can somebody pleeaaase explain this: how do tags on weapon works?


(twt_thunder) #1

well the title says it…

anyone who can explain me if both connecting parts needs the same tag just were they shot meet?

EDIT: would be great if one from SD explained this…and whole tag system on weapons and …

EDIT2: got some clips that won’t connect the right place…


(AlphaRed12) #2

I can explain the whole system for you. Could take a long time to write it all but I’ll try.

Basically what happens is that these tags are connection pieces. The engine grabs the first model which is the base (let’s use the thompson for example). There is a tag_weapon, this tells the engine where the player “camera” is in relation to the gun position. There is also the tag_brass and tag_flash. both of these tags tell the engine where the brass (empty bullets) and the muzzle flash come from. You also have tag_barrel. tag_barrel tells the engine where the bolt goes in relation to the rest of the gun. Now in the v_thompson_barrel.md3 file there is the bolt with tag_barrel on it. The engine sees these two (2) corresponding tags and connects the v_thompson_barrel.md3 to the v_thompson.md3 in the correct place according to the tags’ positioning. Now the other tags that are called tag_barrel2 & tag_barrel3 are done the same way except they use different parts of the gun (the magazine and left hand respectively). Oh, I forgot to mention that the tags are only used on the pieces of the guns that move in the animations. So only the bolt, magazine, and the left hand move in the thompson animations so those are the only seperate pieces trhat need tags. Now remember that the names can change from gun to gun as some weapons have more pieces than others (namely pistols).
Anyways, hope this helped. If you need any clarification just reply and I will try and help you out.

Alpha Red


(twt_thunder) #3

thanx alpha red,

didn’t think anyone wanna answear me here…

so if i tag the magazine and the gun they should work together? do it need to be place correctly to the same coordinates from pivot, or doesnt this matter as long as you tag both parts?

and the tag weapon is only for the player camera? i’ve tried to move it around but for me it seem’s like this choose the place where the gun is attatched to the player?


(kamikazee) #4

Alpha Red, I think you forgot about the .weap files. Those describe which parts belong together.


(twt_thunder) #5

i know that…couldn’t even make the weapons if i didn’t know that…they wouldn’t show… my problem is the clip or magazine or whatever you’ld like to call it… it comes with wrong angle out in the side…


(twt_thunder) #6

heres the problem…


(kamikazee) #7

In that case, the tag is probably not correctly aligned. Did you try rotating it in the main weapon’s model?


(twt_thunder) #8

fixed it by doing some changes to the hand model…
the main model only needs tag_flash… :slight_smile:

but i still not understand this shit… there must be some kind of hardcoded things in these weapons…

would be great with an real explanation from the creators…(hint hint sd people)

but here it is: finally working:


(nUllSkillZ) #9

Wow, nice.
Great work.
And first thread that covers weapon animation at all (as far as I remember).


(twt_thunder) #10

yeah…just wish we got some professional help,coz sitting adjustin things for 10 hours ain’t fun…
but now i think my mod is actually done…just wish i knew how to rename the weapons ingame…but i guess that’s hardcoded…coz i can’t find a file in pak0 that does so…

æh… not quite done yet… have one little mission left… reskin the jaymod shotgun :smiley:
and then i think i’m done… and be sure i won’t create one more weapon before i know more abut this… takes far to much time…


(twt_thunder) #11

BUMP still really would like sd to make good explanation on this


(twt_thunder) #12

bump again
there is a sticky with player models documentation

would be great if there was made a sticky for weapon models documentation too…

i don’t know if SD people have made the weapons at all but it would be great with an answear anyway…and a sticky thread…thanx:wink:


(AlphaRed12) #13

I don’t think there is much to be added to what I have said already.

Alpha Red


(twt_thunder) #14

guess you’re right… only thing added it has to be placed as the originals or it’s just f… h…


(Pande) #15

isnt it a .string file that has wep names?


(twt_thunder) #16

that must be in the source…can’t find anything in pak.0:(


(AlphaRed12) #17

Hey Thunderpwn. Have you been able to make your own animations for ET and have them work perfectly ingame? I have been tryign to get my weapon to show up with my animations but it doesn’t. I can’t see it on the screen at all. Where is the problem probably? Anyone else whom ight know can also put input to this.

Alpha Red


(twt_thunder) #18

[QUOTE=Alpha Red;187902]Hey Thunderpwn. Have you been able to make your own animations for ET and have them work perfectly ingame? I have been tryign to get my weapon to show up with my animations but it doesn’t. I can’t see it on the screen at all. Where is the problem probably? Anyone else whom ight know can also put input to this.

Alpha Red[/QUOTE]

sorry, haven’t yet tried my own animation…but i guess the animation really lays in the weapon.cfg to each weapons…

///////////////////////
//
//		thompson
//
///////////////////////


newfmt
// config file for weapon animations


//                                 barrel                     barrel
//    first  length  fps  looping  anim bits  animated weap   draw bits
//     /   ___/      /     /      /           /              /
//    /   /   ______/     /      /           /              /
//   /   /   /   ________/      /           /              /
//  /   /   /   /   ___________/           /              /
// /   /   /   /   /   ___________________/              /
///   /   /   /   /   /   ______________________________/
//   /   /   /   /   /   /

0	1	20	1	0	0	0	// IDLE1
0	1	20	1	0	0	0	// IDLE2

1	3	20	2	0	0	0	// ATTACK1
1	3	20	2	0	0	0	// ATTACK2
1	3	20	2	0	0	0	// ATTACK3

7	5	20	0	0	0	0	// DROP
12	4	16	0	0	0	0	// RAISE
16	49	20	1	0	0	0	// RELOAD1  was at 20 fps
16	49	27	1	0	0	0	// RELOAD2
16	49	20	1	0	0	0	// RELOAD3

0	1	20	1	0	0	0	// ALTSWITCH	(SA) new alt-mode switching anim
0	1	20	1	0	0	0	// ALTSWITCH	(SA) new alt-mode switching anim

i think the secret is inside this one…but i’m not sure… and of course it will have to work with the weap file too… most of the animation is in the barrel stuff.

sorry, that i can’t help you further :(, what are you making??


(AlphaRed12) #19

I’m making new animations for the EastFront weapons. I think I can get them workign though. Just have to follow the example of the PPSh and I should have it all good


(twt_thunder) #20

great :smiley: :smiley: