View Full Version : Custom Weapon Problem!!!
Ok im making an AK47 for UT3 but when i got it in game everything was messed up and i dont know why...
in MAX lined up with arms...
[IMG=http://img408.imageshack.us/img408/855/ak2ir0.th.png] (http://img408.imageshack.us/my.php?image=ak2ir0.png)
in unreal all colours working fine...
[IMG=http://img518.imageshack.us/img518/1900/ak1jz8.th.png] (http://img518.imageshack.us/my.php?image=ak1jz8.png)
and finally what it turned out to look like ingame...
[IMG=http://img408.imageshack.us/img408/5223/ak3id6.th.png] (http://img408.imageshack.us/my.php?image=ak3id6.png)
i have no idea why this happened the gun now has messed up colours and is not lined up with the hands at all ...
the colour might be messed up because instead of using a texture map i just used textures and for some reason i was able to put the three textures on seperate parts of the gun even though the whole thing was attached together but why its not linging up i have no idea but i was having a couple problems with the arm anims for awhile but ...ya...
anybody have any help for me ...??
ShadeMistress
03-15-2008, 11:14 PM
Why'd you align it with the arms?
UT3 weapons need to be aligned at roughly (0, 0, 0) for the rear (pistol grip) hand. And the weapon has to be aligned on the X axis.
As far as the materials being off, try flipping the material vertically. Sometimes Max objects' UV flip when translating to UT3.
Dunno if that helps at all.
geodav
03-16-2008, 02:47 PM
he needs it to align with the arms so that he can use the arms as well
the material/texture problem is related to the fact that a multiple material has been used in the 3d app, atm you must use a single texture/material for your weapons.
email sent ;)
ya thnx did u figure out why they dont align though while im in game ?
geodav
03-16-2008, 04:28 PM
no i haven't had time to test that yet
Does no one have an answer to this ... this may be awakening a dead post but i really need an answer to this ive asked so many people and either they havent gotten back to me or they have no clue i could really use an answer or even a suggestion would be break
thnx
SteelerWolf
03-29-2008, 10:02 AM
I've not tried importing a weapon into ut3 yet but i seem to remember that you could change the Offset of the weapon in the first person view in UT2004, I just had a quick look at UT_Weapon in the UT3 code and found SmallWeaponsOffset in the default properties. Might be worth a try messing around with if you havn't gone down that route yet.
BuSyMan
03-29-2008, 10:11 AM
I have a question: Did you merge your ak47 max scene with Epic's skeleton scene?
There might be an incompatibility with the measurement units... say... your AK was in cm and you merged it with the skeleton that was in inches, resizing the skeleton in the process...
And I think I already told you about the colors in EE's forum...
PS: Aha... so you're JMG :p
ya...i tried the sizing thing with another weapon i had cus i thought that was the problem also didnt seem to change much and for the offset thats what i thought at first but i didnt see any offset in the sniper code but maybe ill look again ... ya JMG6411 is my alter ego :D
ya there is now offset line in Sniper code
ssry guys didnt really help me any more ideas would be appreciated :) and ud also be my hero :P
Hyrage
03-29-2008, 09:53 PM
I hope this coul help
http://ut40k.planetunreal.gamespy.com/unreal-Dateien/ut3tuts/UT3_Weapon_tutorial_1.htm
SOURCE:
http://www.icecreamyou.com/ut3.html
Good luck bro
srry thats what i originally used but that doesnt say anything about using arms in the anims and whatever and ive asked geodav himself and he doesnt seem to have an answer either ...thnx anyways though
Cpt_SLOG
03-30-2008, 03:30 PM
I'm about to delve into weapon import with custom arm animations.
I'll try a simple test weapon first. So I'll see if I get the same problem.
Sweet if u dont tell me what u did and i can see what i did wrong ...:D
Hyrage
03-30-2008, 07:39 PM
Great ^^!
Will you guys create a better Tutorial to let us know how it could be achievable?:D
plz
if everything goes well maybe we will if not then someone else will have to then we can learn from them...:)
Cpt_SLOG
03-31-2008, 06:12 AM
I'll start with my spas shotgun I made a few years ago, since I can subclass the flak easily.
*digs out model*
*fires up wotgreal*
here
http://www.adpclan.com/sf/renderspas12g.jpg
have u tried making it yet ... then again it might the type of gun used because i havent tried anything with the flak cannon yet...but report ur progress here soi can see what i did wrong
you just scale the hands up and keep trying till you hit a match
thats how i did it
http://img153.imageshack.us/img153/4574/ak47au8.jpg (http://imageshack.us)
Cpt_SLOG
04-01-2008, 06:23 AM
That looks great bez. Have you got custom animations for the arms there.
I noticed unlike ut2004, they are separate packages.
How do you export the separate animations for the arms and the gun?:confused:
I'm animating the arms and gun in max but need to export them separately.
animate your arms with your weapon as normal, export the weapon mesh with bones, then export the animated bones. both AnimSets and ArmsAnimSet can share the same animations if you exported with bones on both.
Begin Object Name=FirstPersonMesh
SkeletalMesh=SkeletalMesh'yourweaponmesh'
PhysicsAsset=None
AnimSets(0)=AnimSet'yourweaponanim'
Animations=MeshSequenceA
FOV=55.0
bForceUpdateAttachmentsInTick=true
End Object
ArmsAnimSet=AnimSet'yourweaponanim'
Cpt_SLOG
04-01-2008, 07:47 AM
Thanks a lot bez. that clears it up for me.:)
that looks great what do u mean did u just scale them up in max?
also that looks so much better than anything i could make and because im so new to this anybody have an answer to why this happens and anyway to fix it...
original post...
I have a question for you guys and no this is not another production stopping problem again but this is just to get it to look better feel free to make suggestions if u think i should use diff materials too ... ok well heres a problem that everyone probably gets but its annoying me ....
whenever i use unwrap uvw it messes up my textures it kinda blurs them no matter what i do
before
[IMG=http://img371.imageshack.us/img371/93/12rv5.th.png] (http://img371.imageshack.us/my.php?image=12rv5.png)
and after ( it doesnt look as bad as it did before but it really could look better)
[IMG=http://img371.imageshack.us/img371/1162/12gf4.th.png] (http://img371.imageshack.us/my.php?image=12gf4.png)
any help would be appreciated
SteelerWolf
04-02-2008, 01:32 PM
Looks to me like the texture in the first pic is at a higher resolution than the second pic i.e :
pic 1 texture at say 1024 x 1024
pic 2 texture at say 512 x 512
so what do u mean by u scaled the arms up howd u do that ?>
i just scaled the arm bones up in max and exported the weapon then the arms and checked to see if they matched up in unrealed by putting the arms in slot1 with idle pose and in slot2 the weapon. if they didnt match i scale as much as needed again repeating the same process till they aligned. it took a few atemps but thats how i did it.
hope that helps
k one more quetion what is the mesh for the arms because whenever i open it up its set to the default guy and nothing happens when i play my anim is there a special one for the arms and yes thnx for the help ill try it out l8er
you have to load the arms in
Unreal Tournament 3\UTGame\CookedPC\Characters\CH_IronGuard_Arms_SF. upk
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