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Topic: Weapon Model Import not working |
TFD|Gumpi |
General Member Since: Aug 28, 2008 Posts: 37 Last: May 16, 2009 [view latest posts] |
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novemberdobby |
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General Member Since: Sep 17, 2006 Posts: 1965 Last: Oct 13, 2013 [view latest posts] |
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TFD|Gumpi |
General Member Since: Aug 28, 2008 Posts: 37 Last: May 16, 2009 [view latest posts] |
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novemberdobby |
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General Member Since: Sep 17, 2006 Posts: 1965 Last: Oct 13, 2013 [view latest posts] |
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TFD|Gumpi |
General Member Since: Aug 28, 2008 Posts: 37 Last: May 16, 2009 [view latest posts] |
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novemberdobby |
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General Member Since: Sep 17, 2006 Posts: 1965 Last: Oct 13, 2013 [view latest posts] |
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TFD|Gumpi |
General Member Since: Aug 28, 2008 Posts: 37 Last: May 16, 2009 [view latest posts] |
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Category: CoD4 Scripting Posted: Saturday, May. 2, 2009 05:25 pm |
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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 |
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General Member Since: Sep 17, 2006 Posts: 1965 Last: Oct 13, 2013 [view latest posts] |
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TFD|Gumpi |
General Member Since: Aug 28, 2008 Posts: 37 Last: May 16, 2009 [view latest posts] |
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DemonSeed |
General Member Since: Apr 30, 2009 Posts: 1362 Last: Feb 19, 2018 [view latest posts] |
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Category: CoD4 Scripting Posted: Saturday, May. 2, 2009 07:08 pm |
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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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