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Author Topic: Help with RKG3 mod config  (Read 732 times)
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Flashburn
Generalfeldmarschall
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« on: January 31, 2012, 07:57:06 AM »

So what should have been a simple cut and paste job as gone a little harder than expected.  Anyone with knowledge help out will you?

Code:
rkg3_fb, sh_object, m26, 0.75, false, true,  mtc80_handguns1_dift, mtc80_handguns1_norsp;
 

This is my common_res.loc_def entry under tracers

Code:
RKG3_FB, 3664, HEAT, RKG3_FB, 12, 0, 0, 0, 0, 0, 0, 0, 0, 0.2, 100, 0.6, 100, 0, 0, 10, 5, 800, 5, UNI, 0.02, 1.5, 1.2, 0.01, 9.81, 7, 7, 0, 0, 0, 0, 15, 0, 0, 0, 0, 0.1, 0.8, 1,  txt_gun_tt33, HEAT, RICB, GREN, 0, 1, 1, 1, 1, 0xff202020, 0, 0.5, , , , , rkg3_fb, 0.2, 0.1, 0.1, 0.5, 1.3, 4, 4, 1.7, 0.1;

  this is my common_res_mod_loc_def under shells.  Im using the german hh3 settings from APOS as this is the closest thing to rkg3 (as a start).  Also using the txt for tt33 as nothing else uses it.  Also have no idea what numbers mean what extra.

Code:
RKG3_FB, rkg3_fb, sh_object, false, false, 0.2, rhandguns_dift, rhandguns_norsp, , 0, 0, 0, 0, 0, 0, 0, 0, 0;


this is my common_res_mod_loc_def underaddins.  just spotted rhandguns_dift, rhandguns_norsp  which may be causing a problem.

So heres what happens..... Added in via addpack.  Soldiers ammo and weapons say something about a 20mm cannon where I expect to see tt33.  Mission will launch put crashes when enemy infantry sees tanks.  Im guessing they tried to use my entries but something is wrong. 
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Flashburn
Generalfeldmarschall
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Posts: 1319



« Reply #1 on: January 31, 2012, 09:33:06 AM »

Quote
just spotted rhandguns_dift, rhandguns_norsp  which may be causing a problem.
Well it was not that. 

Hmmmmm operating in the dark here.  Try again on the morrow.
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andrey12345
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« Reply #2 on: January 31, 2012, 09:41:34 AM »

Please wait for beta 5 Wink
http://www.youtube.com/watch?v=HQanEhRrO_M
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Flashburn
Generalfeldmarschall
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Posts: 1319



« Reply #3 on: January 31, 2012, 09:51:49 AM »

Ya, I know.  Thats why you watch hands and put your .50 on anyone on the side of roads.  I did not need to watch that.  the iraqi's would take the drag chutes out of them.  They had HUGE stock piles of those things. 

Whats happening in B5? am going to have to do a differnt project to learn about importing models into sabow>?
« Last Edit: January 31, 2012, 09:55:41 AM by Flashburn » Logged
andrey12345
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« Reply #4 on: January 31, 2012, 10:23:37 AM »

We add RKG-3  Grin
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Flashburn
Generalfeldmarschall
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Posts: 1319



« Reply #5 on: January 31, 2012, 10:26:59 AM »

oh lol  Grin.  Thank gawd I had not started model.  WELL NOW WHAT DO I DO LOL!  Well Ill be able to see what I was doing wrong.  Was it a mistake to try and use german hh3 as a base for rkg3?
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andrey12345
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« Reply #6 on: January 31, 2012, 10:31:08 AM »

oh lol  Grin.  Thank gawd I had not started model.  WELL NOW WHAT DO I DO LOL!  Well Ill be able to see what I was doing wrong.  Was it a mistake to try and use german hh3 as a base for rkg3?
It's normal, but you must add to any human with RKG3 - "weapon" for it's use from HHl3 grenade.
In B5 I remaked "grenade weapons" to one universal manual grenate thrower Smiley

After B5 grenades are simple to add.
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Flashburn
Generalfeldmarschall
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Posts: 1319



« Reply #7 on: January 31, 2012, 10:46:59 AM »

ahhhhhhhhhhhhhh i was wondering about that.  So game would crash as soon as ai tried to use an ammo type it did not know anything about? 


edited due to it being the middle of the night and I cant sleep.
« Last Edit: January 31, 2012, 11:34:35 AM by Flashburn » Logged
andrey12345
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« Reply #8 on: January 31, 2012, 11:34:27 AM »

Like simple shell.
But SADF already has rifle-grenades and use it.
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andrey12345
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« Reply #9 on: January 31, 2012, 11:38:51 AM »

About models it's hard question.

You need 2 lods, texture pack, sort of dummy chunks, reset all and export to X file by Panda exporter.
Textures to DDS.
Then through ingame converters -> do mesh and textures
And write it in configs.

This simple procedure for hand guns.

For vehicles it's much harder - first try read mkmodels.pdf in docs folder Smiley
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Flashburn
Generalfeldmarschall
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Posts: 1319



« Reply #10 on: January 31, 2012, 11:51:40 AM »

I have read model tutorial.  Not worried about modeling or textures.  Normal, spec diffuse, or any other map.  Got all that down.  Just never brought anything into a game engine of any complexity.  I'll figure it out, but perhaps with something simple like a .50 cal m2 on tripod.  Have a low poly of one those on the old hard drive too.  Just needs a couple lods, unwrapped and textured.  Its funny, last year I was modelling all this stuff but had no where I wanted to put it.  Hopefully a mod community will get going soon so us end users dont have to bug you.   Grin

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randall.flagg
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« Reply #11 on: January 31, 2012, 12:29:38 PM »


Hey man could you show a little sensitivity?  I dont think that shits funny.
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andrey12345
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« Reply #12 on: January 31, 2012, 12:40:35 PM »

Hey man could you show a little sensitivity?  I dont think that shits funny.

It's not funny of course like any war or terror. But it's a example of practical grenade use (for game mod of course).

Use of any weapons it's a way to kill people, it's inevitable.
Let's not go into politics, who is right in this case - the occupying forces or inhabitants of the city who throw grenades at them.
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Flashburn
Generalfeldmarschall
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Posts: 1319



« Reply #13 on: January 31, 2012, 12:52:06 PM »

my unit loved to show videos like that to keep the young ones on there toes.  It worked.  We all came back.  When I watch that first attack in that video I dont see the gunner scanning or doing anything.  Had it been me..........my gun would have been all over those guys.  Soon as any move I took as hostile.  Butterflies down and bits of stupid kids everywhere.  Its all bullshit.  Had that gun truck looked like it was gonna F*** things up they probably would not have been hit. 

I hope they where Iraqi army. 
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