Import Your Custom Weapon - by PhantomasWhat you really need:
a: 3dMAX and all the ghoul-export,gprep and compilefiles that come with the SDK for SOF
b: the 3Dmax-ghoulfiles from Raven
c: a good picture editor like Adobe ( I use) or anything else you can work withThe Weapon itself:
1:There are many pictures of realistic weapons out in the Internet and I think that the Link below is oÂne of the best!Go to the counter-strike.de site and go to Weapons. You will see here several Links to big homepages of the favourite Weaponcreators in the whole World like Heckler & Koch, Colt and Kalashnikov!
Download many pictures and find a weapon you want to build!
2:My own AK47 is a rebuild of the counter-strike AK and here is how I do it (I donâ€™t like Counter-strike in the way I love SOF but for inspiration itÂ´s a good example).Play a game where you and the hostages are alone and you know where they are. Get them and goto the place where you can buy. After times up buy anything you want and you will see that all guns have the same Inview. Ok, start making snapshots from every move. ThatÂ´s it
Now you get some cool Pics from the inview sight which I have trying to make!
3: Think about what weapon you want to replace. IÂ´m working oÂn a spezial SMG that should replace the Pistol1 with a burst mode but I donâ€™t know yet how it works. Examples below work 100 %
Pistol1 or 2 = Glock, desert Eagle, a pistol with a silencer (make the right sound to it)
Shotgun = hmm I dont touch it
Assaultrifle = Ak47, Colt m4a1
Machinepistol = Mac10, longer version of UZI, Scorpion, UMP5,
Machinegun = yeah Baby*M16 with grenade launcher
The maxfiles for the SOF-weapons
You will notice that the gameweapon oÂnly have oÂne ghoulfile â€śghbâ€ť and the weapondirectorys of the ghoulzip contains a lot more. Here are the standard files:
What the animation do
pickup the gun
holding position 1
holding position 2
change holding position 1 to 2
change holding position 2 to 1
drop down the weapon from idle_a position
drop down the weapon from idle_b position
fire 1 position
fire 2 position
hmm/ I skipped that
hmm/ I skipped that
reload from idle_a position
reload from idle_b position
You donâ€™t need all this animations or 2 viewsights (idle_positions) You can make oÂne viewsight and export it to idle_a and idle_b, also for fira_a and fire_b and â€¦After you finished your weaponmodel and itÂ´s ready to import:
1a: Group all your weaponparts and name it suitable
1b: Export the whole weaponmodel to a 3Ds-file with texture coordinates
1c: goto the directory of the Raven rawghoul
1d: make a differentfolder into the directory of the weapon you want to change and
copy all animations a second time into it.
Open all the files, save them and close
1e: Now import your own model (3Ds) into the â€śidle_aâ€ť file maybe!
1f: You will be asked now to change units or something like that, YES
You will be asked to match the firstmodelanimation with your importfile, NO The things after import
You will see now your model without textures. Donâ€™t be angry the textures would be appear after you import your texture_TGAÂ´s with the material-editor and lay them oÂnto it like you did before!
Use Tga files with 64*64, 128*64,128*!28 and so oÂn
Back to the animation!
1: You see the model, maybe the arms of the Ravenweapon and some blue lineblocks. Donâ€™t delete the Ravenmodel or the blueblocks now! Resize your weapon so it seems a bit similar to the Ravenmodel!
Try to bring your weapon near the Ravenweapon and texture it now!
1a: Save it as â€śidle_a01â€ť maybe and export it as â€śidle_aâ€ť
1b: now export all your weaponfilest that conatins the weapon but not your own
idle_a file (you do it before) into your user/ghoul directory of your game.
1c: make directorys like below
weapon/inview/pistol1 or assaultrifle
Copy all textures-tgaÂ´s into this directory and begin now with the compile progression for your weaponfiles. Just get the file and drop it oÂnto the gprep.exe. You will get now two files!
Ghb. and Gin
Cut all these files (not the ghl) into your custom directory
Start now a custommap where the weapon is available and you will see the difference!
Play around with the view sight and center it so you like it. Thatâ€™s the hardest process of all!
What could be delete and what NOT
****I explain this part like I do it with my AK47****donâ€™t delete:
1: muzzle : the point where the flash comes out/ the flashobject could be delete. The muzzle included that to. The muzzle is a very neccesary part of the weapon and oÂnly have an effect while shooting. You can delete this in all parts of your weopon but never in the fire_a or fire_b file cuz the niceflash effect donâ€™t appear anymore!
2: the lightÂ´s (world omni and omni1)
3: SAF & weapon : these are things I donâ€™t know much about but I let it and it works OK, but try if ya want
All other parts could be removed of the oldweapon.
Your weapon is now alone and try a new export-compile (gprep) and start a map!
****NOW YOU MUST BRING YOUR WEOPON IN AN IDLE POSITION THAT LOOKS GREAT****
After you have finished this progress add the arms to it. You can use every arm and hands that you can export as an 3Ds file from the original weapons!
OK First Part is finished and if anyone have suggestions what should be include in the new tutorial let let me know!