
RJ00125
Joined: Apr 14, 2007
Kill On!!
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Posted: Oct 14, 2007 06:22 PM
Msg. 1 of 19
hi, I was wondering how the guys over at CMT added new weapons to the backpack script. I have tried in Guerilla but everything is grayed out. Anyone know how?
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Nexus Halo
Joined: Feb 24, 2007
Halo's Dark Knight http://www.nexushalo.kk5.org/
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Posted: Oct 14, 2007 06:41 PM
Msg. 2 of 19
Theres a download on this website that makes it so you can. BUT its the default weapons.
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RJ00125
Joined: Apr 14, 2007
Kill On!!
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Posted: Oct 14, 2007 06:44 PM
Msg. 3 of 19
uh, NO DUH! I have that I was wondering how u put in new weapons!!
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NapalM
Joined: Jul 8, 2007
keke
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Posted: Oct 14, 2007 07:20 PM
Msg. 4 of 19
he mustve thought you were less of a noob.
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Nexus Halo
Joined: Feb 24, 2007
Halo's Dark Knight http://www.nexushalo.kk5.org/
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Posted: Oct 14, 2007 10:40 PM
Msg. 5 of 19
Quote: --- Original message by: RJ00125 uh, NO DUH! I have that I was wondering how u put in new weapons!! No he still is one. To add more weapons I know you cant do it so its pointless to say how to.
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RJ00125
Joined: Apr 14, 2007
Kill On!!
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Posted: Oct 14, 2007 10:45 PM
Msg. 6 of 19
uh, ya there is, if CMT can do it on Snowgrove then someone can do it
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Nexus Halo
Joined: Feb 24, 2007
Halo's Dark Knight http://www.nexushalo.kk5.org/
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Posted: Oct 14, 2007 10:54 PM
Msg. 7 of 19
I didnt say it cant be done. Edited by Nexus Halo on Oct 14, 2007 at 10:54 PM
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RJ00125
Joined: Apr 14, 2007
Kill On!!
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Posted: Oct 14, 2007 11:00 PM
Msg. 8 of 19
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Rm860
Joined: Sep 7, 2006
Dennis sleeps like this!
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Posted: Oct 14, 2007 11:48 PM
Msg. 9 of 19
you can somehow swich what weapons are on the script (no idea how)
but you can't add more weapon types to spawn then already do as they maxed out something on the biped or script. Don't know the details but it's something like that.
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MechWarrior001
Joined: Mar 13, 2007
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Posted: Oct 15, 2007 12:11 AM
Msg. 10 of 19
Wait... doesn't this also involve permutations with the biped model? because you cant add new weapons to the permutation without modeling it first in max, so, basically, you cant add a noobinator 5000 to the back of the MC just by script, you also have to model it, right?
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RJ00125
Joined: Apr 14, 2007
Kill On!!
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Posted: Oct 15, 2007 05:23 PM
Msg. 11 of 19
wait, can I just make a clone of that script with different weapons and name it backpack_script2?
Hey CtrlAltDestroy a little help here? Edited by RJ00125 on Oct 15, 2007 at 05:25 PM
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Oct 15, 2007 05:54 PM
Msg. 12 of 19
yeah haha good luck getting help from him. tell me if you understand this: you need to add a new model permutation to the cyborg and add the weapon in so its actually part of the model. the script switches between those permutations depending on what weapon you have. i dont care about the backpack weapons becuase personally, i think its just a waste of time for something that looks cool. just to let you know, you are excessively rude. and to think your asking for peoples help  ! i would think that you wouldn't flame people to death for trying to help you. backpack weapons are very complicated and i will not even try them. i know how to do them, hence the info i gave you, but it seems like alot of work and time that i just dont feel like putting into it. Edited by Donut on Oct 16, 2007 at 05:43 PM
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RJ00125
Joined: Apr 14, 2007
Kill On!!
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Posted: Oct 15, 2007 06:00 PM
Msg. 13 of 19
ok, yeah I kinda understand, but I have gmax, can gmax export bipeds? and didn't CtrlAltDestroy say he maxed out the shader models or something?
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Oct 15, 2007 06:02 PM
Msg. 14 of 19
oh... yeah that could be a problem... i dont think you are allowed to have enough shaders to do all the custom weapons. to install though, you need to import a rigged and textured model of the chief and the needler and rig the needler to the chief biped. its waaaay to much work then i feel like doing since you need to do 5 permutations for each weapon.
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RJ00125
Joined: Apr 14, 2007
Kill On!!
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Posted: Oct 15, 2007 06:10 PM
Msg. 15 of 19
ok, umm, just tell me how to set up the permutations and I think I can do it, and how am I "excessively rude"?
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Oct 15, 2007 06:13 PM
Msg. 16 of 19
regions and premutations. there are 2 regions, and then premuation for each weapon. the script changes the premutation of the back region. Quote: --- Original message by: Donut oh... yeah that could be a problem... i dont think you are allowed to have enough shaders to do all the custom weapons. just take all weapons with similar shineyness and stuff and merge the bitmaps together, like make a 1024x512 sheet with the plasma rifle, plasma pistol bitmaps, and another one for the multi.. then simply select the model, UV wrap, slightly change it so it goes onto the side of the bitmap that controls its texture, tada. you could slip AR and shotguntogether aswell since they arnt that shiney or anything.. mb even the RL aswell. Then you'll have 1 shader for multiple weapons, tada.
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RJ00125
Joined: Apr 14, 2007
Kill On!!
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Posted: Oct 15, 2007 06:54 PM
Msg. 17 of 19
so, uh how do you change the permutations and how do you merge bitmaps?
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_TheArbiter_
Joined: Apr 22, 2007
"stupidity is an epidemic " - Donut
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Posted: Oct 15, 2007 08:13 PM
Msg. 18 of 19
making all those sound kinda sick lol
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RJ00125
Joined: Apr 14, 2007
Kill On!!
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Posted: Oct 15, 2007 08:16 PM
Msg. 19 of 19
what?
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