Start Ammo: The staring ammo of the weapon Max Stock Ammo: The max ammo you can carry for this weapon Shared Ammo: allow the weapon ammo to be sharedĪmmo name: the name of ammo that is going to be used for sharing ammoĬlip name: the name of clip that is going to be used for sharing ammo clip Rifle bullet: allow the bullet to go through multiple targets instead of oneĭo Gibbing: Allow the weapon to gib the zombiesĪDS Rechamber: Allow the weapon to reload while AimingĪDS: Allowing aiming with the current weapon Impact Type: the impact type effect that is going to show in the surfaceįire Type: the behaviour of the weapon of while shootingĬlip type: Determine how the clip is going to get inserted to the weapon Penetration: weapon bullet penetration power Inventory: the type of the weapon this is going to determine how the weapon is going to be stored in your inventoryĬlass: change the class to something appropriate for the weapon example: rifle Stat Name: Name of parent weapon for weapon stats Here is an explanation for all the required parameters:ĭisplay Name: the name of the weapon that is going to show in the game Now after you finished the xmodels and materials and xanims for the weapon create a new bulletweapon entry and call it: t6_stg44_zm Now move all the exported anims from greyhound to: BO1Folder\raw\xanim Now in assets manager you need to create material entry and change the parameters to the same one your weapon is using you can find the weapons exported textures from greyhound inside: xmodels_images move the textures you are going to use to something like: BO1Folder\raw\images\t6_weapons_images\stg44 and make sure to check heroLightĪfter finishing the models and the materials in assets manager save the gdt and convert the material then the xmodels. Now you can view more about the material type and the texture by opening the XMODEL_EXPORT in any text editor example:įor example the STG44 is using 2 materials the first one called "mtl_t6_wpn_ar_stg44" and the material type is Phong (model phong) and the color texture is: ~-gmtl_t6_wpn_ar_stg44_col.tga Now in the materials parameter its going to show you the materials the weapon is going to use example: Now go to worldmodel_weaponname and do the same but for the world model In assets manager open viewmodel_weaponname entry and in the filename select the exported viewmodel example: t6_weapon\stg44\t6_wpn_ar_stg44_view_LOD0.XMODEL_EXPORT Now add the exported models (MODEL_EXPORT) to BO1Folder/model_export/t6_weapon/weaponname Now create a new entry in xmodel and name it viewmodel_weaponname and another one called worldmodel_weaponname Now after exporting everything you need close the game and greyhound and open BO1 Modtools launcher in BO1Folder/bin and after the launcher load open assets manager Then export the view and the world model of the weapon and export the animations of the weapon Now search for the weapon model you want to export for example in T6 origin map: stg44 Now launch T6 or IW5 and load the map you want to export the assets from it then go to greyhound and click Load Game Image Settings: Change Export format to TGA XMODEL_EXPORTĪnim Settings: Check Export Direct XAnims (Modtools) and change WAW to BO1 Compatibility Model Settings: Check export Image Names/Export. In-Game settings: you need to check Load XModels/XAnims/XImages from the game NOTE: Greyhound can't load assets from plutonium client you need to use steam or redactedįirst open the game then open greyhound but before loading assets we need to change some settings:
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