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Battlefield Modding Tutorials BFMODS • View topic - New Weapon: RPG-7

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: New Weapon: RPG-7
PostPosted: Fri Sep 04, 2009 12:44 pm 
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Joined: Mon Jun 09, 2008 6:35 pm
Posts: 24
Hey guys!

I am working on a BF2 modification and i have just a small problem: i added the RPG-7 from BF2 Special Forces (since patch 1.5 this file is in the BF2 folder) to the normal MEC AT kit. But when i try to select the weapon ingame, i crash to the desktop. Does anyone know why?

I have already cheacked these abilities:
- Two things with itemindex 4? NO!
- Copied all files (Mesh, Animations, etc.) into Objects_client/server? YES!

Please help me! :)


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 Post subject: Re: New Weapon: RPG-7
PostPosted: Fri Sep 04, 2009 6:33 pm 
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Joined: Sun Sep 16, 2007 2:33 pm
Posts: 1809
Location: Your moms house
it could be so many things...

post the geometries

the weapons folder as well

and we shall look


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 Post subject: Re: New Weapon: RPG-7
PostPosted: Fri Sep 04, 2009 7:48 pm 
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Joined: Mon Jun 09, 2008 6:35 pm
Posts: 24
Thanks for your cooperativeness, MR PINK BALLS!
But what shall i post? the textfiles like insgr_rpg.tweak or something?
Please tell me, what do you need?


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 Post subject: Re: New Weapon: RPG-7
PostPosted: Fri Sep 04, 2009 10:51 pm 
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Joined: Sun Sep 16, 2007 2:33 pm
Posts: 1809
Location: Your moms house
oh yes sorry i forget the folders in bf2 are different but porting a weapon is basically the same thing what you have to do is find the folder that is the equivalent to the geometries folder if you've ever modded 1942 the geometries of the weapon and then you also must get the "objects" equivalent then simply form the weapon into the bf2 archives just like the other weapons ,I know this sounds complicated but its actually easy its only like 2 files you need to move,just look at the other weapons in bf2 and find all the files that are in relation to that weapon,then you need to take those file names and find the ones for the rpg then simply move them to bf2 and do a couple tweaks

you'll have to port...
the SM(model)
the RS(model)
the DDS (texture)
then...
the objects of the weapon(folder)
the geometries of the weapon(folder)

aks if you haz questions,im sure you will :D


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 Post subject: Re: New Weapon: RPG-7
PostPosted: Sat Sep 05, 2009 12:10 am 
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Joined: Mon Jun 09, 2008 6:35 pm
Posts: 24
Hey, thanks MR PINK BALLS for your (very) fast answer! :)

But the problem has changed:

my implementation of the RPG-7 was nearly correct! I just forgot to copy the pictures of the RPG-7 into the Menu_client.zip (after 2 hours i found my failure!)

But the pictures of the RPG-7 "do not work"
(and i am quite sure they are at the right place!)

Menu_client.zip
HUD\Texture\Ingame\Weapons\Icons\Hud (insgr_rpg.tga and insgr_rpg_mini.tga)
HUD\Texture\Ingame\Weapons\Icons\Hud\Selection (insgr_rpg.tga)

- When i start the game, and select the RPG-7, the game crashes.
(with the RPG-7 pictures)

- With other pictures (for example the ones from the L96A1) it works!
(I only have the wrong pictures in the inventory!)

So what the heck is wrong?

Besides: Does anyone know how to remove the fu**ing "Prone Deviation" from 1.5 ?


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 Post subject: Re: New Weapon: RPG-7
PostPosted: Sat Sep 05, 2009 2:11 pm 
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Joined: Tue Nov 27, 2007 7:56 pm
Posts: 1226
Maybe the dimensions are wrong?


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 Post subject: Re: New Weapon: RPG-7
PostPosted: Sat Sep 05, 2009 2:25 pm 
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Joined: Mon Jun 09, 2008 6:35 pm
Posts: 24
Good idea! :) But i have already checked the dimensions. They are correct.

- nevertheless, thank you!


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