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Topic: seeking guidence with replacing weapons Read 1331 times  

6750a7f0771ccStrange Aeons

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hello might someone be able to tell me what i need to do to properly change a weapon or point me to a tutorial on such a procedure? i tried to do it tonite using a model from another game and i had no luck. i wont to alot of trouble to convert it over from bf1942 format to .3ds and then to .bin and it shows up in the view.exe (although it managed to lose its texture along the way).

would i have to place it in the obj.crf or should it work in just the obj folder? or am i completely missing something vital to make it work?

thanks for any help or advice.

6750a7f07738dMercurius

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The dark engine has some pretty ambiguous limitations on what it'll take and what it'll ruin in terms of mesh importing.

You need to keep things fairly lo-poly, I don't remember the exact limit.

Also replacement files can be put into a replica folder structure within the root of your SS2 directory to overwrite whatever is in the crf.

Example:
SystemShock2\obj\
SystemShock2\obj\txt16\

The whole process is a bit of a headache and requires more trial-and-error than should be necessary for such things.  You'd have to really really want WW2 era weapons in SS2 to go through with this.

6750a7f0774b9Strange Aeons

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the polly count weighs in at around 960 after i removed the the gun scope so that should be fine. and i was not putting it in the folder you specified so i will give that a go and see if i get any results. im in complete agreement that it could be easier.

and as for the replacement itself, its han solos pistol from a mod called Galactic Battlegrounds. if i manage to get it going, i might try to change the sound files later on too, but that shouldnt be a problem.
« Last Edit: 27. March 2009, 00:27:02 by Nameless Voice »

6750a7f077672Strange Aeons

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ok please forgive my goofiness before and thanks for fixing my mistake, i had been awake for too long. it turns out my correction was wrong "Galactic Battlefield" and that actually makes more sense for a BF42 mod.

anyway i did place the file in the appropriate folder and i fired up the game to see what it looks like and it still showed me holding the standard laser. then i got the idea to drop it from my inventory and it see what it looked like on the floor. sure enough the starwars gun model i'd placed in there was the one that i saw.

Image: http://img.photobucket.com/albums/v13/myeternity/ss2-sw-gun.jpg

it seems like landing so that the only the barrel or grip pking out of the floor.

6750a7f077879Nameless Voice

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The guns all have two models - a hand model and a world model.
« Last Edit: 28. March 2009, 08:53:43 by Nameless Voice »

6750a7f077bc6Rainalkar

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-In /obj you will have .bin files of the weapon, for hand and/or world model. How they should be named you can see in the gamesys: e.g., for EMP Rifle, hand model by default should be empgun_h.bin, and the world model empgun.bin.  It is recommended not to go to far with polygon count, keep under 1200 at least.
-In /obj/txt16 you will have textures of your model. They need to be 8-bit, perhaps under 8 chars in length (can't remember this). If you have animated parts of the model, textures should be named *_.*, *_1.*, *_2.*, etc.
-In /objicon you should have inventory items of the model, for normal and broken state. Again for EMP Rifle, they should be named icn_emp.pcx and icn_empb.pcx. As for palette constraints, such as to preserve transparency, just take a look at the original versions of those files.

6750a7f077cdeStrange Aeons

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thanks, that helps a lot. i'll keep at it with those things in mind and hopefully i'll have something better to show you soon.
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