Quote: "U R COOL CE!"
Thanks
The gun is pretty cool too.
I wonder why they scrapped it?
Must have been a cost factor.
Quote: "Well done Conjured Entertainment! That worked "
Thanks
I'm glad it is working for you. (I'm glad someone let me know too)
This is the first time I was ever sucessful at modding a weapon.
I have done characters before but not weapons.
The main problem I was having was trying to use the same export settings in Milkshape that you use for characters.
That doesn't work right, but through trial and error of ticking every option of settings I finally found the one that works.
I tried to talk Rick into letting us have that Commando to mod into other weapons, but he said no.
So, this is a one time deal for me releasing a modded weapon.
I will still make the video showing how to do it and then I will buckle down and make my own animations and sounds.
So, keep an eye out for some new weapons coming from CE.
Once that happens then I will make a video for that too.
So, in a month or two, we should have videos showing how to mod weapons from stock or how to create them from scratch.
I just have to wait to get my desktop running again, so the video won't be laggy like when using this laptop.
Until then...
Here is the image showing the settings I used to export the modded weapon out of Milkshape.
There may be a better way, but this way worked for me so I stopped playing with the ticks then.
They are pretty much the same for the characters except for the EXCLUDE NORMALS tick.
Of course your number of animated frames might be different but the tick boxes would be the same.
(1) I first IMPORT the model into FragMOTION and then MERGE the HUD.x in there too.
This is necessary to get the stock X file in with animations.
(2) Then I modify it there in FragMOTION (I am used to Frag more than Milk), then I EXPORT if from Frag as an ms3d file. (MilkShape)
The modification consisted of replacing the orignial mesh with the new one and assigning the vertices of the new mesh to the old bones.
First I had to scale the new mesh to the same size of the old one.
Then I positioned it over the old mesh correctly then moved the new mesh up (Y 50) to get it out of the way.
I modified the new mesh by removing the clip and snapping the vertices together to fill in the hole I made.
Then I moved the old gun to animation frame #85, which allowed me to select the old mesh while leaving the old clip.
Then I deleted the old mesh and returned the animation to its pose position.
When I was finished editing the meshes all I had to do was move the new one back down (Y -50) to get it in the correct position.
After the meshes were done, I then assigned the vertices of the new mesh to the main bone.
I left the old clipped attached to its bone like it was before so the clip never changed at all.
Of course, I had to reassign the textures too before exporting, but that should be obvious.
(3) After EXPORTing from FragMOTION as a Milkshape 3D file, I then OPEN that in Milkshape and then EXPORT it as an X file (jt) with those settings.
I mainly use Milkshape only for the file format conversion, since FragMOTION's X file Exports won't work with FPSC.
If you want to play around with this, then make a backup copy of the XM8's HUD.x and then play around with it.
You already have the files for the pickups and everything else there already configured for those paths.
So, you won't have to edit the FPE files for the pickup and ammo.
Just remember to delete the HUD.dbo and HUD.bin files each time you edit prior to testing.
Otherwise, you won't see the changes you made.
Hope this helps for now.
To be continued...