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Topic: Detach/Hide/Remove Scope R700 |
BobboB |
General Member Since: Sep 25, 2010 Posts: 5 Last: Sep 28, 2010 [view latest posts] |
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eganwotv |
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Deactivated Account Since: May 28, 2007 Posts: 961 Last: Oct 31, 2010 [view latest posts] |
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BobboB |
General Member Since: Sep 25, 2010 Posts: 5 Last: Sep 28, 2010 [view latest posts] |
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Category: CoD4 Scripting Posted: Saturday, Sep. 25, 2010 01:59 pm |
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Is there somewhere a tut that explains how to do that?
And isn't it possible with something like this:
Code: self HidePart( "scope", "weapon_remington700_mp" );
or
Code: self Detach( "scope", "weapon_remington700_mp" ); |
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eganwotv |
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Deactivated Account Since: May 28, 2007 Posts: 961 Last: Oct 31, 2010 [view latest posts] |
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BobboB |
General Member Since: Sep 25, 2010 Posts: 5 Last: Sep 28, 2010 [view latest posts] |
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Category: CoD4 Scripting Posted: Saturday, Sep. 25, 2010 04:09 pm |
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vT-Thompson writes...Quote: Only way you can take it off is if it's a separate entity from the gun itself.
And is that the case? Or not? |
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eganwotv |
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Deactivated Account Since: May 28, 2007 Posts: 961 Last: Oct 31, 2010 [view latest posts] |
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Category: CoD4 Scripting Posted: Saturday, Sep. 25, 2010 04:20 pm |
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BobboB writes...Quote: vT-Thompson writes...Quote: Only way you can take it off is if it's a separate entity from the gun itself.
And is that the case? Or not?
Don't know, you'll have to look at the models and find out. |
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SparkyMcSparks |
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General Member Since: Feb 28, 2004 Posts: 1713 Last: Dec 29, 2016 [view latest posts] |
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Category: CoD4 Scripting Posted: Saturday, Sep. 25, 2010 08:21 pm |
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vT-Thompson writes...Quote: BobboB writes...Quote: vT-Thompson writes...Quote: Only way you can take it off is if it's a separate entity from the gun itself.
And is that the case? Or not?
Don't know, you'll have to look at the models and find out.
If you don't know why would you say the only way is to edit the model? You sounded pretty sure of yourself.
And it's not the only way, you do it in script using ShowPart/HidePart like BobboB found, or in Asset Manager on the weapon entries:
It cost less memory to have one model with all the attachments and use AssetManageer to hide specific parts, rather than have separate entity models with different attachments each. |
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eganwotv |
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Deactivated Account Since: May 28, 2007 Posts: 961 Last: Oct 31, 2010 [view latest posts] |
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Category: CoD4 Scripting Posted: Saturday, Sep. 25, 2010 08:48 pm |
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SparkyMcSparks writes...Quote: vT-Thompson writes...Quote: BobboB writes...Quote: vT-Thompson writes...Quote: Only way you can take it off is if it's a separate entity from the gun itself.
And is that the case? Or not?
Don't know, you'll have to look at the models and find out.
If you don't know why would you say the only way is to edit the model? You sounded pretty sure of yourself.
And it's not the only way, you do it in script using ShowPart/HidePart like BobboB found, or in Asset Manager on the weapon entries:
It cost less memory to have one model with all the attachments and use AssetManageer to hide specific parts, rather than have separate entity models with different attachments each.
Then by all means, help away. I have no problem with it, but I do have a problem with you questioning my motives, you don't know me, therefore you can't judge me. |
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ukdjaj |
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General Member Since: Jun 1, 2008 Posts: 2726 Last: Nov 15, 2020 [view latest posts] |
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Category: CoD4 Scripting Posted: Saturday, Sep. 25, 2010 11:16 pm |
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By all means, i might be wrong, but if i remeber, you dont have a tag for the sight, only for the weapon, the bolt and the clip. You also have a tag_brass and tag_flash, for the shell ejection and fx.
The scope would be in the "weapon" tag.
edit
Anyway, i just exported the file, and its all in one piece so i dont think there would be a way of using a script to do it.
Anyway i have attached a model_export of what i exported, i did this in maya 6 so it proberally wont work as cod4 is maya 8, but try it anyway.
If you get a error and it says something like "cant find mtl_remmingtonr700.iwi"
This means that it cant find the image file, so look in your iw_"//" and find a file that should be called "weapon_remmington_r700_col" And then rename that to what ever error name you were getting then use assman to make that to a standard image thats not in editor then it should work =)
Hope This helped.
Thanks, Ukdjaj |
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ukdjaj |
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General Member Since: Jun 1, 2008 Posts: 2726 Last: Nov 15, 2020 [view latest posts] |
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