Page 1 of 1

Question: How to fix Floating Icon?

Posted: Fri Apr 25, 2014 5:38 pm
by RacoonLR
I can't fix this problem...
I modded some weapons for the republic side,
but then a floating icon of the weapon appears.
How i can fix it?

Re: Question: How to fix Floating Icon?

Posted: Fri Apr 25, 2014 6:05 pm
by AQT
The FAQ / Everything You Need Thread contains most, if not all, of the basic modding information you will need. Please look through it next time prior to posting a new topic, and only post a new topic if you encounter any obstacles.

Re: Question: How to fix Floating Icon?

Posted: Fri Apr 25, 2014 6:38 pm
by RacoonLR
I tried it before, but it doesn't work :(

Re: Question: How to fix Floating Icon?

Posted: Fri Apr 25, 2014 8:02 pm
by Firefang
What part of it didn't work? Did it munge but not work ingame? Or did it fail to munge? We need to know a little more to help out.

Re: Question: How to fix Floating Icon?

Posted: Sat Apr 26, 2014 1:54 pm
by DrDrSheldonLeeCooper
I´m RacoonLR´s friend.
It doesn´t work ingame.
We read the tutorial but,doesnt work,ingame is he floating icon.

Re: Question: How to fix Floating Icon?

Posted: Sat Apr 26, 2014 6:54 pm
by Firefang
Could you post the floating icon files and you side .req?

Re: Question: How to fix Floating Icon?

Posted: Sat Apr 26, 2014 8:46 pm
by DrDrSheldonLeeCooper
That´s the Rep.req data (did u mean this?)
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"rep_bldg_forwardcenter"
"rep_fly_anakinstarfighter_sc"
"rep_fly_arc170fighter_dome"
"rep_fly_arc170fighter_sc"
"rep_fly_assault_dome"
"rep_fly_cat_dome"
"rep_fly_gunship"
"kam_fly_ride_gunship"
"rep_fly_gunship_sc"
"rep_fly_gunship_dome"
"rep_fly_jedifighter_dome"
"rep_fly_jedifighter_sc"
"rep_fly_ride_gunship"
"rep_fly_vwing"
"rep_hero_aalya"
"rep_hero_anakin"
"rep_hero_cloakedanakin"
"rep_hero_kiyadimundi"
"rep_hero_macewindu"
"rep_hero_macewindu_obi"
"rep_hero_obiwan"
"rep_hero_yoda"
"rep_hover_fightertank"
"rep_hover_barcspeeder"
"rep_inf_ep2_engineer"
"rep_inf_ep2_jettrooper"
"rep_inf_ep2_jettrooper_training"
"rep_inf_ep2_jettrooper_rifleman"
"rep_inf_ep2_jettrooper_sniper"
"rep_inf_ep2_officer"
"rep_inf_ep2_officer_training"
"rep_inf_ep2_pilot"
"rep_inf_ep2_rifleman"
"rep_inf_ep2_rocketeer"
"rep_inf_ep2_rocketeer_chaingun"
"rep_inf_ep2_sniper"
"rep_inf_ep2_marine"
"rep_inf_ep3_engineer"
"rep_inf_ep3_jettrooper"
"rep_inf_ep3_officer"
"rep_inf_ep3_pilot"
"rep_inf_ep3_rifleman"
"rep_inf_ep3_marine"
"rep_inf_ep3_rocketeer"
"rep_inf_ep3_sniper"
"rep_inf_ep3_sniper_felucia"
"rep_walk_atte"
"rep_walk_atte_nospawn"
"rep_walk_oneman_atst"
"rep_veh_remote_terminal"
"uta1_prop_gunship"
"uta_fly_ride_gunship"
"uta_fly_ride_gunshipmyg"

}
}
____________________________________
That´s the Blaster with floating Icon:
Hidden/Spoiler:
[WeaponClass]
ClassParent = "rep_weap_inf_rifle"
GeometryName = "rep_weap_inf_DC-15s.msh"

[Properties]
GeometryName = "rep_weap_inf_DC-15s"
HighResGeometry = "rep_1st_weap_inf_DC-15s"
OrdnanceName = "rep_weap_inf_DC-15s_ord"
FirePointName = "hp_fire"


//******************************************************
//*************** SOUND ****************
//******************************************************

FireSound = "rep_weap_inf_rifle_fire"
FireEmptySound = "rep_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = "rep_weap_inf_reload_med"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "rep_weap_inf_equip_med"
WeaponChangeSound = "rep_weap_inf_equip_med"
JumpSound = "rep_weap_inf_rifle_mvt_jump"
LandSound = "rep_weap_inf_rifle_mvt_land"
RollSound = "rep_weap_inf_rifle_mvt_roll"
//ProneSound = "rep_weap_inf_rifle_mvt_lie"
SquatSound = "rep_weap_inf_rifle_mvt_squat"
//StandSound = "rep_weap_inf_rifle_mvt_getup"

WarmUpSound = "rep_weap_inf_rifle_spin"
WarmUpSoundStartPitch = 0.5
WarmUpSoundFadeInTime = 0.2
WarmUpSoundFadeOutTime = 0.2

BarrelSound = "rep_weap_inf_rifle_fire"
BarrelSoundFadeInTime = 0.2
BarrelSoundFadeOutTime = 0.1
and
Hidden/Spoiler:
[OrdnanceClass]
ClassParent = "com_weap_inf_rifle_ord"

[Properties]

MaxDamage = "99.9"
DamageTransitionDelay = "0.4" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.2" //How long in seconds the damage change lasts.
DamageFinalDamage = "40.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.


Hope that´s what u mean

Re: Question: How to fix Floating Icon?

Posted: Sat Apr 26, 2014 10:47 pm
by Nedarb7
You forgot to add the extraweapons.hud file to the req (marked in red):
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"rep_bldg_forwardcenter"
"rep_fly_anakinstarfighter_sc"
"rep_fly_arc170fighter_dome"
"rep_fly_arc170fighter_sc"
"rep_fly_assault_dome"
"rep_fly_cat_dome"
"rep_fly_gunship"
"kam_fly_ride_gunship"
"rep_fly_gunship_sc"
"rep_fly_gunship_dome"
"rep_fly_jedifighter_dome"
"rep_fly_jedifighter_sc"
"rep_fly_ride_gunship"
"rep_fly_vwing"
"rep_hero_aalya"
"rep_hero_anakin"
"rep_hero_cloakedanakin"
"rep_hero_kiyadimundi"
"rep_hero_macewindu"
"rep_hero_macewindu_obi"
"rep_hero_obiwan"
"rep_hero_yoda"
"rep_hover_fightertank"
"rep_hover_barcspeeder"
"rep_inf_ep2_engineer"
"rep_inf_ep2_jettrooper"
"rep_inf_ep2_jettrooper_training"
"rep_inf_ep2_jettrooper_rifleman"
"rep_inf_ep2_jettrooper_sniper"
"rep_inf_ep2_officer"
"rep_inf_ep2_officer_training"
"rep_inf_ep2_pilot"
"rep_inf_ep2_rifleman"
"rep_inf_ep2_rocketeer"
"rep_inf_ep2_rocketeer_chaingun"
"rep_inf_ep2_sniper"
"rep_inf_ep2_marine"
"rep_inf_ep3_engineer"
"rep_inf_ep3_jettrooper"
"rep_inf_ep3_officer"
"rep_inf_ep3_pilot"
"rep_inf_ep3_rifleman"
"rep_inf_ep3_marine"
"rep_inf_ep3_rocketeer"
"rep_inf_ep3_sniper"
"rep_inf_ep3_sniper_felucia"
"rep_walk_atte"
"rep_walk_atte_nospawn"
"rep_walk_oneman_atst"
"rep_veh_remote_terminal"
"uta1_prop_gunship"
"uta_fly_ride_gunship"
"uta_fly_ride_gunshipmyg"

}
REQN
{
"config"
"extraweapons"
}

}
I suggest carefully going through the tutorial once more to make sure you don't miss anything. It appears as if you haven't even set the HUD tag in the odf.

Re: Question: How to fix Floating Icon?

Posted: Sat Apr 26, 2014 10:55 pm
by AQT
DrDrSheldonLeeCooper wrote:We read the tutorial but,doesnt work,ingame is he floating icon.
You claimed to have read the tutorial, but did you actually follow the instructions? Based on the REQ file you posted, that doesn't seem to be the case.
RacoonLR wrote:I tried it before, but it doesn't work :(
This is why you need to elaborate on the details of the solutions you have tried so far so that others who are trying to help you can do so more efficiently. Also, that tutorial has worked for many others before you, so unless some factor outside of following the tutorial thoroughly is giving you trouble, there's no reason why it shouldn't work.

Re: Question: How to fix Floating Icon?

Posted: Sun Apr 27, 2014 7:31 am
by DrDrSheldonLeeCooper
I do it,but i deleted because it doesnt work


Extraweapons.hud:
Code:
Hidden/Spoiler:
ViewPort("Transforms")
{
EventNameFilter("player%")

// First Weapons Section

TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("gar_weap_inf_launcher", "com_inv_mesh")
NameMesh("gar_weap_inf_fusioncutter", "com_inv_mesh")
NameMesh("gar_weap_inf_pistol", "com_inv_mesh")
NameMesh("gar_weap_inf_rifle", "com_inv_mesh")
NameMesh("rep_weap_inf_DC-15s", "com_inv_mesh)

EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
}
}

Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")

Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")

Model3D("player1.weapon1mesh")
{
EventMesh("player1.weapon1.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon1.mesh")
EventDisable("player1.weapon1.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)

//change position, rotation and scale of first weapon here, remove unused lines

MeshInfo("gar_weap_inf_pistol")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}

MeshInfo("gar_weap_inf_rifle")
{
Position(-0.222832, 0.361293, 0.014590, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
}

MeshInfo("gar_weap_inf_launcher")
{
Position(-0.204363, 0.367216, 0.000847, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.560000, 0.560000, 0.560000)
}

MeshInfo("gar_weap_inf_fusioncutter")
{
Position(-0.240446, 0.358461, 0.001095, "Viewport")
Rotation(355.836060, 135.827820, 69.479843)
}

MeshInfo("rep_weap_inf_DC-15s")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}
}
______________________________________________
rep.req :

Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"rep_bldg_forwardcenter"
"rep_fly_anakinstarfighter_sc"
"rep_fly_arc170fighter_dome"
"rep_fly_arc170fighter_sc"
"rep_fly_assault_dome"
"rep_fly_cat_dome"
"rep_fly_gunship"
"kam_fly_ride_gunship"
"rep_fly_gunship_sc"
"rep_fly_gunship_dome"
"rep_fly_jedifighter_dome"
"rep_fly_jedifighter_sc"
"rep_fly_ride_gunship"
"rep_fly_vwing"
"rep_hero_aalya"
"rep_hero_anakin"
"rep_hero_cloakedanakin"
"rep_hero_kiyadimundi"
"rep_hero_macewindu"
"rep_hero_macewindu_obi"
"rep_hero_obiwan"
"rep_hero_yoda"
"rep_hover_fightertank"
"rep_hover_barcspeeder"
"rep_inf_ep2_engineer"
"rep_inf_ep2_jettrooper"
"rep_inf_ep2_jettrooper_training"
"rep_inf_ep2_jettrooper_rifleman"
"rep_inf_ep2_jettrooper_sniper"
"rep_inf_ep2_officer"
"rep_inf_ep2_officer_training"
"rep_inf_ep2_pilot"
"rep_inf_ep2_rifleman"
"rep_inf_ep2_rocketeer"
"rep_inf_ep2_rocketeer_chaingun"
"rep_inf_ep2_sniper"
"rep_inf_ep2_marine"
"rep_inf_ep3_engineer"
"rep_inf_ep3_jettrooper"
"rep_inf_ep3_officer"
"rep_inf_ep3_pilot"
"rep_inf_ep3_rifleman"
"rep_inf_ep3_marine"
"rep_inf_ep3_rocketeer"
"rep_inf_ep3_sniper"
"rep_inf_ep3_sniper_felucia"
"rep_walk_atte"
"rep_walk_atte_nospawn"
"rep_walk_oneman_atst"
"rep_veh_remote_terminal"
"uta1_prop_gunship"
"uta_fly_ride_gunship"
"uta_fly_ride_gunshipmyg"
REQN
{
"model"
"com_inv_mesh"
}

REQN
{
"config"
"extraweapons"
}
}
_________________________________
and the ODF of the Blaster :
Hidden/Spoiler:
[WeaponClass]
ClassParent = "rep_weap_inf_rifle"
GeometryName = "rep_weap_inf_DC-15s.msh"

[Properties]
GeometryName = "rep_weap_inf_DC-15s"
HighResGeometry = "rep_1st_weap_inf_DC-15s"
OrdnanceName = "rep_weap_inf_DC-15s_ord"
FirePointName = "hp_fire"
HUDTag ="rep_weap_inf_DC-15s"


//******************************************************
//*************** SOUND ****************
//******************************************************

FireSound = "rep_weap_inf_rifle_fire"
FireEmptySound = "rep_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = "rep_weap_inf_reload_med"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "rep_weap_inf_equip_med"
WeaponChangeSound = "rep_weap_inf_equip_med"
JumpSound = "rep_weap_inf_rifle_mvt_jump"
LandSound = "rep_weap_inf_rifle_mvt_land"
RollSound = "rep_weap_inf_rifle_mvt_roll"
//ProneSound = "rep_weap_inf_rifle_mvt_lie"
SquatSound = "rep_weap_inf_rifle_mvt_squat"
//StandSound = "rep_weap_inf_rifle_mvt_getup"

WarmUpSound = "rep_weap_inf_rifle_spin"
WarmUpSoundStartPitch = 0.5
WarmUpSoundFadeInTime = 0.2
WarmUpSoundFadeOutTime = 0.2

BarrelSound = "rep_weap_inf_rifle_fire"
BarrelSoundFadeInTime = 0.2
BarrelSoundFadeOutTime = 0.1

What´s wrong?