Smokemarker Prob!


(MADDOG) #1

I made 2 new canisters for axis and allied I also made 2 new .skin files so they can be rendered! Here is what i have put into the .skin file for axis and allied;

Smokegrenade,“models/multiplayer/smokegrenade/smokegrenade_axis”
sleeve_optimized_axis, “models/weapons2/arms/arm_axis.tga”
w_arm, “models/weapons2/mp40/hand16.tga”

For allies

Smokegrenade,“models/multiplayer/smokegrenade/smokegrenade_allied”
sleeve_optimized_allied, “models/weapons2/arms/arm_allied.tga”
w_arm, “models/weapons2/mp40/hand16.tga”

And here is the .weap file

//Edited By MADDOG

weaponDef
{
// This basically fills out weaponInfo_t
client {
//standModel “” // weapon pickup ‘stand’
//pickupModel “”
//pickupSound “”

	weaponConfig		"models/multiplayer/smokegrenade/weapon.cfg"
	handsModel			"models/multiplayer/smokegrenade/v_smokegrenade_hand.md3"
	
	//flashDlightColor	0 0 0
	flashSound		"sound/misc/fire_can.wav"										// supports up to 4 flash sounds
	flashEchoSound		"sound/weapons/grenade/gren_expl.wav"	// supports up to 4 flash echo 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 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_smokegrenade_1"
	weaponSelectedIcon	"icons/iconw_smokegrenade_1_select"
	
	missileModel		"models/multiplayer/smokegrenade/smokegrenade.md3"
	//missileSound		""
	missileTrailFunc	"PyroSmokeTrail"					// supports "GrenadeTrail", "RocketTrail", "PyroSmokeTrail" and "DynamiteTrail" (we REALLY want a particle system for this)
	missileDlight		200
	//missileDlightColor	0 0 0							// do we still use this?
	
	//ejectBrassFunc	""									// supports "MachineGunEjectBrass" and "PanzerFaustEjectBrass"
	
	//modModel 1		""
	
	firstPerson {
		model		"models/multiplayer/smokegrenade/v_smokegrenade.md3"
		axisskin		"models/multiplayer/smokegrenade/smokegrenade_axis.skin"
		alliedskin		"models/multiplayer/smokegrenade/smokegrenade_allied.skin"
	}
	
	thirdPerson {
		model		"models/multiplayer/smokegrenade/smokegrenade.md3"
	
		//flashmodel	""
	}
}

}

Only thing that renders is the can but the hand doesn’t. What do I need to do to make the hand render?


(No1_sonuk) #2

Try taking the “.tga” off the sleeve and hand image references in the skin files.


(Shanks) #3

That’s pointless, the engine ignores the specified extension and just looks for anything with the correct filename…

Is the hands model in the pk3? Does it render in any MD3 viewing programs?


(Jaquboss) #4

look in the console for output you need


(No1_sonuk) #5

That’s pointless, the engine ignores the specified extension and just looks for anything with the correct filename

Well excuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuse me!
If the only part that’s showing up has no extension in the skin file, don’t you think it would be a logical step to try that (simple) change first?

@ MADDOG:
Is the group object name of the hand model “w_arm”.


(MADDOG) #6

@ MADDOG:
Is the group object name of the hand model “w_arm”.

I don’t know I think that is the right name. I looked at some other .skin files from the nads and knife etc. and they all had w_arm as there main group object name! So i am thinking it is the right name?

Also i already tried with the .TGA taken off the arm and sleeve, and it did not work!

here is my prob;

Also how can i make it so that it shows up with same skin while on the ground cause as of now it looks like this;


(kamikazee) #7

I think there are 2 canister models:
1 for first person and 1 for third person and used one.


(Jaquboss) #8

without knowing this you can hardly fix it…
however SD naming is following : for main v_ models there is w_ prefix , and for barrells there is b#_ prefix where # is number of barrel


(No1_sonuk) #9

here is my prob
Ah, now that’s not what you said - you said it wasn’t showing up, not that the hand was showing up, but the image is wrong.
What are the skin image file dimentions? It could be the power-of-2 problem.

Also how can i make it so that it shows up with same skin while on the ground cause as of now it looks like this;

There are 3 different models possible for the grenades:

[ul]Viewmodel
3rd Person model - What you see everyone else CARRYING.
Projectile model - The model that flies out of people’s hand and lays on the ground.[/ul]
You need to look in the .weap file for the file names.


(P4nth3r) #10

I got you problem figured out I think.
Did you use the original hand that ET uses?? or did you make that one yourself??
If it’s the original, you should change:

w_arm, “models/weapons2/mp40/hand16.tga”

into

hand, “models/weapons2/mp40/hand16.tga”

for some reason SD used the name “hand” for this one (and some other models too)

Hope it works out for you.

Greetz Panther


(MADDOG) #11

It is the original hand! I will try this out now see if it works!

I got you problem figured out I think.
Did you use the original hand that ET uses?? or did you make that one yourself??
If it’s the original, you should change:

Thanks man and it is the origninal hand! That is wierd why the hell would they use that for other models?

w_arm, “models/weapons2/mp40/hand16.tga”

into

hand, “models/weapons2/mp40/hand16.tga”

for some reason SD used the name “hand” for this one (and some other models too)


(MADDOG) #12

Alright thanks guys! Got it to work perfectly!


(No1_sonuk) #13

Yup, my guess was the model group name - that’s why I asked earlier.
Did you see this part to fix your other problem?


(MADDOG) #14

Yes, I got them all to work fine! Show up perfectly. Thanks for the help!


(P4nth3r) #15

Who’s your daddy? =P