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tutorial -- Putting New Guns In-game by Godsmack
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Default tutorial -- Putting New Guns In-game by Godsmack - 07-29-2004, 10:55 AM

tutorial -- Putting New Guns In-game by Godsmack
For Lightray3D 1.3.3


Step 1. Go to you pak0.pk3 and go to models>weapons grab the skd and skc of the gun you want to replace.
For this tut im gonna use the colt 45 skd skc.

Step 2. Open up Lightray3D and import the model you are replaceing the MOH gun with then import the colt45 Skd and skc.

Step 3. line up your model with the colt45 model once you do that then delete the colt45 just select it and hit delete.
If you didnt make a new clip then just use the one from the colt 45 dont delete it.

Step 4. Convert all your meshes to a skin to do this select a mesh and go to edit, scroll down to you see convert to skin
Push it. Do this to all the meshes

Step 5. Rename them to what ever you want but put this in front of the name "surf_" (with out the quotes) EX. surf_mygun

Step 6. Select a part of the gun the hit edit little blue dots should pop up on the model select them all
and clcik assign to bone then click the icon next to the edit button (it looks like a paper with a blue arrow at the bottom)
then assign it to the colt45 bone. Do this to all parts of your gun. Also make sure your verts dont go over 1000 for each
part of the gun

Step 6. Your ready! to export so go to file export and export as a MOH skd then make a new pk3 and make a folder called
models then in that folder make a folder called weapons and in that folder make a folder called cot45. Put your new skd in
that folder

Step 7. You now need to edit the colt45.tik file. Open that up and at the top of the tik there is sumthin like this
surface colt45 shader colt45 change the surface to the names you gave your gun (EX. surface mygun)
do that for all of the surfaces you have.

Step 8. the shader, Open up notepad and copy and paste this:

mygun
{
qer_editorimage textures/models/mygun/mygun.tga
{
map textures/models/mygun/mygun.tga
rgbGen lightingSpherical
}
}

make one for evey surface your gun has then save it as a .SHADER

Step 9. put the colt45.tik in your pk3 in the models>weapons folder

Step 10. make a new folder called scripts and put your SHADER file there

Step 11. Make a folder called textures in that folder make another folder called models and in that folder make one called mygun (or what ever you want)

your PK3 should look like this:
[img]http://img51.exs.cx/img51/9101/pk3view.png[/img]

Hope this helps all you people who are having trouble beer:
  
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Default 07-29-2004, 10:57 AM

Good job man. Thanks.
  
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Default 07-29-2004, 11:02 AM

hey GS; what if i have a map mod where i want to
  • add player skins that i made
    have only certain allied (no axis) weapons played available on it (pistols, tommy gun mod, rifle, shottie, sniper rifle)
also on the weapons, could i include a code in the map.pk3 so that both sides get choice of the same weapons (all allied mentioned above)
i would want all this to be part of one pak

if someone shows me how, i'll do it all myself.
  
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Default 07-29-2004, 11:42 AM

[quote="philadelphia killing mach":9f007]hey GS; what if i have a map mod where i want to
  • add player skins that i made
    have only certain allied (no axis) weapons played available on it (pistols, tommy gun mod, rifle, shottie, sniper rifle)
also on the weapons, could i include a code in the map.pk3 so that both sides get choice of the same weapons (all allied mentioned above)
i would want all this to be part of one pak

if someone shows me how, i'll do it all myself.[/quote:9f007]

I don't know you gonna have to ask somebody that's really good at scripting
  
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Default 07-29-2004, 01:06 PM

I think i can help you with that PKM but @ work now will sort when i come home

Scorp
  
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Default 07-29-2004, 02:12 PM

k, scorp, thanks

i've got the soldier skins (clinic pak) in there ok.

anyone know if this guy ( a mapper) is
registered here ?----------> --==[xXx]==--

i need to ask him something about his concert hall_final map.
  
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Default 07-29-2004, 04:10 PM

I've never seen him here
  
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Default 07-29-2004, 04:14 PM

No prob PKM also mod does this thread deserve a sticky??? rock:

Scorp
  
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Default 07-29-2004, 04:22 PM

GJ Godsmack, i'd sticky this, but im only O.T. and CoD mod. happy:
  
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Default 07-29-2004, 04:42 PM

ok then GS; amongst you mappers what's the unspoken code ?

if you change someone's original map but include thier name or mention thier name in the credits and/or read me; is that still a foul ?
  
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Default 07-29-2004, 04:42 PM

cry:
  
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Default 07-29-2004, 05:15 PM

WE NEED A STICKY! happy:
  
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Default 07-29-2004, 06:30 PM

If you mod a map giving credit to the author is a must as is if you mess with the script Adding modded by... is a good idea.

re giving only the guns you want to allies i screwed up bud i have a script (not my own) that gives only what you want to the player:

thread weapons
thread allweapons


weapons:
level.all_weapons = int(getcvar(all_weapons))
if(level.all_weapons == 1)
{
$player item models/weapons/silencedpistol.tik
$player item models/weapons/springfield.tik
$player item models/weapons/kar98sniper.tik
$player item models/weapons/kar98.tik
$player item models/weapons/m1_garand.tik
}
wait 0.1
goto weapons
end

allweapons:
wait 2
$player stufftext "all_weapons 1"

end

add this in the map script after waittill spawn and change the above weapons to what you want. If i remember right you need to add if dmteam allies or something to the script. I would go to TMT and post in the scripting forum most of the guys there will show you the way beer:
Again props to whoever did the script originally i am still learning lol

Scorp
  
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Default 07-30-2004, 09:16 AM

wheres my sticky?
  
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Default 07-30-2004, 10:35 AM

Stuck. rock:


http://www.fpsgameforums.com/forums/image.php?type=sigpic&userid=5399&dateline=1213387  247
  
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