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[IV][REL][SCR]DFF2WDR


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Added some skeleton stuff to WDR Analyze. Will implement it in dff2wdr to.. Hope I can fix it before I go on holiday. smile.gif

Dope! That seems to be the solution for the 'wrong-weapon-holding' issue.

I've tried to export one of my old models as a melee weapon and add it as a episodic one (no replacing). Everthings works fine...convert Model, create new wtd with icon, add wdr and wtd into the 'weapon.img', add as 'episodic_1' weapon to 'WeaponInfo.xml' and 'default.ide' and create a weaponpickup inGame...

user posted image

user posted image

user posted image

...but Niko don't want to hold the damn axe right.

Now I've tried everthing to fix that...adjustment in Max(Mesh,Pivot,etc.), moving the ModelCenter and UnkVector with an HexEd...nothing works.

Finally I've changed the bounding box with the HexEd just like the bat and it looks like this...

user posted image

...it's Ok, but not perfect. So, I think if a weapon got no Bones, Niko will always grab the modelcenter. Anyway that problem seems to be history very soon. wink.gif

 

Oh btw...Have a great holiday Prince-Link! You've really earned it! Shifty41s_beerhatsmilie2.gif

Greetz!

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Added some skeleton stuff to WDR Analyze. Will implement it in dff2wdr to.. Hope I can fix it before I go on holiday. smile.gif

Dope! That seems to be the solution for the 'wrong-weapon-holding' issue.

I've tried to export one of my old models as a melee weapon and add it as a episodic one (no replacing). Everthings works fine...convert Model, create new wtd with icon, add wdr and wtd into the 'weapon.img', add as 'episodic_1' weapon to 'WeaponInfo.xml' and 'default.ide' and create a weaponpickup inGame...

user posted image

user posted image

user posted image

...but Niko don't want to hold the damn axe right.

Now I've tried everthing to fix that...adjustment in Max(Mesh,Pivot,etc.), moving the ModelCenter and UnkVector with an HexEd...nothing works.

Finally I've changed the bounding box with the HexEd just like the bat and it looks like this...

user posted image

...it's Ok, but not perfect. So, I think if a weapon got no Bones, Niko will always grab the modelcenter. Anyway that problem seems to be history very soon. wink.gif

 

Oh btw...Have a great holiday Prince-Link! You've really earned it! Shifty41s_beerhatsmilie2.gif

Greetz!

great use of the Episodic interface there smile.gif

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Shadow-Link

 

I made an MKII grenade to test DFF2WDR, and it works good. Now Niko holds the grenade right, but I had to move the pivot point.

 

Normal and specular mapping will be supported in the future?

Nice! Really like it smile.gif

 

I am currently working on weapon support and extra shaders smile.gif

Edited by Prince-Link
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Added some skeleton stuff to WDR Analyze. Will implement it in dff2wdr to.. Hope I can fix it before I go on holiday. smile.gif

Dope! That seems to be the solution for the 'wrong-weapon-holding' issue.

I've tried to export one of my old models as a melee weapon and add it as a episodic one (no replacing). Everthings works fine...convert Model, create new wtd with icon, add wdr and wtd into the 'weapon.img', add as 'episodic_1' weapon to 'WeaponInfo.xml' and 'default.ide' and create a weaponpickup inGame...

user posted image

user posted image

user posted image

...but Niko don't want to hold the damn axe right.

Now I've tried everthing to fix that...adjustment in Max(Mesh,Pivot,etc.), moving the ModelCenter and UnkVector with an HexEd...nothing works.

Finally I've changed the bounding box with the HexEd just like the bat and it looks like this...

user posted image

...it's Ok, but not perfect. So, I think if a weapon got no Bones, Niko will always grab the modelcenter. Anyway that problem seems to be history very soon. wink.gif

 

Oh btw...Have a great holiday Prince-Link! You've really earned it! Shifty41s_beerhatsmilie2.gif

Greetz!

I have added edited weapons to the episodic spots and I was wondering could you email me giving intstuctions on how you did the first part that being :

 

I've tried to export one of my old models as a melee weapon and add it as a episodic one (no replacing). Everthings works fine...convert Model, create new wtd with icon, add wdr and wtd into the 'weapon.img', add as 'episodic_1' weapon to 'WeaponInfo.xml' and 'default.ide' and create a weaponpickup inGame...

 

This would be most appreciated.

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Nick the Newb

Can anyone add an actual M4A1 into the game, you know, one w/ a carrying handle? The "so-called" M4, looks more like an HK 416 because it's missing the Carrying Handle to aim with. Hell, i don't think Niko could even aim with that gun. The back sight doesn't line up with the front.

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I made an MKII grenade to test DFF2WDR, and it works good. Now Niko holds the grenade right, but I had to move the pivot point.

 

Normal and specular mapping will be supported in the future?

Nice! Really like it smile.gif

 

I am currently working on weapon support and extra shaders smile.gif

I'm glad you like it smile.gif

 

I'm waiting for the updates sigh.gif

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