View Full Version : gun making
{C-oPs} KiWi
07-02-2007, 01:57 AM
are yous going to have a place to ask how to do things with coding and makking stuff for ut or we just ask in here ??:cool:
Draco
07-02-2007, 02:29 AM
Went ahead and moved your post to this new area created by your suggestion. Have a good one.
-Johnny Jones
{C-oPs} KiWi
07-02-2007, 07:22 AM
thanx for making the part now i can ask you i have saved my Ainmation as .PSK . but i cant get it to go in the game , i am useing MilkShape 3D to do my work any ideas ??
Draco
07-02-2007, 10:23 AM
In Milkshape, I believe there is an export option that exports a mesh to PSA/PSK format. When you go through this process, you have to state what package it belongs too. For it to work, you have to have the package class tree there even if the folders are empty. In your UT folder, you must have a folder named after the project with at least the 'Classes' and 'Models' folders inside of it. When you export, you tell it the name of the package and it puts the models in the 'Models' and a new .uc file in the 'Classes' folder. When you open the .uc file you'll see that the animations and textures line are already there. You then start adding your code in for your weapon beneath that. I'm going to have to reinstall MilkShape just to verify this but this is what I remember. I hope this helps.:):):)
-Johnny Jones
{C-oPs} KiWi
07-02-2007, 07:36 PM
yes that does help sort of lol but when i export it to psk/psa it only gives me a qc file with 2 lines on it lol so me stufed somthing up hyst i might have to spend 6 days downloading 3ds max 9 :eek:
{C-oPs} KiWi
07-16-2007, 02:06 AM
hay draco how do you set the 1st personvew so good , i can't even see my gun and arms hyst :rolleyes::cool:hyst
Draco
07-16-2007, 02:32 AM
hay draco how do you set the 1st personvew so good , i can't even see my gun and arms hyst :rolleyes::cool:hyst
A whole lot of tweaking of the 'Pitch=', 'Yaw=', 'X=', 'Y=', and 'Z=' settings. When you use 3DS Max and MilkShape, it seems to export the model 90 degrees off.
#exec mesh ORIGIN MESH=CoPs1SRifleV6Mesh X=-60 Y=40 Z=0 YAW=-64 PITCH=0 ROLL=0
Notice the YAW=-64. That turns the gun 90 Degrees so it is pointing the right direction. I can't remember what the X,Y,Z does exactly. One moves the weapon front to back. The second moves it up and down. The third moves it from side to side. I've spent as much as an hour positioning a weapon correctly. I just start out with huge numbers to determine which coordinate does what than adjust accordingly. Also the playerviewoffset in the 'default properties' makes these changes.
I hope this helps you a little more. How did the advice I gave you on the 3DS Max work? Have a good one.
-Johnny Jones
{C-oPs} KiWi
07-16-2007, 02:41 AM
yeah i worked out wat ya said about unwrap UVW and convert meshes to polys but i can't find quick planer but it might not be in 3ds max 7 but me haveing fun with it lol
{C-oPs} KiWi
07-20-2007, 06:01 AM
hay draco i don't know if i have stuffed up when i export my .PSA with max 7 this is wat i get in a txt file ( Unreal skeletal exporter for 3DS Max - Animation information for [Krieg552 .psa]
Bones: 25
* Animation sequence reload 0 Tracktime: 118.000000 rate: 30.000000
First raw frame 0 total raw frames 118 group: [None]
Rot/translation track keys: 2950 Animated scale keys: 0
* Animation sequence shot1 1 Tracktime: 30.000000 rate: 30.000000
First raw frame 118 total raw frames 30 group: [None]
Rot/translation track keys: 750 Animated scale keys: 0
* Animation sequence shot2 2 Tracktime: 30.000000 rate: 30.000000
First raw frame 148 total raw frames 30 group: [None]
Rot/translation track keys: 750 Animated scale keys: 0
* Animation sequence shot3 3 Tracktime: 30.000000 rate: 30.000000
First raw frame 178 total raw frames 30 group: [None]
Rot/translation track keys: 750 Animated scale keys: 0 ) do i just copy this to my uc file or am i way off the mark lol
Draco
07-20-2007, 02:06 PM
Are you using the ActorX plugin for 3DS Max? If so, there are 2 seperate operations you have to perform to get the .uc file needed for your code. I'll be in TS later tonight to give you a hand. Have a good one.
-Johnny Jones
{C-oPs} KiWi
08-05-2007, 02:07 AM
hay draco how do i convert uvw to bmp or can i save my uvw map as a bmp in 3ds max ??
Draco
08-05-2007, 04:46 AM
hay draco how do i convert uvw to bmp or can i save my uvw map as a bmp in 3ds max ??
When you have your 'Edit UVW Map' window open, there should be an option to 'Render UVW Template' under one of the drop-down menus. When you open this up, you select the size you want the template in pixels and then select the format you want it saved in. Have a good one.
-Johnny Jones
{C-oPs} KiWi
08-16-2007, 08:49 AM
hay it me agine just want to know do i need to put Animation as in PSA/PSK
#EXEC ANIM SEQUENCE ANIM=M4 SEQ=Down STARTFRAME=0 NUMFRAMES=21 RATE=30.0000 COMPRESS=1.00 GROUP=None
#EXEC ANIM SEQUENCE ANIM=M4 SEQ=Select STARTFRAME=21 NUMFRAMES=20 RATE=30.0000 COMPRESS=1.00 GROUP=None
#EXEC ANIM SEQUENCE ANIM=M4 SEQ=Fire STARTFRAME=41 NUMFRAMES=12 RATE=30.0000 COMPRESS=1.00 GROUP=None
#EXEC ANIM SEQUENCE ANIM=M4 SEQ=Reloadall STARTFRAME=53 NUMFRAMES=66 RATE=30.0000 COMPRESS=1.00 GROUP=None
#EXEC ANIM SEQUENCE ANIM=M4 SEQ=Still STARTFRAME=119 NUMFRAMES=1 RATE=30.0000 COMPRESS=1.00 GROUP=None
#EXEC ANIM SEQUENCE ANIM=M4 SEQ=Clipall STARTFRAME=120 NUMFRAMES=84 RATE=30.0000 COMPRESS=1.00 GROUP=None
#exec ANIM DIGEST ANIM=M4 VERBOSE
or can i just do it this way so i don't get any errors in the server log ?
#exec MESH SEQUENCE MESH=M4 SEQ=All STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=M4 SEQ=M4 STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=M4 SEQ=Select STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=M4 SEQ=Still STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=M4 SEQ=Fire STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=M4 SEQ=Down STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=M4 SEQ=Reloaded STARTFRAME=0 NUMFRAMES=1
i have seen it done this way on 3 guns used in ut on servers ?? i hope ya understand wat me asking lolhyst and wat ya think of the M4 i sent ya if you tryed it yet lol
Draco
08-16-2007, 03:12 PM
hay it me agine just want to know do i need to put Animation as in PSA/PSK
#EXEC ANIM SEQUENCE ANIM=M4 SEQ=Down STARTFRAME=0 NUMFRAMES=21 RATE=30.0000 COMPRESS=1.00 GROUP=None
#EXEC ANIM SEQUENCE ANIM=M4 SEQ=Select STARTFRAME=21 NUMFRAMES=20 RATE=30.0000 COMPRESS=1.00 GROUP=None
#EXEC ANIM SEQUENCE ANIM=M4 SEQ=Fire STARTFRAME=41 NUMFRAMES=12 RATE=30.0000 COMPRESS=1.00 GROUP=None
#EXEC ANIM SEQUENCE ANIM=M4 SEQ=Reloadall STARTFRAME=53 NUMFRAMES=66 RATE=30.0000 COMPRESS=1.00 GROUP=None
#EXEC ANIM SEQUENCE ANIM=M4 SEQ=Still STARTFRAME=119 NUMFRAMES=1 RATE=30.0000 COMPRESS=1.00 GROUP=None
#EXEC ANIM SEQUENCE ANIM=M4 SEQ=Clipall STARTFRAME=120 NUMFRAMES=84 RATE=30.0000 COMPRESS=1.00 GROUP=None
#exec ANIM DIGEST ANIM=M4 VERBOSE
or can i just do it this way so i don't get any errors in the server log ?
#exec MESH SEQUENCE MESH=M4 SEQ=All STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=M4 SEQ=M4 STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=M4 SEQ=Select STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=M4 SEQ=Still STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=M4 SEQ=Fire STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=M4 SEQ=Down STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=M4 SEQ=Reloaded STARTFRAME=0 NUMFRAMES=1
i have seen it done this way on 3 guns used in ut on servers ?? i hope ya understand wat me asking lolhyst and wat ya think of the M4 i sent ya if you tryed it yet lol
The top one is definitely the one you wanna use. The unreal engine has to know exactly which animation and where it starts to function properly. The bottom one was probably used for a pick-up or 3rd person view model.
I've been busy and under alot of stress the last couple of days so I couldn't get around to loading the M4 until today. Here is what my UT log spit out after it failed to load the rifle.
Warning: Failed to load 'CoPsFreeStyler': Can't find file for package 'CoPsFreeStyler'
Warning: Failed to load 'CoPsM4': Can't find file for package 'CoPsFreeStyler'
Warning: Failed to load 'Class CoPsM4.CoPsArena': Can't find file for package 'CoPsFreeStyler'
This means that you have a dependency on an external package somewhere, probably the trans. Whenever you work on something new, make sure that the only project you have in your 'edit packages' list is the one you are working on at the moment. Hope this helps. Have a good one buddy.
-Johnny Jones
{C-oPs} KiWi
08-25-2007, 09:00 PM
yeah i screwed up big time with the trans lol i don't know how it was even working in my off line games lol hyst but i have deleted that m4 and started a new m4 but wat i would like to know is how to save my bmp txtuers in 256 8 bit like there look in 1024 x 1024 24 bit me trying to make the download size under 3 mb if i can't well tuff ppl will have a big download lol
and thanx for all your help Draco
[HPS]Reality
08-27-2007, 05:39 AM
:DDraco is the 'MAN'! Olé Olé
Draco
09-09-2007, 07:37 PM
yeah i screwed up big time with the trans lol i don't know how it was even working in my off line games lol hyst but i have deleted that m4 and started a new m4 but wat i would like to know is how to save my bmp txtuers in 256 8 bit like there look in 1024 x 1024 24 bit me trying to make the download size under 3 mb if i can't well tuff ppl will have a big download lol
and thanx for all your help Draco
With redirects and common use of broadband, larger files aren't really an issue. I think my Bolt-action is about 7mb in size.
-Johnny Jones
{C-oPs} KiWi
09-26-2007, 05:19 AM
hay Draco me trying to work out how to have to guns working in my Arena .. I am trying to make a M4/M203 Assault Rifle/grenade launcher ,i am trying to make the ut FlakCannon into the grenade launcher . The way i want it to work is you use you scrow on you mouse to go between the M4 and the grenade launcher just like if your got from gun to trans ... So if ya got any hint , ideas or any help i would love it
Lots of Thanx {C-oPs} KiWi
P.S can you convert a blend model to 3DS for me
Draco
09-26-2007, 05:23 PM
hay Draco me trying to work out how to have to guns working in my Arena .. I am trying to make a M4/M203 Assault Rifle/grenade launcher ,i am trying to make the ut FlakCannon into the grenade launcher . The way i want it to work is you use you scrow on you mouse to go between the M4 and the grenade launcher just like if your got from gun to trans ... So if ya got any hint , ideas or any help i would love it
Lots of Thanx {C-oPs} KiWi
P.S can you convert a blend model to 3DS for me
From what I remember, there are 2 ways you can go about this. The first is to create 2 different weapons like you are trying to do with this scenario. The other way is to create to different ammo classes that the same weapon uses. The second method requires several different new classes for different ammo, sounds, hit effects, and such. If you are interested in doing this, there is an in-depth tutorial at wiki.beyondunreal.com/ (http://wiki.beyondunreal.com/wiki/Multiammo_Weapons).
Here is an example of code I used for a redeemer rifle I did awhile back.
class Mainweapon expands Mutator;
function ModifyPlayer(Pawn Other)
{
DeathMatchPlus(Level.Game).GiveWeapon(Other,"primary.weapon");
DeathMatchPlus(Level.Game).GiveWeapon(Other,"secondary.weapon");
if ( NextMutator != None )
NextMutator.ModifyPlayer(Other);
}
function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if ((Other.IsA('weapon')) || (Other.IsA('ammo')))
{
if ( (Other.IsA('BioAmmo')) || (Other.IsA('BladeHopper')) || (Other.IsA('BulletBox')) || (Other.IsA('RifleShell')) || (Other.IsA('FlakAmmo')) || (Other.IsA('MiniAmmo')) || (Other.IsA('PAmmo')) || (Other.IsA('RocketPack')) || (Other.IsA('ShockCore')) )
{
ReplaceWith(Other,"Primaryweapon.ammo");
return false;
}
if (( Other.IsA('TournamentHealth')) || ( Other.IsA('HealthPack')) || Other.IsA('HealthVial') )
return True;
if ((Other.IsA('ShockRifle')) || (Other.IsA('MiniGun2')) || (Other.IsA('UT_BioRifle')) || (Other.IsA('PulseGun')) || (Other.IsA('Ripper')) || (Other.IsA('Minigun2')) || (Other.IsA('UT_Eightball')) || (Other.IsA('Enforcer')) || (Other.IsA('ImpactHammer')) || (Other.IsA('ChainSaw')))
{
return false;
}
if (Other.IsA('SniperRifle')) || (Other.IsA('UT_FlakCannon'))
return false;
return true;
}
return true;
}
defaultproperties
{
}
Above you would change the ModifyPlayer function in the arena mutator. This automatically gives both weapons to each player each time they spawn in. This code is written in such a way as that the players spawn in with X amount of grenade-launcher ammo and that once they run out they can not pick anymore up. The code highlighted in red is where you would put the names of your weapons. Have a good one.
-Johnny Jones
{C-oPs} KiWi
11-28-2007, 05:33 AM
ok this going to sound dumb thing to ask after all the codeing i been doing but wat is the codeing ... as in .. C#,, C++,C+ ??
Draco
11-28-2007, 09:45 AM
ok this going to sound dumb thing to ask after all the codeing i been doing but wat is the codeing ... as in .. C#,, C++,C+ ??
Well, the code written for the Unreal Engine is actually it's own language, called Uscript or UnrealScript, and it is closely based on C++. Have a good one.
-Johnny Jones
{C-oPs} KiWi
02-02-2008, 03:57 AM
ok Mr Draco Sir i got Autodesk 3ds Max 2008 32-bit now so wat need to know wat plugins i need and where would i find them
meany thanx KiWi
Draco
02-02-2008, 04:19 AM
The only plug-in I used for it was ActorX.
http://udn.epicgames.com/Two/ActorX.html#3DS%20Max%20exporter%20plugins:
I imagine that there are other plug-ins that could help but I don't know of any others to simplify this particular job. Have a good one.
-Johnny Jones
{C-oPs} KiWi
02-06-2008, 06:35 PM
i know your feeling well there Sir but wat was the name of the umod reader you told me the ather day and where to get it from plz and wat do you use to inport you 3ds modles in the game and wher do i get it from and a good tut on how to use it plz
thanx KiWi
Draco
02-06-2008, 07:05 PM
Here is link to the umod maker. http://www.beyondunreal.com/dl.php/modsquad/unreal_tournament/utilities/UmodTool2.exe
The link I gave you for the ActorX is what is used to export the model from Max into a compatible format for UT. As for a tut, I wouldn't know. The place I got the tut from for me really requires broadband because it comes in huge video files. Here is the link. http://www.3dbuzz.com/vbforum/sv_home.php
Have a good one.
-Johnny Jones
Ironface_NL
02-07-2008, 10:27 AM
yes that does help sort of lol but when i export it to psk/psa it only gives me a qc file with 2 lines on it lol so me stufed somthing up hyst i might have to spend 6 days downloading 3ds max 9 :eek:
I can download it within the hour, HaHaHa, What speed do you got?hyst
Cya Ironface_NL
Mr.BOoK
02-07-2008, 10:45 AM
He is on dial up
{C-oPs} KiWi
02-07-2008, 10:58 AM
I can download it within the hour, HaHaHa, What speed do you got?hyst
Cya Ironface_NL
me on dailup and your point is
Draco
02-07-2008, 12:44 PM
Well, now that you are working with a new model in 3DSmax, you will have to animate it. You have to create at least four animations: select, fire,idle, and down. You must use these names because they are 'hard-wired' into the game. You don't use them then you will get an error everytime someone spawns, changes weapons or stands still resulting in 1000's of errors each map registering in the server log. If you use 31 frames of animation to do the above and you have them lay out like this:
Select: frames 0-9
fire: frames 10-19
down: frames 20-29
idle: frames 30
all: frames 0-30
This is the info you enter into the ActorX. When you export it to PSA/PSK format, there should be a UC file generated that will have the #exec lines with the info above in them.
-Johnny Jones
Ironface_NL
02-08-2008, 02:22 AM
me on dailup and your point is
Sorry,:o now I see that you live downunder. I know ADSL is expensive and not to high there.
Cya Ironface_NL
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