetween sniper rifles and smg’s so far …
it seems youve messed up your .weap or the model itself

if you want me to take a look … send a pm :slight_smile:

greetz Cam


(AlphaRed12) #5

I can also look at it if you want. Compiled a few models in EastFront so I think I know what I’m doing.

Alpha Red


(twt_thunder) #6

1st…@indyjones: haha,good one i’ll send you a copy…lol

second:

i went back to the first one and there is no errors in the console,
looks like this:

here’s the weapon.def of garand m1 s

weaponDef
{
	// This basically fills out weaponInfo_t
	client {
		//standModel		""										// weapon pickup 'stand' (do we still use this?)
		droppedAnglesHack
		pickupModel			"models/weapons2/m24/m24.md3"
		//pickupSound		"sound/misc/w_pkup.wav"
		
		weaponConfig		"models/multiplayer/m1_garand/weapon2.cfg"
		handsModel			"models/weapons2/m24/m24_body.md3"
		
		flashDlightColor	1.0 0.6 0.23
		flashSound			"sound/weapons/garand/m1_fire_silence.wav"		// supports up to 4 flash sounds
		//flashEchoSound	""									// supports up to 4 flash echo sounds
		lastShotSound		"sound/weapons/garand/m1_fire_silence_last.wav"	// supports up to 4 last shot sounds
		
		//readySound		""
		//firingSound		""									// no weapons seem to use this, basically it's a replacement hum for readysound, but then when firing
		//overheatSound		""
		reloadSound			"sound/weapons/garand/m1_reload.wav"
		//reloadFastSound	""									// some weapons have fast reloads due to the skill system
		//spinupSound		""									// sound started when fire button goes down, and stepped on when the first fire event happens
		//spindownSound		""									// sound called if the above is running but player doesn't follow through and fire
		//switchSound		""									// allow overriding of weaponswitch sound
		
		//weaponIcon			"icons/iconw_mauser_1"
		weaponSelectedIcon	"icons/iconw_mauser_1_select"
		
		//missileModel		""
		//missileSound		""
		//missileTrailFunc	""									// supports "GrenadeTrail", "RocketTrail", "PyroSmokeTrail" and "DynamiteTrail" (we REALLY want a particle system for this)
		//missileDlight		0
		//missileDlightColor	0 0 0							// do we still use this?
		
		ejectBrassFunc		"MachineGunEjectBrass"				// supports "MachineGunEjectBrass" and "PanzerFaustEjectBrass"
		
		modModel 0			"models/weapons2/m24/m24.md3"
		
		firstPerson {
			model			"models/weapons2/m24/m24_body.md3"
			flashModel		"models/multiplayer/m1_garand/v_m1_garand_flash.mdc"

			// weapon building
			// the parts are numbered because there are some hardcoded references for some weapons to certain parts
			weaponLink
			{
				part 0
				{
					tag		"tag_barrel"
					model	"models/multiplayer/m1_garand/v_m1_garand_barrel.md3"
				}
				part 1
				{
					tag		"tag_barrel2"
					model	"models/multiplayer/m1_garand/v_m1_garand_barrel2.md3"
				}
				part 2
				{
					tag		"tag_barrel3"
					model	"models/multiplayer/m1_garand/v_m1_garand_barrel3.md3"
				}
				part 3
				{
					tag		"tag_barrel4"
					model	"models/multiplayer/m1_garand/v_m1_garand_barrel4.md3"
				}
				part 4
				{
					tag		"tag_barrel5"
					model	"models/multiplayer/m1_garand/v_m1_garand_barrel5.md3"
				}
				//part 5
				//{
				//	tag		"tag_barrel6"
				//	model	"models/multiplayer/m1_garand/v_m1_garand_barrel6.md4"
				//}
			}
		}
		
		thirdPerson {
			model			"models/weapons2/m24/m24.md3"
			flashmodel		"models/multiplayer/m1_garand/m1_garand_3rd_flash.mdc"
		}
	}
}

this one i wonder a bit about

modModel 0			"models/weapons2/m24/m24.md3"

because in the real config there is three parts… do i need to have three parts too to make it work?

coz then it’s not like the smg…


(nUllSkillZ) #7

You could try to take a look at FG42.
It isn’t silenced like the other weapons with scope.
But has a scope.

My guess the missing part (the red, gree, blue coordinate cross) is a missing silencer.
Haven’t had a view of the models though.

Not sure about the other “bug”.


(twt_thunder) #8

[QUOTE=nUllSkillZ;185312]You could try to take a look at FG42.
It isn’t silenced like the other weapons with scope.
But has a scope.

My guess the missing part (the red, gree, blue coordinate cross) is a missing silencer.
Haven’t had a view of the models though.

Not sure about the other “bug”.[/QUOTE]

doesn’t help:(
coz it’s not the fg42 i wanna change…
there is something with these weapons garands and so…seems like they have to be in three parts…


(twt_thunder) #9

i withdraw it NULLSKILLZ!!!

i suddenly understood what you said… a new clip and the silencer… and i think this one is good to go:

thanx :smiley:


(twt_thunder) #10

yep…the scoped garand is now a m24:


(nUllSkillZ) #11

So everything working now?
Very nice :slight_smile:


(shagileo) #12

Nice looking machinery …

but eh … the left hand of the character isn’t on the correct “place” , if you know what I mean.
The sniper is more on the arm than in the hand, but that’s just a small remark.


(twt_thunder) #13

[QUOTE=shagileo;185358]Nice looking machinery …

but eh … the left hand of the character isn’t on the correct “place” , if you know what I mean.
The sniper is more on the arm than in the hand, but that’s just a small remark.[/QUOTE]

:eek:why’s everybody picking on me:eek:…

lol no, i know what you mean and it will try to fix it:D

but it is workin:tongue:


(shagileo) #14

Good to hear it is working. I hope it will be as much as interesting as your Termie mod :wink:


(twt_thunder) #15

well this is more “war” like… to bad it didn’t seems like the termie mod ever reached the crowd… but hopefull this skinmod(?) will

(offtopic: when is it a skinmod and when is it a mod?? in both of mine i’ve changed both textures,models,limbo and loading…what does it take to call it a mod?!?)


(nUllSkillZ) #16

In my opinion every modification of original / stock content is a modification.

Gameplay mod changes gameplay (source has been changed).
Skinmod only changes skin.
And so on.
If everything is changed it’s a total conversion.


(twt_thunder) #17

here’s the dragunov too after some polycuts:


(nUllSkillZ) #18

Very nice.
Great that you’ve got everything working.


(Magic) #19

Looking good - you have a dl link for that?


(twt_thunder) #20

nop… not yet… it comes on our server when the mod is done… :smiley:

i got 2 big challenges left… the panzerfaust to a m72 and… the worst part the engie weapons…

tricky with the grenade thrower… guess i will have to study some tags there…