modify panzerfaust, but it wont do it in firstperson why?


(twt_thunder) #1

yes as the headline says, i am modifying the panzerfaust to a m72law but i can only manage to get it to work in 3rd person and not in first person.
Anyone know if there is something hardcoded in source here?


(twt_thunder) #2

started all over again, made new model and this time it worked.
Still dont know what i did wrong last time but I really dont care since this model bacame much better :slight_smile:

So the mod goes on :slight_smile:


(Nitrox_) #3

This is not hardcoded, weapon models are defined inside .weap files.

Check “weapons/panzerfaust.weap” file inside pak0.pk3

Maybe you forgot something


(eQuilibrium) #4

What do you mean it doesn’t work in first person? The panzer model won’t change at all or the new m72 model is just ‘invisible’? If it’s invisble, try setting cg_fov to a higher value and play around a bit with cg_gunx, cg_gunz and cg_guny


(ischbinz) #5

nothing is hardcoded - i modded the panzerpussy in a mod - np
you can change the projectile too :wink:
funny stuff.
maybe you did a typo in the model name ?


(twt_thunder) #6

well, if i did it wouldnt be the first time, I will check it out.
but i thought it was a good idea to ask first instead of spending time doing a lot of work for nothing…
thanx guys

(cool to see you’re still around ischbinz :d )


(twt_thunder) #7

cant seem to make it work…argh…
I will post my weapon file here so maybe you can see whats done wrong:

weaponDef
{
	// This basically fills out weaponInfo_t
	client {

		pickupModel			"models/weapons2/m72law/m72law.md3"
		
		
		weaponConfig		"models/weapons2/m72law/weapon.cfg"
		handsModel			"models/weapons2/m72law/v_m72law_hand.mdc"
		
		flashDlightColor	0.75 0.3 0.0
		flashSound			"sound/weapons/rocket/rocket_fire.wav"	// supports up to 4 flash sounds

		//lastShotSound		""										// 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		""
		//reloadFastSound	""									// some weapons have fast reloads due to the skill system
		spinupSound			"sound/weapons/rocket/rocket_charge.wav"		// 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_m72law_1"
		weaponSelectedIcon	"icons/iconw_m72law_1_select"
		
		missileModel		"models/ammo/rocket/rocket.md3"
		missileSound		"sound/weapons/rocket/rocket_fly.wav"
		missileTrailFunc	"RocketTrail"						// supports "GrenadeTrail", "RocketTrail", "PyroSmokeTrail" and "DynamiteTrail" (we REALLY want a particle system for this)
		missileDlight		200
		missileDlightColor	0.75 0.3 0.0
		
		ejectBrassFunc		"m72lawEjectBrass"				// supports "MachineGunEjectBrass" and "m72lawEjectBrass"
		
		modModel 1		"models/weapons2/m72law/m72law.md3"
		
		firstPerson {
			model			"models/weapons2/m72law/v_m72law_hand.mdc"
			flashModel		"models/weapons2/m72law/v_m72law_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/weapons2/m72law/v_m72law_barrel.mdc"
				}
				part 1
				{
					tag		"tag_barrel2"
					model	"models/weapons2/m72law/v_m72law_barrel2.mdc"
				}
				part 2
				{
					tag		"tag_barrel3"
					model	"models/weapons2/m72law/v_m72law_barrel3.mdc"
				}
				part 3
				{
					tag		"tag_barrel4"
					model	"models/weapons2/m72law/v_m72law_barrel4.mdc"
				}
				part 4
				{
					tag		"tag_barrel5"
					model	"models/weapons2/m72law/v_m72law_barrel5.mdc"
				}
			}
		}
		
		thirdPerson {
			model			"models/weapons2/m72law/m72law.md3"
			flashmodel		"models/weapons2/m72law/m72law_flash.mdc"
		}
	}
}

cant see i’ve done something wrong tho…


(eQuilibrium) #8

You used the same model the first person view as you did for the handsModel.
The handsModel is actually just an “empty” mdc/md3 file with tags in it that are animated. My suggestion would be to set the handsModel to be the default panzerfaust one and then see if that fixes it?

EDIT: Unless you of course did make your own animations, then you should just fix the firstperson model value


(twt_thunder) #9

[QUOTE=eQuilibrium;402262]You used the same model the first person view as you did for the handsModel.
The handsModel is actually just an “empty” mdc/md3 file with tags in it that are animated. My suggestion would be to set the handsModel to be the default panzerfaust one and then see if that fixes it?

EDIT: Unless you of course did make your own animations, then you should just fix the firstperson model value[/QUOTE]

I Know… I will change it back. but it didnt work earlier with that either… the original panzerfaust is just showing up all the time…
F… this really bugs me…


(eQuilibrium) #10

Did you make your own animations? Are you also creating your own mod? Because I’m fairly sure there’s no m72lawEjectBrass by default


(twt_thunder) #11

no, I have none of my own animations, i am using the original…
and lol … this is the way it goes when you use replace word panzerfaust for m72law…lol
but still it wouldnt work…


(eQuilibrium) #12

[QUOTE=thunderpwn;402389]no, I have none of my own animations, i am using the original…
and lol … this is the way it goes when you use replace word panzerfaust for m72law…lol
but still it wouldnt work…[/QUOTE]

Are those part models some you’ve made yourself or are they default panzerfaust ones?


(twt_thunder) #13

they are default parts in all tag_barrel stuff, since this is loading,animations and stuff… they are just renamed…


(eQuilibrium) #14

yes, that’s where it went wrong. The parts are used to animate the weapon, and those are actual animated parts of the panzerfaust. Assuming that you’re not going to have anything animated on your M72, I would suggest that you make an empty .md3 and then tell it to use that under all the parts.
You should set it to use the default panzerfaust handsModel.


(twt_thunder) #15

[QUOTE=eQuilibrium;402418]yes, that’s where it went wrong. The parts are used to animate the weapon, and those are actual animated parts of the panzerfaust. Assuming that you’re not going to have anything animated on your M72, I would suggest that you make an empty .md3 and then tell it to use that under all the parts.
You should set it to use the default panzerfaust handsModel.[/QUOTE]

well, guess it doesnt need animations… but i wish i knew how to make them…
would be a lot easier to mod on WET then :smiley:

Ok so I will try this…
Just so I’ve understood… I dont need any of the barrels then
or do I have to point all the barrels to my model?

Edit: (And why do animations or barrels work on my other weapons?)


(eQuilibrium) #16

[QUOTE=thunderpwn;402442]well, guess it doesnt need animations… but i wish i knew how to make them…
would be a lot easier to mod on WET then :smiley:

Ok so I will try this…
Just so I’ve understood… I dont need any of the barrels then
or do I have to point all the barrels to my model?

Edit: (And why do animations or barrels work on my other weapons?)[/QUOTE]

There’s a guide on it somewhere, the handsModel file is the animations file telling each barrel where to be placed on the gun (firstPerson model)

They worked because you’ve put in your own custom barrels. This time, you copied the default panzerfaust ones.


(twt_thunder) #17

[QUOTE=eQuilibrium;402444]There’s a guide on it somewhere, the handsModel file is the animations file telling each barrel where to be placed on the gun (firstPerson model)

They worked because you’ve put in your own custom barrels. This time, you copied the default panzerfaust ones.[/QUOTE]

first I would love to know where that guide is, never really understood these tags…

second, no …On my g36 I use the same barrels as the Thompson gun, just renamed them…


(Mateos) #18

I never had troubles with these, I read the originals and edited new to be like these when in my old clan they wanted the Thompson looking like Sten, but the gun wasn’t affected by XP (Light weap level 2, no faster reload for instance); So just making the thompson.weap file pointing to related Sten files, no duplicated files that way.

You may try with a MD3 viewer to see what there’s in each file in the .weap file?


(eQuilibrium) #19

[QUOTE=thunderpwn;402530]first I would love to know where that guide is, never really understood these tags…

second, no …On my g36 I use the same barrels as the Thompson gun, just renamed them…[/QUOTE]

[QUOTE=BackSnip3;375689]You need to use blender if you want to animate your gun. Milkshape, if I remember, does not import/export tags
Basicly to make a weapon you need to separate every object that moves during the animation, like: left hand, right hand, main gun, charge, clip, etc…

This is how i make it: In blender I make a few tags for every moving object using “emptys”, you name them “tag_clip”," tag_lefthand" for example. Then you have your mesh separated for each moving thing. Parent each tag to their corresponding object, then animate your tags. Once it’s done put current frame of blender on the last animated frame. Remove the mesh and export only the tags. This will be your animation.

Then you need to export each object separately, deleting all the other ones and centring it on the 3 world-axis.
You can use Q3modeltool to further edit the shader path and editing any kind of problems you might have with those models.
Once it’s all done you now have to edit .weap files, and replace paths with your new models. Be sure to use different names as .mdc have a higher priority on .md3 files.
Hope this helps a bit.
Greetz :)[/QUOTE]

I got this from the following thread
http://forums.warchestgames.com/showthread.php/30806-ET-modelling-etc