...screenshot:
For future reference:
[img]http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=2131642[/img]
The best method for you to port your custom model into
FPSC would be for you to:
1. Open an existing HUD.x model that closely resembles your weapon in a 3D modeling
program. This will be a template.
2. Merge your custom model into the 3D modeling program.
3. Scale, rotate & move your custom mesh until it is in registration with the HUD.x
mesh.
4. Delete the mesh of the HUD.x model, leaving only the skeleton behind.
5. Assign the vertices of your custom mesh to the appropriate bones. You may have
to finetune this, to get the proper association.
6. Once you have the entire mesh assigned to the skeleton, export everything out as
a DirectX file named HUD.x.
7. Create an unanimated scaled version of model and export it as a Directx file named
VWeap.x.
8. Copy the contents of the template weapon's folder except for HUD.x, VWeap.x,
Gun_D2.dds, and Icon.dds.
9. Create a new folder and paste the template weapon' contents into it. Place your
custom HUD.x, VWeap.x, Gun_D2.dds, and Icon.dds files into it.
This will get your model quickly into
FPSC. The orientation of the template
weapon will be retained, as will the animations.
How closely you matched the original's specifications will depend on how well
you manipulated the mesh, and assigned bones
To make a pickup entity for your new weapon, examine the pickup for the
weapon you used as your template, and make custom changes.
If you omit the VWeap.x, enemies will unable to be equipped with your custom
weapon.