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  1. #1
    MSgt. Shooter Person
    Join Date
    Mar 2003
    Posts
    88

    Default Custom model isn't there in the game.

    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.

    Code:
    //===============================================================================
    //  [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.

  2. #2
    MSgt. Shooter Person
    Join Date
    Mar 2001
    Posts
    234

    Default

    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.

  3. #3
    MSgt. Shooter Person
    Join Date
    Mar 2003
    Posts
    88

    Default

    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.


 

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