How does one make a weapon?


(DiaZ) #1

Okay, I have a MD3 silenced MP5 model that I want to get into the game, replacing the Sten. The model is skinned using several .TGA files, and it exports correctly - heck it even shows up in Wolfenstein they way I wanted it to :] but there are two problems:

1- The model doesn’t have any textures at all. I put the TGA files used on the model’s directory, but they won’t be drawn. How is this accomplished?

2- Even though the model is animated in Max, Wolfenstein is still using the default Sten animations for it - how can I override that?

I’m having to post this here as all of the tutorials I’ve been able to find either talk only about player models, or just tell you to “export to md3” without mentioning how to get the skins working.


(Fluffy_gIMp) #2

Hi DiaZ,

I’m guessing the problem with the skins not showing up on the model is that the skin paths in the model aren’t setup correctly. To fix them you’ll need a piece of software called Npherno, found here: http://dl.fileplanet.com/dl/dl.asp?q2pmp/NMD3C.zip
This will enable you to open up your md3’s and check where the skin path is pointing to, it should probably read something like this: “models/weapons2/[your weapon name]/[skin name.tga]”

Note the slashes should be forward not backward, which is a common error especially when exporting with pop’n’fresh from 3dsmax.

Npherno is a bit of a odd program to use, in that it’s interface is very clunky; you’ll need to press enter a couple of times after you’ve altered the skin path in order for it to register, also when you are done fixing the model you’ll need to export it out (the equivalent of saving).

In regards to animations; in wolf they are done via tag animations (mainly to save memory). You’ll need to produce your own set of animations saved in the tag_hand.md3 in order to replace the sten animations.

I hope this helps.

-Fluffy_gIMp


<insert witty line here>

<font size=-1>[ This Message was edited by: Fluffy_gIMp on 2002-09-05 11:22 ]</font>


(digibob) #3

Hitting “Select All” before and after typing the skin name usually helps too, tho god knows why :smile:


(DiaZ) #4

Thank you so much. It was a bit of a pain with NPherno’s compiler, but I finally got the skins working. Now, it’s time to get some animations done :]


(DiaZ) #5

Damn, the MDC importers for Milkshape ignore tags… I can’t get them in place… :confused: by the way, which model is used for the player hand on view models? the ones inside each weapon’s folder seem to be tags only…


(Hewster) #6

DiaZ if you have Max, then use that for your
weapon modlling…
failing that, use Gmax :


If you download the Tempest Gamepack,
there is a md3 exporter plugin that cam be
copied to the Gmax plugins folder, to allow
you to export md3 from Gmax :smile:

There is a md3 & mdc importer at the
site I posted for the mds importer.
http://mojo.gmaxsupport.com/

The players hand is generally in the v_weapon.md3.
the v_weapon_hand.md3 just contains the animated tags.

Do you understand how the tags work?
It took me AGES to workout how to sucssfully
make animations for new models.

I can try and write a brief tut if you need it.

Hewster

<font size=-1>[ This Message was edited by: Hewster on 2002-09-05 15:02 ]</font>


(DiaZ) #7

I do use Max for weapon modeling, and I exported from it using Pop ‘N’ Fresh plugins. I used Milkshape to import the MDC models, then I’d get them into MAX by exporting to 3DS. Just because I didn’t know about the existence of the plugin you’ve mentioned to import MDC into MAX. I’m gonna try it now and see if I get those tags… by the way, I don’t think the hand is in the v_[weapon].mdc… in fact my MP5 model doesn’t have a hand, but in the game, the Sten hand shows up.


(Hewster) #8

the hand model for the sten is in:
v_sten_barrel3

Hewster

btw I suggest keeping all your models in md3 format
until you have finished… you can make
the actual game convert md3 to mdc for you :smile:

mdc is just a compress version of md3

to make the game convert to mdc for you just
enter:
/ seta r_compressModels 1
/ seta r_exportcompressedModels 1

in the console, and load a map containing
your models and they will be converted
and placed in the same folder as the md3’s

<font size=-1>[ This Message was edited by: Hewster on 2002-09-05 15:45 ]</font>


(DiaZ) #9

30 seconds before I came here to post this reply i happened to open barrel3 and surprise… yeah the hand was there! :] the model is almost finished up, only now i’m working with the mp40 which comes with animations that look more like what i need (even though I opened the v_mp40_hand file and I think I understand how does it all work). Thank you for all the help!

<font size=-1>[ This Message was edited by: DiaZ on 2002-09-05 16:37 ]</font>


(Fluffy_gIMp) #10

Good stuff, I’m glad it’s all working out now.

In regards to Mdc, as Hewster rightly pointed out you want to try to keep your models in the md3 format. Md3 is still the superior format, mdc was brought about to help save cd space for the release; in fact it costs more cpu as a result of having to decompress the data into memory. Another downside to mdc is you loose vertex procession as a result of the compression, on larger models this often shows, so always try to stick to md3.

-Fluffy_gIMp

P.S. I’d be interested in seeing some pic’s of that mp5 when it’s done :smile:


(DiaZ) #11

Well I’ve put up some screens… the first thing one notices is that when it is ingame it doesn’t look much like a mp5 :smile:

http://www.geocities.com/levelmasta/mp5.html

I know what you’ll say, Kingpin and NOLF textures… well, my 2D computer art skills are absolutely null, so I have to use those. Not even the MP5 skin was made by me (the mesh was…) once progress on the mod goes a little further i’ll be willing to “hire” some 2d art talent.


(Hewster) #12

Nice work DiaZ :smile:

Hewster


(DiaZ) #13

Okay, even though things are working right now, I bet I’m doing more work than needed, perhaps I am being a little too brute when it comes to positioning the weapons’ parts. It looks like the positions for each piece of the model are not relative, i.e. if you merge all the models in Max the parts won’t be in the correct position, and this makes it tricky to put new clips, silencer, etc. in position. So I have to move the parts a little each time, re-export the model and load RTCW until it is in the position I want. I bet there is an easier way of doing this, does someone know about it? By the way, having the animations look correct too is quite tricky, in fact I can’t almost figure things out :confused:
Sorry for asking soooo much stuff in here, you might be thinking I am a complete novice :S but darn, this is much harder than modding for duke nukem 3D :razz:

<font size=-1>[ This Message was edited by: DiaZ on 2002-09-06 23:03 ]</font>


(Hewster) #14

Hey DiaZ,

If you can wait, I’m writing a tutorial on on
creating / animating weapons (should be done this week sometime)…

However, as a quick note:

All weapon parts (barrels) need to be placed
at (0,0,0) before exporting (with tags).
The weapon_hand (with the animation) is positioned
to where you wish the weapon to appear, and
all other parts will be auto-attached
by the game.
If you are modifying existing weapons,
but are not using all barrels, still make
these weapon_barrels, but only include the
tag’s. else the game will find the original
models and attach them !!

Also note some weapons have parts that are
animated in the code, the venom springs to
mind.

Hope this gives you some insight :smile:
I will post my tutorial link as soon as its done.

Hewster


(DiaZ) #15

Thank you, finally I have been able to successfully locate the clip on a glock model :] however, when I import the xxxx_hand .MDC file, it doesn’t have the right number of frames, I can adjust i a little but at the end animations mess up. Is there a way of fixing this or do I have to mess with the weapon.cfg file?


(demonspawn) #16

Great thread, Hewster will you be posting a link to your tutorial here? :smile:
Would be greatly appreciated by me for one.

Map on


(Hewster) #17

DiaZ,
Yes there are issues with the MDC import
script. I have made some changes to the
script, so that it imports correctly.
I am waiting for a responce from Chris
Cookson (the maker of the script) before
distributing it.
You should expect a link for the script with
the tutorial when its done :smile:

deamonspawn,
Yes, I shall post the link here, and several
other RTCW forums :smile:
Thanx for your interest.

Hewster

edit–typo !

<font size=-1>[ This Message was edited by: Hewster on 2002-09-09 01:40 ]</font>


(DiaZ) #18

That’s some great news. I’ll keep my eyes open :smile:


(Hewster) #19

ok,
Version1.1a of the MDC importer script is
now avalible via Chris Cooksons’ site:
http://mojo.gmaxsupport.com/

The new script includes my modifications,
and now imports the correct frame-rate plus other bits :smile:

It seems I did good :grin: (me does happy dance)

Weapon tutorial to follow soon …

Hewster


(DiaZ) #20

Great work Hewster :]