
Hell_Jumper_056
Joined: Jan 7, 2010
Halo: Accession
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Posted: May 17, 2013 06:26 PM
Msg. 1 of 5
I've been creating my own assault rifle with just a different model. but it still uses the original gbx model. I've gotten everything to work except the ammo count. it shows up on the rifle, but in 00 11 22 33 44 55 66 77 88 99. does anyone know how to separate this to show how it is like on the normal assault rifle? Thanks!
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Twinreaper
Joined: Jun 5, 2010
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Posted: May 20, 2013 12:38 PM
Msg. 2 of 5
It is the shader and the function you are using. Each side is a different one. Tens and ones are how they are divided. Tens on the left, ones on the right. If you dig into the actual "number_plate" shaders, you will see how it is done. So in the end, you need to use a different shader for each one or else you get the result you are describing. Here is one of my setups...  
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: May 21, 2013 12:11 AM
Msg. 3 of 5
Dont listen to him, you only need one shader. For example: Name the left digit ar_numbers1 and the right ar_numbers0. This will sort the shader into different permutations.
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Hell_Jumper_056
Joined: Jan 7, 2010
Halo: Accession
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Posted: May 21, 2013 12:35 PM
Msg. 4 of 5
I imported the fp model and both number pads have different shader premutations but it also confused me because I don't understand how it can use one shader file for 2 different things and also act differently. im guessing that it will automaticly make it work?
(and those are some sexy fine weapons you have there ;)
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Twinreaper
Joined: Jun 5, 2010
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Posted: May 21, 2013 02:17 PM
Msg. 5 of 5
Crap, Killer is correct. I was in h2V mode when I responded, my bad. In CE the weapon tag has a perm field where the numbers are sorted into perm0 and perm1. One shader but the different perms display the ammo differently. Thanks for pointing that out Killer.
Obviously it has been over 8 years since I did anything CE related, as you can tell...lmao
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