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legacy-sI_Dj_:p
08-09-2003, 04:16 PM
I wanna learn how to make my own guns it to Unreal2k3. I fooled around a bit and I think I figured out how. The only problem is that I can not see the model that I got in the game. For the staticmeshes (Pick-Up Object) is the Bio-rifle for now, but when I pick it up, it says that I now picked up the Bio-Pistol (My gun) and it has all the firing stats as my gun is supposed to have, but there is nothing there, all I see is the plasma beam coming ot of nowhere.


//================================================== =============================
// [BioPistol]
//================================================== =============================

class BioPistol extends BioRifle;
#exec MESH MODELIMPORT MESH=BioPistolMesh MODELFILE=models\biopistol.PSK LODSTYLE=10
#exec MESH ORIGIN MESH=BioPistolMesh X=0 Y=0 Z=0 YAW=0 PITCH=0 ROLL=0
#exec ANIM IMPORT ANIM=BioPistolAnims ANIMFILE=models\biopistol.PSA COMPRESS=1 MAXKEYS=999999 IMPORTSEQS=1
#exec MESHMAP SCALE MESHMAP=BioPistolMesh X=1.0 Y=1.0 Z=1.0
#exec MESH DEFAULTANIM MESH=BioPistolMesh ANIM=BioPistolAnims

// Digest and compress the animation data. Must come after the sequence declarations.
// 'VERBOSE' gives more debugging info in UCC.log
#exec ANIM DIGEST ANIM=BioPistolAnims VERBOSE





defaultproperties
{
Mesh=BioPistolMesh
DrawType=DT_Mesh
bStatic=False
Itemname="Bio-Pistol"
FireModeClass(0)=Class'guntest.BioPistolFire'
FireModeClass(1)=Class'guntest.BioPistolFire'
}


I'm guessing that the gun isn't in the right spot so that I can't see it, but how do I change that. If I just wrote the code wrong, can you point that out.


Thanks.

legacy-Spin
08-09-2003, 05:36 PM
It might be that your mesh is not in the correct orientation, scale or position to be seen onscreen, personally I would recomend the best process to be to import your .psk/.psa in the Ued animation browser so that you can compare to the existing 1st person weapons, any alterations to scale, rotation or position can be entered in the mesh properties on the right hand panel and once you have that set, if you are dead set on importing via script rather than containing in a .ukx package you can always scribble the translation numbers down for reference.

Trust me when I say, fiddling with the position of a 1st person weapon to get it just right is a tiresome and painstaking process, so taking a reference from existing content is an excellent way to save time.

legacy-sI_Dj_:p
08-10-2003, 04:31 PM
heh, thanks. I imported the model, and guess waht, it was really big, and pointing the wrong way. I'm foolin with it now. Thanks.