Gun Replacement Question. -1 reply

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Posezion

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#1 10 years ago

Hey, Just recently ive upgraded from a mapper and a skinner to a mapper, skinner, and modeler... I've made several saber hilts, and 2 swords. I understand the import saber_w.md3 and all that good stuff. I followed a tutorial for the guns and such, but i becamed so confused. I don't know which gun to import to size and rotate my gun, i don't know how to make first person gun, and i don't know how to acutally replace it (Unless i just name it same file). I'm trying to replace the e-11 which im guessing is blaster_r so i tried importing that, but i came with a half of a gun with a few tags. So can any1 tell me what to import, and how to overwrite existing... and mabye how to change the red beam to gray bullets. (I'm making the e-11 into a MP5)




jk3editor

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#2 10 years ago

[COLOR=Navy]I have a question to you....can you make for example an MP5 but NOT replaced the repeater, replaced the concusion rifle? Please if you can, after you ready with your MOD, can you make it?:) It's good after 1 year :D I hope somebody can help to you, good luck.[/COLOR]




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#3 10 years ago

What modeling software are you using?

Hmm, lets start from importing: First of all, I take it you are only trying to import existing weapons so you can scale your weapon down or up to size, right? If this is the case, for the first person model, you will be working with the files in the base/models/weapons2/blaster_r/ The above folder is the blaster rifle model folder. Import either blaster.md3, blaster1.md3, or blaster2.md3, whichever has the most parts. The reason it appears that much of the blaster is missing is because it was designed for first-person only, and the developers deleted all parts of the model that you won't be seeing. You will now want to ROTATE and scale your model down, make sure you rotate the model correctly, because the animation md3, blaster_w rotates the model in some strange direction for some reason and you will have to counter-rotate your model to get it to align right. Know what I'm saying?

Now, when you export your model, simply export it as an md3, and overwrite blaster.md3, blaster1.md3, and blaster2.md3 with your new md3. You may only need to overwrite blaster.md3.

Now, you will want to see it ingame from here to see if the First-person model works, the third-person won't work yet unless you already exported the glm. To get your model ingame, You may be able to leave your files in the base/models/weapons2/blaster_r directory, but if not, make a pk3 with the directory models/weapons2/blaster_r, and put your models and the appropriate skins in there.

You should be able to see it fine in-game.

For the third-person model, you will do basically what you did above but you will be importing/exporting the glm this time. Depending on what modeling program you have will determine which way you will proceed with this, but the process should be identical to the above, but this time, you will just need to remember you are replacing the glm, the third person model.

Hope that helps clear some of the confusion, if it didn't confuse you more.




Posezion

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#4 10 years ago

No im not confused at all, that helped GREAT... just one question, in a lot of MB2 models and such, there is an arm added to the first person... How do i add an arm to the first person and not third? Do i export it w/o the arm, glm it, than export it WITH the arm (overwriting) and wahla?




Inyri Forge VIP Member

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#5 10 years ago

You put an arm in the first person model and not the third person model.




Posezion

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#6 10 years ago

woah woah woah, hold on a second.... which one is the first person and which one is the third person... also, do i position them in the same exact spot? and finally -- how do i make bullet like projectiles? do i just make a re-skin of the bullets? (if i find them) Edit: Here is the MP5 with the texture, all i need is the scaling, rotating, tags, bullet reskin, gun (in scrollable menu) reskin, and wahla... Kinda an understatement when i said "all i need" :D PIC: gun1_mp5_e11replacement.jpg?t=1231198919




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#7 10 years ago

You export the GLM as third person and the md3 with arm attached to gun for first person.

You will not want to position each gun in the same exact spot, but instead, do a import of the md3/glm you intend to replace and position your gun to fit exactly where the imported gun is. This is simply for precision purposes. You will most likely find out that your gun is too far to the left or right in-game and have to go back to the editor, re-position a bit, and re-export and try the whole thing again.

Edit: Is that model ported or photo sourced? It looks good, but make sure you didn't port it.




Posezion

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#8 10 years ago

Umm, idk what ported is -- i used my reference picture for the sides (best looking part :rolleyes:) and the bottoms n such i did myself. So only one part of it is photosourced: [ATTACH]68942[/ATTACH]




Inyri Forge VIP Member

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#9 10 years ago

You can see how square it is on the perspective viewport; it's just photosourced. I strongly recommend not relying on photosourcing. Give me a photo of your model with the wires on (F4) and I can probably help explain why.




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#10 10 years ago

Ported - a model that is taken from another game with or without permission.

Photo sourcing is fine, but is considered by many to be much lower quality than when you skin it yourself.