View unanswered posts | View active topics It is currently Fri Dec 27, 2024 8:35 am



Reply to topic  [ 39 posts ]  Go to page Previous  1, 2, 3  Next
 Some Modding Questions. 
Author Message
User avatar

Joined: Mon Oct 25, 2010 5:51 am
Posts: 1198
Location: Sydney
Reply with quote
Post Re: Some Modding Questions.
David Rodrigov wrote:
I really don't think they look good at all, but it was very difficult to get the shape remotely correct for the FN2000.

Image

Image

Image

Hey David,

If you want an alternative F2000 sprite, I have on here that I'd love to be used by someone;

Image

EDIT: Woah holy ♥♥♥♥ i thought this was a PM


Last edited by Kettenkrad on Mon May 07, 2012 12:23 pm, edited 1 time in total.



Wed May 02, 2012 6:19 am
Profile
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
Reply with quote
Post Re: Some Modding Questions.
David Rodrigov wrote:
Also, is there any way to increase the kick of a HDfirearm when it is fired?


Assuming you're not using a recoil script, heavier bullets fired faster produce more recoil. Action and reaction. Simple physics.

If you don't want to increase the amount of damage a bullet could do, or how what materials it can penetrate, you're going to need to start using AEmitter tricks.

------------

David Rodrigov wrote:
And, how can I make a gun shoot the regular bullets, with a smoke effect?


Like a puff of smoke for the muzzle flash? You might need to use the fire-an-emitter trick and add the smokepuff to that. You could also use this to fire a heavy emitter that emits a lighter bullet, producing more recoil than you might expect.

------------

David Rodrigov wrote:
Lastly, how can I code a gun that fires more than one "bullet", like for shotgun pellets?


Set a high ParticleCount in the MOPixel definition where you define the shot itself, then have the weapon use a very high ParticleSpreadRange.

If you want a shotgun that can shoot spread shot and slug rounds (or more esoteric ammo like XREPs or Frag-12s or whatever) you need to use the fire-an-emitter trick, or you'll have terrible accuracy with the slug rounds - or your shot will be all clumped up.


Wed May 02, 2012 6:43 am
Profile YIM
User avatar

Joined: Mon Jan 25, 2010 11:35 pm
Posts: 675
Reply with quote
Post Re: Some Modding Questions.
Love the sprite, Ket, I'll be sure to use it, with credit of course.
And Arcalane, can I make a gun fire a heavy emitter, that emits smoke, multiple MOPixels with high particle spread range, to get a shotgun with high recoil, smoke effects, and serious armor chewing?

Is it possible to make a shotgun reload shell-by-shell?
And, can I make a laser pointer, that can be toggled on and off, and when on, would give more accuracy to both aimed and hipfire?

And can I make a gun switch between fire modes, like semiauto, burst fire, auto, and different ammo types, like from bullets to under barrel grenade launcher?

Last, which of these two sprites look better?
Image

Image


Wed May 02, 2012 9:17 pm
Profile
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
Reply with quote
Post Re: Some Modding Questions.
David Rodrigov wrote:
And Arcalane, can I make a gun fire a heavy emitter, that emits smoke, multiple MOPixels with high particle spread range, to get a shotgun with high recoil, smoke effects, and serious armor chewing?


Yes, quite easily! If you want an example of the emitter shotgun trick, look at the Imperium Shotgun in the Warhammer 40K Compilation mod I maintain. Feel free to use it as a base if you need to, it's probably easier than me trying to explain how everything works... although it doesn't have any comments. All you'd need to do is tweak the emitter mass as necessary, and add the desired smoke effects to it.

If you want I'll try seperating it from the main download and adding some comments to the files.

------------

David Rodrigov wrote:
Is it possible to make a shotgun reload shell-by-shell?


Yes. You'll need to use a script though. I did at one point have this as a thing for the Imperium Shotgun, but later removed it since it felt awkward given the very high ammo capacity.

------------

David Rodrigov wrote:
And, can I make a laser pointer, that can be toggled on and off, and when on, would give more accuracy to both aimed and hipfire?


In theory, I should think it would be with scripts, although that probably means spawning the bullets using the script as well.

------------

David Rodrigov wrote:
And can I make a gun switch between fire modes, like semiauto, burst fire, auto, and different ammo types, like from bullets to under barrel grenade launcher?


The answer is - you probably guessed it - with scripts. :grin:

For scripting help I strongly recommend you ask CaveCricket or Mehman, they've both been very helpful and generous in the past, and know a lot more about that than I do. Asklar is pretty good at scripting as well, and I'm sure there are others who can help.

------------

David Rodrigov wrote:
Last, which of these two sprites look better?
Image

Image


The bottom one looks neater/cleaner, but I think the top one is more accurate to the source material. Might need to up the size of the drum a tiny bit.


Thu May 03, 2012 12:20 am
Profile YIM
User avatar

Joined: Mon Jan 25, 2010 11:35 pm
Posts: 675
Reply with quote
Post Re: Some Modding Questions.
Wow, scripts really seem to do a ton of the really cool stuff in modding. I'll see about bugging some lua scripter sometime. I haven't really started much coding, besides the basic folder structure for the mod. I'm hoping to have custom effects, like smoke effects, muzzle flashes. It seems difficult to find sounds, though.

A quick question, how would I go about modding features, like "suppression" for the LMG's, it would make an actor move slightly slower if a lot of LMG bullets were hitting him, or flying near him?

Another one being, "sight closing", like, you would have a basic telescopic sight, right?
Well, you would be able to toggle between using it, or closing the flap on it. So when it's open, you would have a long sharpaim for outdoor combat areas, or close it to have a smaller sharpaim distance for indoor combat.

Also, how can I mod a proper revolver that dumps all it's shells when reloading, instead of after every shot?
Don't tell me I need a script.


I have some more sprites I'd like help with, a L96A1, and MK MOD 11.
The L9 is taken from one of Kettenkrad's cool sprites, so thanks for that.
Image

Image

I also have increased the size of the drum for the DAO, and come up with an alternate Greyish one (modernized or whatever), and a classic Green tinted one.
The top one is the grey one, in case anyone's colorblind.
Image

Image

Here's sprites for an M27, RPK-74, M60E4, and SMAW.
The M60 and SMAW are edited versions of sprites by Kettenkrad, props to him.
Although It'd be good if someone could help me with the SMAW, I don't think it looks too good.

Image

Image

Image
The M60's box magazine is loaded in, but on the other side.

Image

Since I now completed all the sprites I want, I will start work on the coding.
Actually, if anyone could help with offsets... It'd be appreciated, they're just too difficult for me to understand.


Mon May 07, 2012 1:25 am
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Fri Jan 07, 2011 8:01 am
Posts: 6211
Location: In your office, earning your salary.
Reply with quote
Post Re: Some Modding Questions.
For the supression effect for an LMG, you could make the bullets make nearby actors crouch, in that way the only movement possibility would be slower.

And for the revolver realistic casing dropping, you could make every round caseless and the last round a tracer which would have a casing that would be an AEmitter that would emit the 6 casings at the same time.

And I'm not sure if you can change the SharpAim of a weapon. A workaround would be making the SharpAim short, and with the optics you would change the ViewPoint of the actor in a vector with the same direction as the SharpAim; the only detail here would be that the aiming dots would be behind the actual zoomed position.


Mon May 07, 2012 3:48 am
Profile
User avatar

Joined: Sun Jan 28, 2007 10:32 pm
Posts: 1609
Location: UK
Reply with quote
Post Re: Some Modding Questions.
Asklar wrote:
And I'm not sure if you can change the SharpAim of a weapon. A workaround would be making the SharpAim short, and with the optics you would change the ViewPoint of the actor in a vector with the same direction as the SharpAim; the only detail here would be that the aiming dots would be behind the actual zoomed position.


Mehman made a sniper rifle with a dynamic SharpAim range that allows for much smoother sharpaiming over long distances - I applied it to both the Marine Sniper Rifle and Thunderstrike ML in the 40K comp.

I'm sure it'd be possible to set a pie/key toggleable SharpAim range, or at the very least you could swap the weapon itself for one with a shorter/longer sharpaim as needed.

------------------------

Asklar wrote:
And for the revolver realistic casing dropping, you could make every round caseless and the last round a tracer which would have a casing that would be an AEmitter that would emit the 6 casings at the same time.


If you wanted to be really accurate, could you have an invisible magazine gib into six casings when you start reloading? In that case, all six rounds would be caseless.


Mon May 07, 2012 12:12 pm
Profile YIM
User avatar

Joined: Mon Jan 25, 2010 11:35 pm
Posts: 675
Reply with quote
Post Re: Some Modding Questions.
Alright, I'm starting the coding, and I now have some cool sounds, if someone could please do the offsets for me, that would be nice. I have the gun and magazine sprites, as well as example sprites of where I'd like the magazine in the gun.
I seem to be able to figure it out myself after quite a while of tinkering, but if someone else could do it, it'd greatly speed up the process of development.


Mon May 07, 2012 9:57 pm
Profile
User avatar

Joined: Mon Jan 25, 2010 11:35 pm
Posts: 675
Reply with quote
Post Re: Some Modding Questions.
I made a basic M9 to see if my Offsets are correct, but my sprite is screwing up in game.
What's up with it? I'm pretty sure I used the correct palette.

http://filesmelt.com/dl/RA.rte_.rar


Tue May 08, 2012 3:21 am
Profile
User avatar

Joined: Mon Nov 14, 2011 8:58 pm
Posts: 92
Reply with quote
Post Re: Some Modding Questions.
I'd be willing to resprite all those wepaons, no offense but I think I can do them a tad better (With your permission ofc)

What program do you use for spriting? I recommend GIMP, MS paint ♥♥♥♥ ♥♥♥♥ up beyond reason.

As for the shotgun reload, there's a simple script for that in the CC Base.rte for the shotgun there. just copy the "Scriptpath" line and add it to your weapons.ini

change the sounds and "reload" rate as necessary.

As for muzzlesmoke? Attach a "muzzlesmoke.lua" (it's in my mod pack, though I took it from some other.rte (warn me if this is advertising, I just can't remember atm >.<)) to the MOpixel that is the bullet. It's nice and simple, works just fine.


Wed May 09, 2012 4:59 pm
Profile
User avatar

Joined: Mon Jan 25, 2010 11:35 pm
Posts: 675
Reply with quote
Post Re: Some Modding Questions.
Feel free to try your hand at respriting stuff, you'll get credit if I use anything of yours.
I already figured out how to do the shotgun reload and stuff, and I'll probably rip off that muzzle smoke you have.

I use gimp, and my sprites seem fine in that program, but they're screwing up ingame when I turn left. Most likely I messed with something I wasn't supposed to.


Wed May 09, 2012 5:14 pm
Profile
User avatar

Joined: Mon Nov 14, 2011 8:58 pm
Posts: 92
Reply with quote
Post Re: Some Modding Questions.
David Rodrigov wrote:
Feel free to try your hand at respriting stuff, you'll get credit if I use anything of yours.
I already figured out how to do the shotgun reload and stuff, and I'll probably rip off that muzzle smoke you have.

I use gimp, and my sprites seem fine in that program, but they're screwing up ingame when I turn left. Most likely I messed with something I wasn't supposed to.


don't make the files from scratch, just modify default CC sprites (so it preserves the .bmp save settings)... just wipe over the entire file as ff00ff and "Save as" template.bmp and base your sprites off that, and all your rendering problems will be solved. (it should be a 24bit .bmp afaik)

just be careful with sprite offsets in game.

Oh and about your M60, there should be a "drawafterparent" or something like that in the .ini portion for the magazine... set that to 1 to switch which side it's rendered on.

Seems like this is a BF3 pack though so you're unlikely to infringe on my territoreh in the world of creating modern guns for CC.


Last edited by trotskygrad on Wed May 09, 2012 5:24 pm, edited 1 time in total.



Wed May 09, 2012 5:18 pm
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Tue May 25, 2010 8:27 pm
Posts: 4521
Location: Constant motion
Reply with quote
Post Re: Some Modding Questions.
You can download the CC palette in Duh's GIMP thread (should be in a sticky somewhere), or you can follow the advice above and you'll get the same effect.


Wed May 09, 2012 5:22 pm
Profile
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post Re: Some Modding Questions.
Vwoop


Wed May 09, 2012 5:35 pm
Profile
User avatar

Joined: Mon Jan 25, 2010 11:35 pm
Posts: 675
Reply with quote
Post Re: Some Modding Questions.
Totally fixed it. I love you.
Oh, also my offsets aren't correct, now that I can see the sprite. Back to the coding board!

By the way it isn't a BF3 pack, it's more "guns i think are pretty cool", most of which happen to be in that game.


Wed May 09, 2012 5:41 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 39 posts ]  Go to page Previous  1, 2, 3  Next

Who is online

Users browsing this forum: Google [Bot]


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.054s | 14 Queries | GZIP : Off ]