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Battlefield Modding Tutorials BFMODS • View topic - NOT SS: Adding weapons mapside?

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sun May 25, 2008 6:01 pm 
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I'm hoping someone has done this before..

I've added vehicles map side no problem; the prob I'm having is a weapon (animations, etc).

I'm basically adding the type 5 to a map (rifle), but renaming it K43 and giving it a different skin/sound since its a US/German map.

I've done everything so far how I did with vehicles, but the animation does not work. I was searching and found this tutorial: http://mdt.planetbattlefield.gamespy.co ... apons.shtm ..and did what it said (added a singleShotWeaponsmod.inc and AnimationStatesmod.con). I have an animations folder, but no animation shows.

Oddly enough, besides that, my texture disappeared. The gun is all grey right now, even though in the standardmesh files for the gun I have the texture path as "texture/k43", and the appropriate texture is IN the texture folder in my map.


I realize this is a SSM forum but hopefully some of you have had experience with things like this...if you have any ideas, please share! :?

Thanks


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PostPosted: Sun May 25, 2008 7:30 pm 
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..OK, it seems any custom object I add now won't have a texture! Grr :mad:

I changed rh_Pacfac_door_m1 to rh_Pacfac_door_m2 and gave it a different texture. The object appears, but no texture, just like the gun! Isn't this just determined in the standardmesh file? I have done that (texture/pf_do_r2) but its still just a plain grey box :(


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PostPosted: Sun May 25, 2008 11:01 pm 
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may be a stupid question, but didnt you add like this to Anisiti? :?:

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PostPosted: Mon May 26, 2008 12:46 pm 
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use the texturemanager.alternativepath (insert location here)-this is what i usually do instead of changing the rs file. I am also have problems importing weapons on my map. My game crashes saying it can find the animation i provided.


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PostPosted: Tue May 27, 2008 4:00 am 
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