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Mod Questions
http://www.runestorm.com/forums/viewtopic.php?f=95&t=78655
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Author:  Teridax [ Sun Jan 31, 2016 9:58 am ]
Post subject:  Mod Questions

I've been working on a small mod for Ballistic Weapons, and I've run into a couple of problems. First, when I go to Ballistic Loadout in the mutators list, my guns only show up if I check the "Use all weapons" box. They show up in the section they're supposed to, otherwise, but they just aren't recognized as Ballistic Weapons.

The second issue I have is that I can't find any source models for the original Ballistic Weapons; the one I'm interested in is the Skrith Rifle (I want to give it a scope). The gun works for the most part, I just want to know if source models were ever released; I thought I saw them somewhere a while ago, but if they were around I can't find them now.

Author:  Parapeplum [ Sun Jan 31, 2016 5:21 pm ]
Post subject:  Re: Mod Questions

Teridax wrote:
I've been working on a small mod for Ballistic Weapons, and I've run into a couple of problems. First, when I go to Ballistic Loadout in the mutators list, my guns only show up if I check the "Use all weapons" box. They show up in the section they're supposed to, otherwise, but they just aren't recognized as Ballistic Weapons.

The second issue I have is that I can't find any source models for the original Ballistic Weapons; the one I'm interested in is the Skrith Rifle (I want to give it a scope). The gun works for the most part, I just want to know if source models were ever released; I thought I saw them somewhere a while ago, but if they were around I can't find them now.


The source are the mod files themselves as I remember. You can "decompile" them with the batchexport command.
I've seen a tutorial on beyondunreal for that.

P.S : make sure to ask permissions etc ;)

Author:  Teridax [ Sun Jan 31, 2016 6:17 pm ]
Post subject:  Re: Mod Questions

Thanks, but that doesn't work with models, and I already have the source code.

I tried using UEViewer/UModel to export the models I wanted, and I get a bunch of error messages and the models don't extract. Are the models protected or something?

Edit: I looked up the error message, and it's a specific one for some UE2-based models that Gildor won't fix. Is this why some people use texture tricks to hide parts of guns rather than edit the model when making custom weapons?

This really puts a damper on the chances of me being able to finish this. I was hoping to edit some models (add a scope to the A73, add a blade to the A42 and give it the uzi's animations, make some changes to the Skrith blades), but if I can't do any of those things then the pack would end up looking really bad. :(

Edit 2: I was able to fix the A73 and uzi models so that they could be properly exported by messing with the LOD settings, but this doesn't seem to work for the models that didn't extract at all to begin with.

Author:  Grum [ Mon Feb 01, 2016 12:56 pm ]
Post subject:  Re: Mod Questions

Teridax wrote:
Thanks, but that doesn't work with models, and I already have the source code.

I tried using UEViewer/UModel to export the models I wanted, and I get a bunch of error messages and the models don't extract. Are the models protected or something?

Edit: I looked up the error message, and it's a specific one for some UE2-based models that Gildor won't fix. Is this why some people use texture tricks to hide parts of guns rather than edit the model when making custom weapons?


You can export the weapons you want to export using gildors tool. Ask Dittler about it, unlike others, he found ways to export the mesh properly. We extracted severe if not all meshes in order to add new animations, edit existing ones or other things we needed for our matters, the CF Mutator and or BWX.

If you want to hide parts of the gun, you can use a texture yes, but thats not as good as hiding a bone or editing the mesh itself.

By using a texture, you will face the problem, that material overlay effects appear on the parts you intended to be invisible.

Teridax wrote:
This really puts a damper on the chances of me being able to finish this. I was hoping to edit some models (add a scope to the A73, add a blade to the A42 and give it the uzi's animations, make some changes to the Skrith blades), but if I can't do any of those things then the pack would end up looking really bad. :(

Edit 2: I was able to fix the A73 and uzi models so that they could be properly exported by messing with the LOD settings, but this doesn't seem to work for the models that didn't extract at all to begin with.


To add a simple scope, you just need to attach your scope actor to a bone. No need to bitch around with model ex and -import.

Author:  Teridax [ Mon Feb 01, 2016 10:59 pm ]
Post subject:  Re: Mod Questions

Thanks! I was able to edit the A73 model and add my own scope and stuff, but using static meshes will be very helpful. I'll ask Dittler about what he did, it will save me some trouble in the future.

Any ideas about the problem that stops the weapons from appearing without having "use all weapons" checked? My mod partner and I still haven't been able to figure that out.

Author:  Grum [ Tue Feb 02, 2016 9:39 am ]
Post subject:  Re: Mod Questions

Teridax wrote:
Thanks! I was able to edit the A73 model and add my own scope and stuff, but using static meshes will be very helpful. I'll ask Dittler about what he did, it will save me some trouble in the future.

Any ideas about the problem that stops the weapons from appearing without having "use all weapons" checked? My mod partner and I still haven't been able to figure that out.

How is your package named ?

In BW 2.5, the packages must be prefixed with BWBP in order to be loaded upon form load.

Author:  Teridax [ Tue Feb 02, 2016 9:50 am ]
Post subject:  Re: Mod Questions

Ah, that explains it. We thought it just needed BW at the start. Thanks again! :D

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