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hello everyone, 2 ?s


z4rg3n
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*I posted this in troubleshooting first, but I think it is more relevant here.

 

Hello everyone, This is my first notable post. Once i work out just a few final touches, ill upload a pack of guns ive converted to SA from Desert Combat, a beautiful mod for Battlefield 1942, both of which remain among my favorite games of all time.

 

Anyways,

 

I have spent the day learning everything I can about weapon modding (3D/texture). I still have yet to figure out how to mod in custom firing textures and models for my guns.

 

When I import the original weapon DFFs into 3dsmax 7, they have a separate geometry called "gunflash." This geometry is always the child of the gun mesh, and always uses a texture in the weapon's own TXD.

 

I have tried exporting my meshes with the gunflash linked child->parent to the gun, and with the repsective texture included in the TXD, but they simply dont show up in-game. If I exclude the Gunflash, the standard firing mesh shows up, in all its crappy, low-qualityness.

 

Id appreciate any input smile.gif

 

One further question - What is the txd used for the RPG/Stinger (rocketla.dff and heatseek.dff) scopes? its always bugged the hell out of me and its high time i changed it. would adding a scope map to the txd work?

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Well for example this is how

the hierarchy is set for the weapons.

-ak47.dff

\

-ak47

\

-gunflash

 

As to your second question, i think

the scopes and such are located in

the particle.txd.

Edited by Daalyman05
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ill upload a pack of guns ive converted to SA from Desert Combat, a beautiful mod for Battlefield 1942

Not to this network you won't - we don't allow conversions from other non-gta games.

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oh noes.

 

well much thanks for the help daalyman, as well as the swift notification dexx. couldve sworn someone converted some BF2 weps on Gtagarage. oh well. ill keep them to myself i suppose : (

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