hey,if i should make a new weapon what files would i need to make, and in wich directorys?
i’m working on some terminator weapons you see
hey,if i should make a new weapon what files would i need to make, and in wich directorys?
i’m working on some terminator weapons you see
Dunno how, but the weapon you made looks sweat
(just a matter of giving feedback ^^)
thanx:D
but i really need help to this folx…someone must have made new weapons for ET??!
just take a look at an existing weapon … cant take a look atm … cuz im messing around on an additional O/S … maybe ill switch back to my primary install later … so i can show you a list …
greetz Cambo
If your making new weapons, then you’ll need mod support to add them. If your just reskining, then it’d be similar to doing player models.
keep trying. i think you need to tag it, i dont got much experience with weapons and models. What map is it in the video? it looks familiar.
the map is uje clans forrest sniper…
and I know what’s wrong…I dunno how to make a skin file for this …i can only make .qc file with milkshape 3d…aaaaaaaaaaaaaaaaaaargh!!!
I HAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAATE THIS!!!
sorry, just a bit frustrated!!!
.skin file in textedit, notepad just make a text file and write .skin at the end. look at the ones in pak0
i know…doesn’t work!!!
somehow i hav to make tags on the 3d weapon but i haven’t figured it out yet… milkshape3d is not that easy…
but it’s not that hard to make a weapon…made the mp 5 in 2 hours 
// Quake III Arena MD3 control file, generated by MilkShape 3D
//
$model "models/players/model/model.md3"
// reference frame
//$frames -1 -1
// frame 1-30
$frames 1 30
$flags 0
$numskins 0
// you can have one or no parent tag
// tags
// meshes (surfaces)
$mesh "Cylinder01"
$skin "models/players/model/skin.tga"
$flags 0
could someone tell me what tag is and what it does
and
$flags what’s that???
and would a qc file work in wolf?
Something else, remember to create both a thirdperson and a firstperson model!
[QUOTE=thunderpwn;182143]
// Quake III Arena MD3 control file, generated by MilkShape 3D
//
$model "models/players/model/model.md3"
// reference frame
//$frames -1 -1
// frame 1-30
$frames 1 30
$flags 0
$numskins 0
// you can have one or no parent tag
// tags
// meshes (surfaces)
$mesh "Cylinder01"
$skin "models/players/model/skin.tga"
$flags 0
could someone tell me what tag is and what it does
and
$flags what’s that???
and would a qc file work in wolf?[/QUOTE]
edit manual this qc file: change your “models/players/model/skin.tga” to a proeper path where the game canl find the skin file for sour weapon. Otherwise you will see a black-orange modell.
Than export (file->expport) the edit file setting. Do like this:
The qc file work with milkshape, for the Wolfi u only need the md3 file.
[QUOTE=thunderpwn;182103]mod support?
core scripting??[/QUOTE]
I answered this sort of question before for FritzBots.
Unless you can mod the code then the number of animations of your new weapon will have to match an existing weapon. And the damage, distance dropoff, ammo load, etc are also hardcoded too.
thanx tomtom 7777…i’ll stick with what’s there allready for the moment…maybe look into the real thing when this shit is done and innstalled on our server…
what language is wolf actually c++ or c# and what’s the difrence?
dutchmeat…yeah i make all the models as the other weapons…but thanx good to know
molotov…ok, i’ll try but does the qc file have to be in the mod or is it just for milkshape?