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Forum: All Forums : Call of Duty 4
Category: CoD4 Scripting
Scripting and coding with Call of Duty 4.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Weapon Model Import not working
TFD|Gumpi
General Member
Since: Aug 28, 2008
Posts: 37
Last: May 16, 2009
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Level 2
Category: CoD4 Scripting
Posted: Friday, May. 1, 2009 09:41 pm
I've tried to import a new weapon model ( the weapon uploaded by november dobby ), but when i click compile current asset only in assetmanager it says: Couldn't find material[demo_weapon_skin] in D:\Games\CoD 4\raw\material_properties.
Someone please help me !
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novemberdobby
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Since: Sep 17, 2006
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Last: Oct 13, 2013
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Category: CoD4 Scripting
Posted: Friday, May. 1, 2009 11:30 pm
Have you made the material in asset manager too? You need to convert that first.
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TFD|Gumpi
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Since: Aug 28, 2008
Posts: 37
Last: May 16, 2009
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Category: CoD4 Scripting
Posted: Saturday, May. 2, 2009 02:50 pm
Ok I'll try that, but I need to ask you another question: If I've compiled the asset using assetmanager, where do I have to put the files in my mod to get the new gunmodel working.
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novemberdobby
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Category: CoD4 Scripting
Posted: Saturday, May. 2, 2009 03:31 pm
The tutorial explains it, assuming you've made a mod.ff before. You need to include the weapon in mod.csv using:

weapon,mp/wepname

and the weapon textures an iwd\images folder, they're placed in cod4\raw\images after conversion in asset manager.

oh and put the updated weapon file in iwd\weapons\mp.
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TFD|Gumpi
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Since: Aug 28, 2008
Posts: 37
Last: May 16, 2009
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Level 2
Category: CoD4 Scripting
Posted: Saturday, May. 2, 2009 03:49 pm
Ok I've done what you said and everything worked. But when I try to start a map it sais: "No Xmodel loaded for item index 8, weapon index 8, model index 0 ()". But the compile process was successful and I can see the model in raw/xmodel/. What can I do to fix this error. I've already tried putting it in my mod.iwd/xmodel, but this is not working.
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novemberdobby
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Category: CoD4 Scripting
Posted: Saturday, May. 2, 2009 05:13 pm
hm

post your weapon file in [cοde][/cοde] tags, might see something there
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TFD|Gumpi
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Since: Aug 28, 2008
Posts: 37
Last: May 16, 2009
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Level 2
Category: CoD4 Scripting
Posted: Saturday, May. 2, 2009 05:25 pm
No problem:
Code:
WEAPONFILE \weaponType\projectile\weaponClass\rocketlauncher\impactType\rocket_explode\guidedMissileType\None\inventoryType\item\maxSteeringAccel\3000\displayName\Laser thingy\AIOverlayDescription\\modeName\\playerAnimType\rocketlauncher\gunModel\db_laser_cannon\gunModel2\\gunModel3\\gunModel4\\gunModel5\\gunModel6\\gunModel7\\gunModel8\\gunModel9\\gunModel10\\gunModel11\\gunModel12\\gunModel13\\gunModel14\\gunModel15\\gunModel16\\handModel\viewmodel_base_viewhands\isHandModelOverridable\0\idleAnim\viewmodel_rpg_idle\emptyIdleAnim\viewmodel_rpg_idle_empty\fireAnim\viewmodel_rpg_fire\lastShotAnim\viewmodel_rpg_fire\meleeAnim\viewmodel_M4m203_knife_melee_1\meleeChargeAnim\viewmodel_M4m203_knife_melee_2\reloadAnim\viewmodel_rpg_reload\raiseAnim\viewmodel_rpg_pullout\dropAnim\viewmodel_rpg_putaway\firstRaiseAnim\viewmodel_rpg_pullout\altRaiseAnim\viewmodel_rpg_pullout\altDropAnim\viewmodel_rpg_putaway\quickRaiseAnim\viewmodel_rpg_pullout\quickDropAnim\viewmodel_rpg_putaway\emptyRaiseAnim\viewmodel_rpg_pullout\emptyDropAnim\viewmodel_rpg_putaway\sprintInAnim\viewmodel_rpg_sprint_in\sprintLoopAnim\viewmodel_rpg_sprint_loop\sprintOutAnim\viewmodel_rpg_sprint_out\nightVisionWearAnim\\nightVisionRemoveAnim\\adsFireAnim\viewmodel_rpg_fire\adsLastShotAnim\viewmodel_rpg_fire\adsUpAnim\viewmodel_rpg_ads_up\adsDownAnim\viewmodel_rpg_ads_down\moveSpeedScale\1\adsMoveSpeedScale\1\sprintDurationScale\1\lowAmmoWarningThreshold\0.33\damage\1000\meleeDamage\135\fireDelay\0\meleeDelay\0.13\meleeChargeDelay\0.16\fireTime\0.33\meleeTime\0.8\meleeChargeTime\1.16\reloadTime\3.292\reloadShowRocketTime\0.1\reloadAddTime\1.17\dropTime\0.467\raiseTime\0.73\altDropTime\0.467\altRaiseTime\0.733\quickDropTime\0.25\quickRaiseTime\0.75\firstRaiseTime\0.73\emptyDropTime\0.467\emptyRaiseTime\0.73\sprintInTime\0.3\sprintLoopTime\1\sprintOutTime\0.3\nightVisionWearTime\0\nightVisionWearTimeFadeOutEnd\0\nightVisionWearTimePowerUp\0\nightVisionRemoveTime\0\nightVisionRemoveTimePowerDown\0\nightVisionRemoveTimeFadeInStart\0\clipOnly\0\adsTransInTime\0.5\adsTransOutTime\0.5\adsZoomFov\55\adsZoomGunFov\40\adsZoomInFrac\0.5\adsZoomOutFrac\0.1\adsOverlayShader\\adsOverlayReticle\none\adsOverlayInterface\none\adsOverlayWidth\240\adsOverlayHeight\240\adsBobFactor\1\adsViewBobMult\0\hipSpreadStandMin\5\hipSpreadDuckedMin\3.5\hipSpreadProneMin\2\hipSpreadMax\6\hipSpreadDuckedMax\6\hipSpreadProneMax\6\hipSpreadDecayRate\2.5\hipSpreadFireAdd\0.4\hipSpreadTurnAdd\0\hipSpreadMoveAdd\2.3\hipSpreadDuckedDecay\1.375\hipSpreadProneDecay\1.6\hipReticleSidePos\0\adsSpread\1.7\adsIdleAmount\25\hipIdleAmount\80\hipIdleSpeed\1\adsIdleSpeed\1\idleCrouchFactor\0.5\idleProneFactor\0.15\gunMaxPitch\30\gunMaxYaw\30\adsAimPitch\0\adsCrosshairInFrac\1\adsCrosshairOutFrac\0.2\adsReloadTransTime\0.6\adsGunKickPitchMin\-30\adsGunKickPitchMax\-20\adsGunKickYawMin\-17\adsGunKickYawMax\17\adsGunKickAccel\250\adsGunKickSpeedMax\1000\adsGunKickSpeedDecay\10\adsGunKickStaticDecay\1\adsViewKickPitchMin\20\adsViewKickPitchMax\95\adsViewKickYawMin\-10\adsViewKickYawMax\30\adsViewKickCenterSpeed\2500\hipGunKickPitchMin\-5\hipGunKickPitchMax\-3\hipGunKickYawMin\-15\hipGunKickYawMax\15\hipGunKickAccel\250\hipGunKickSpeedMax\500\hipGunKickSpeedDecay\15\hipGunKickStaticDecay\1\hipViewKickPitchMin\100\hipViewKickPitchMax\150\hipViewKickYawMin\-50\hipViewKickYawMax\-80\hipViewKickCenterSpeed\1500\swayMaxAngle\30\swayLerpSpeed\6\swayPitchScale\0.1\swayYawScale\0.1\swayHorizScale\0.1\swayVertScale\0.1\swayShellShockScale\5\adsSwayMaxAngle\30\adsSwayLerpSpeed\6\adsSwayPitchScale\0.1\adsSwayYawScale\0.1\adsSwayHorizScale\0.1\adsSwayVertScale\0.1\hudIcon\hud_icon_rpg\killIcon\hud_icon_rpg\dpadIcon\hud_icon_rpg_dpad\ammoCounterIcon\hud_icon_rpg\hudIconRatio\4:1\killIconRatio\4:1\dpadIconRatio\1:1\ammoCounterIconRatio\4:1\ammoCounterClip\Rocket\flipKillIcon\1\worldModel\weapon_rpg7\worldModel2\\worldModel3\\worldModel4\\worldModel5\\worldModel6\\worldModel7\\worldModel8\\worldModel9\\worldModel10\\worldModel11\\worldModel12\\worldModel13\\worldModel14\\worldModel15\\worldModel16\\worldClipModel\\rocketModel\viewmodel_rpg7_rocket\knifeModel\viewmodel_knife\worldKnifeModel\weapon_parabolic_knife\ammoName\rpg\maxAmmo\2\startAmmo\2\clipName\rpg_mp\clipSize\1\dropAmmoMin\1\dropAmmoMax\2\viewFlashEffect\muzzleflashes/at4_flash\worldFlashEffect\muzzleflashes/at4_flash\shellEjectEffect\\lastShotEjectEffect\\worldClipDropEffect\\pickupSound\weap_pickup\pickupSoundPlayer\weap_pickup\ammoPickupSound\\ammoPickupSoundPlayer\\projectileSound\weap_rpg_loop\fireSound\weap_rpg_fire_npc\fireSoundPlayer\weap_rpg_fire_plr\lastShotSound\\lastShotSoundPlayer\\emptyFireSound\weap_dryfire_rifle_npc\emptyFireSoundPlayer\weap_dryfire_rifle_plr\meleeSwipeSound\melee_swing_ps_large\meleeSwipeSoundPlayer\melee_rpg_swing_plr\rechamberSound\\rechamberSoundPlayer\\reloadSound\\reloadSoundPlayer\\reloadEmptySound\\reloadEmptySoundPlayer\\reloadStartSound\\reloadStartSoundPlayer\\reloadEndSound\\reloadEndSoundPlayer\\altSwitchSound\\altSwitchSoundPlayer\\raiseSound\weap_rpg_raise_npc\raiseSoundPlayer\weap_rpg_raise_plr\firstRaiseSound\\firstRaiseSoundPlayer\\putawaySound\weap_rpg_drop_npc\putawaySoundPlayer\weap_rpg_drop_plr\bounceSound\\nightVisionWearSound\\nightVisionWearSoundPlayer\\nightVisionRemoveSound\\nightVisionRemoveSoundPlayer\\reticleCenter\reticle_flechette\reticleSide\\reticleCenterSize\32\reticleSideSize\24\reticleMinOfs\17\enemyCrosshairRange\1000\crosshairColorChange\1\altWeapon\\boltAction\0\aimDownSight\1\rechamberWhileAds\1\adsViewErrorMin\0\adsViewErrorMax\0\adsFire\1\noAdsWhenMagEmpty\0\avoidDropCleanup\0\cancelAutoHolsterWhenEmpty\0\suppressAmmoReserveDisplay\0\blocksProne\0\noPartialReload\0\reloadAmmoAdd\1\autoAimRange\0\aimAssistRange\1000\aimAssistRangeAds\1000\fightDist\720\maxDist\1400\aiVsAiAccuracyGraph\\aiVsPlayerAccuracyGraph\\standMoveF\0\standMoveR\0\standMoveU\-1.7\standRotP\0\standRotY\0\standRotR\0\duckedOfsF\-2\duckedOfsR\0.8\duckedOfsU\-0.2\duckedMoveF\-1\duckedMoveR\0\duckedMoveU\-1.7\duckedRotP\0\duckedRotY\0\duckedRotR\0\proneOfsF\-2\proneOfsR\1\proneOfsU\-1\proneMoveF\-160\proneMoveR\3\proneMoveU\-120\proneRotP\0\proneRotY\300\proneRotR\-300\posMoveRate\6\posProneMoveRate\25\standMoveMinSpeed\110\duckedMoveMinSpeed\60\proneMoveMinSpeed\0\posRotRate\6\posProneRotRate\30\standRotMinSpeed\110\duckedRotMinSpeed\60\proneRotMinSpeed\0\explosionRadius\300\explosionInnerDamage\160\explosionOuterDamage\30\damageConeAngle\180\projectileSpeed\1500\projectileSpeedUp\500\projectileActivateDist\0\projectileLifetime\5\projectileModel\projectile_rpg7\projExplosionType\rocket\projExplosionEffect\\projExplosionEffectForceNormalUp\0\projExplosionSound\\projDudEffect\\projDudSound\\projImpactExplode\1\projTrailEffect\smoke/smoke_geotrail_rpg\projectileDLight\200\projectileRed\0.75\projectileGreen\0.3\projectileBlue\1\projIgnitionDelay\0\projIgnitionEffect\\projIgnitionSound\\destabilizationRateTime\0.4\destabilizationCurvatureMax\10\destabilizeDistance\300\parallelDefaultBounce\0.5\parallelBarkBounce\0.5\parallelBrickBounce\0.5\parallelCarpetBounce\0.5\parallelClothBounce\0.5\parallelConcreteBounce\0.5\parallelDirtBounce\0.5\parallelFleshBounce\0.5\parallelFoliageBounce\0.5\parallelGlassBounce\0.5\parallelGrassBounce\0.5\parallelGravelBounce\0.5\parallelIceBounce\0.5\parallelMetalBounce\0.5\parallelMudBounce\0.5\parallelPaperBounce\0.5\parallelPlasterBounce\0.5\parallelRockBounce\0.5\parallelSandBounce\0.5\parallelSnowBounce\0.5\parallelWaterBounce\0.5\parallelWoodBounce\0.5\parallelAsphaltBounce\0.5\parallelCeramicBounce\0.5\parallelPlasticBounce\0.5\parallelRubberBounce\0.5\parallelCushionBounce\0.5\parallelFruitBounce\0.5\parallelPaintedMetalBounce\0.5\perpendicularDefaultBounce\0.5\perpendicularBarkBounce\0.5\perpendicularBrickBounce\0.5\perpendicularCarpetBounce\0.5\perpendicularClothBounce\0.5\perpendicularConcreteBounce\0.5\perpendicularDirtBounce\0.5\perpendicularFleshBounce\0.5\perpendicularFoliageBounce\0.5\perpendicularGlassBounce\0.5\perpendicularGrassBounce\0.5\perpendicularGravelBounce\0.5\perpendicularIceBounce\0.5\perpendicularMetalBounce\0.5\perpendicularMudBounce\0.5\perpendicularPaperBounce\0.5\perpendicularPlasterBounce\0.5\perpendicularRockBounce\0.5\perpendicularSandBounce\0.5\perpendicularSnowBounce\0.5\perpendicularWaterBounce\0.5\perpendicularWoodBounce\0.5\perpendicularAsphaltBounce\0.5\perpendicularCeramicBounce\0.5\perpendicularPlasticBounce\0.5\perpendicularRubberBounce\0.5\perpendicularCushionBounce\0.5\perpendicularFruitBounce\0.5\perpendicularPaintedMetalBounce\0.5\fireRumble\\meleeImpactRumble\\adsDofStart\0\adsDofEnd\0\requireLockonToFire\0\notetrackSoundMap\weap_rpg_raise_plr weap_rpg_raise_plr weap_rpg_drop_plr weap_rpg_drop_plr melee_knife_stab melee_knife_stab weap_rpg_lift_plr weap_rpg_lift_plr weap_rpg_insert_plr weap_rpg_insert_plr weap_rpg_twist_plr weap_rpg_twist_plr



I've just found out, that I can open the xmoden in editor, so the problem can't be the xmodel i think it has something to do with the settings I used in assmen are you sure that I have to set the drop down list to animated.

edited on May. 2, 2009 01:32 pm by TFD|Gumpi
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novemberdobby
General Member
Since: Sep 17, 2006
Posts: 1965
Last: Oct 13, 2013
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Level 8
Forum Moderator
Category: CoD4 Scripting
Posted: Saturday, May. 2, 2009 05:53 pm
try rigid instead
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TFD|Gumpi
General Member
Since: Aug 28, 2008
Posts: 37
Last: May 16, 2009
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Level 2
Category: CoD4 Scripting
Posted: Saturday, May. 2, 2009 06:50 pm
i've tried using rigid but I get the same error. Now I've tried using a different weapon file, but if I do so I see a big red fx in my face. How can I fix this?
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
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Level 8
Im a fan of MODSonair
Category: CoD4 Scripting
Posted: Saturday, May. 2, 2009 07:08 pm
TFD|Gumpi writes...
Quote:
Ok I've done what you said and everything worked. But when I try to start a map it sais: "No Xmodel loaded for item index 8, weapon index 8, model index 0 ()". But the compile process was successful and I can see the model in raw/xmodel/. What can I do to fix this error. I've already tried putting it in my mod.iwd/xmodel, but this is not working.


What is the name of your new weapon? All the weapons in COD4 are indexed from a couple of .CSV files, and the game "recognises" them from them. The .CSV files used for this purpose are:

statsTable.csv
classtable.csv
offline_classtable.csv

And the weapons are "given" to the player according to its place in rankTable.csv.

If your weapon has an entirely new name, and isnt in any of those .CSV files, the game wont be able to recognise the weapon. This seems to be what is happening because of the error "item index 8". If it was a weapon already listed, then it would give the name - not some strange generic index name.

If your weapon has an entirely new name, you will need to edit the .CSV files I've mentioned, and include the name. (you can get all the stringtables from downloads dotted around the COD community, or ask Dobby for them as he does most of them)

If Im off-base here, then I apologise.

edited on May. 2, 2009 03:11 pm by DemonSeed
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