Fixing the dc-15s carbine [Solved]

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YaNkFaN
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Fixing the dc-15s carbine [Solved]

Post by YaNkFaN »

I renamed the rep_1st_weap_inf_pistol_real.tga to noicon.tga and did this to the .odf of what i want to be the dc-15s carbine and it still isn't showing up any help? Also i don't know if this has anything to do with it but i also copied rep_1st_weap_inf_pistol_real.tga before renaming it. So there's both the rep_1st_weap_inf_pistol_real.tga and noicon.tga

[WeaponClass]
ClassParent = "com_weap_inf_rifle"
GeometryName = "rep_weap_inf_dc15carbine.msh"

[Properties]
GeometryName = "rep_weap_inf_dc15carbine.msh"
HighResGeometry = "rep_weap_inf_dc15carbine.msh"
OrdnanceName = "rep_weap_award_rifle_ord"
FirePointName = "hp_fire"
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Delta-1035
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Re: fixing the dc-15s carbine

Post by Delta-1035 »

the .odf files don't work if in the name there is a "space" i mean rename it in dc-15s_carbine, it will work fine.
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Re: fixing the dc-15s carbine

Post by Aman/Pinguin »

Delta-1035 wrote:the .odf files don't work if in the name there is a "space" i mean rename it in dc-15s_carbine, it will work fine.
What are you talking about? Image
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Re: fixing the dc-15s carbine

Post by Delta-1035 »

i've had the same problem i've called an odf DC-15A Blaster Rifle and it didn't work, when i renamed it DC15A_Blaster_Rifle it works perfectly i don't know why :lol: :P
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Re: fixing the dc-15s carbine

Post by Aman/Pinguin »

Delta-1035 wrote:i've had the same problem i've called an odf DC-15A Blaster Rifle and it didn't work, when i renamed it DC15A_Blaster_Rifle it works perfectly i don't know why :lol: :P

He never said his odf is named dc-15s carbine.
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Re: fixing the dc-15s carbine

Post by Delta-1035 »

oh yes:
YaNkFaN wrote:... be the dc-15s carbine and it still isn't showing up ...
EDIT:
i notice the error, this is the right odf
[WeaponClass]
ClassParent = "com_weap_inf_rifle"
GeometryName = "rep_weap_inf_dc15carbine.msh"

[Properties]
GeometryName = "rep_weap_inf_dc15carbine"
HighResGeometry = "rep_weap_inf_dc15carbine"
OrdnanceName = "rep_weap_award_rifle_ord"
FirePointName = "hp_fire"


and this is the your one (wrong)
Hidden/Spoiler:
[quote="YaNkFaN"]
[WeaponClass]
ClassParent = "com_weap_inf_rifle"
GeometryName = "rep_weap_inf_dc15carbine.msh"

[Properties]
GeometryName = "rep_weap_inf_dc15carbine.msh"
HighResGeometry = "rep_weap_inf_dc15carbine.msh"
OrdnanceName = "rep_weap_award_rifle_ord"
FirePointName = "hp_fire"[/quote]
in "GeometryName" and "HighResGeometry" don't write ".msh"
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Re: fixing the dc-15s carbine

Post by Aman/Pinguin »

Delta-1035 wrote:oh yes:
YaNkFaN wrote:... be the dc-15s carbine and it still isn't showing up ...
But he doesn't say he named the ODF like that. :wink:

Delta-1035 wrote: EDIT:
i notice the error, this is the rirght odf
[WeaponClass]
ClassParent = "com_weap_inf_rifle"
GeometryName = "rep_weap_inf_dc15carbine.msh"

[Properties]
GeometryName = "rep_weap_inf_dc15carbine"
HighResGeometry = "rep_weap_inf_dc15carbine"
OrdnanceName = "rep_weap_award_rifle_ord"
FirePointName = "hp_fire"



in "GeometryName" and "HighResGeometry" don't write ".msh"
Hidden/Spoiler:
[quote="YaNkFaN"]
[WeaponClass]
ClassParent = "com_weap_inf_rifle"
GeometryName = "rep_weap_inf_dc15carbine.msh"

[Properties]
GeometryName = "rep_weap_inf_dc15carbine.msh"
HighResGeometry = "rep_weap_inf_dc15carbine.msh"
OrdnanceName = "rep_weap_award_rifle_ord"
FirePointName = "hp_fire"
[/quote]

Correct that should be it.
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Re: fixing the dc-15s carbine

Post by Delta-1035 »

Aman/Pinguin wrote:But he doesn't say he named the ODF like that. :wink:
oh, you're right :P
Aman/Pinguin wrote:Correct that should be it.
:yes:
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Re: fixing the dc-15s carbine

Post by YaNkFaN »

ok so i got it to appear in game i just removed the .msh in the beginning and now there is a floating icon of the rifle...is there a way to fix this or do i just have to remove the hud icon and if i do how do i do that?
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Re: fixing the dc-15s carbine

Post by Xavious »

YaNkFaN
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hud problems yet again...

Post by YaNkFaN »

ok so i followed fragme's tutorial and got the dc-15 to show up correctly now i have a problem with the haywire detonator i did some searching and found this http://www.gametoast.com/forums/viewtop ... re#p244103

i read this and followed the instructions and the icon is still floating can anyone help or @teancum can you send me your extraweapon.hud file for that map here is mine

Hidden/Spoiler:
[code]Code:

ViewPort("Transforms")
{
EventNameFilter("player%")

// First Weapons Section

TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("rep_weap_inf_dc15carbine", "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("rep_weap_inf_dc15carbine")
{
Position(-0.249442, 0.359076, 0.007261, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(1.100000, 1.100000, 1.100000)
}


}
}
}

// Second Weapons Section

TransformNameMesh("player1weapon2")
// add names of second weapons here
{
NameMesh("hud_haywiredetonator", "com_inv_mesh")


EventInput("player1.weapon2.change")
EventOutput("player1.weapon2.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.weapon2mesh")
{
EventMesh("player1.weapon2.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon2.mesh")
EventDisable("player1.weapon2.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)

// adjust position, rotation and scale of second weapon here

MeshInfo("hud_haywiredetonator")
{
Position(-0.278209, 0.280243, 0.006280, "Viewport")
Rotation(0.056783, 359.996582, 359.999695)
Scale(0.610000, 0.610000, 0.610000)
}
}
}
}





[/code]



lastly here is the .odf for the haywire detonator

[code][WeaponClass]
ClassParent = "com_weap_inf_haywiredetonator"
GeometryName = "rep_weap_inf_grenadethermal.msh"

[Properties]
OrdnanceName = "rep_weap_inf_haywiredetonator_ord"
HUDTag = "hud_haywiredetonator"


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

FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_sm"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"

[/code]
also the .config file as well as the .req file are in their correct places..



any help would be appreciated

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Deviss
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Re: hud problems yet again...

Post by Deviss »

YaNkFaN wrote:ok so i followed fragme's tutorial and got the dc-15 to show up correctly now i have a problem with the haywire detonator i did some searching and found this http://www.gametoast.com/forums/viewtop ... re#p244103

i read this and followed the instructions and the icon is still floating can anyone help or @teancum can you send me your extraweapon.hud file for that map here is mine

Hidden/Spoiler:
[code]Code:

ViewPort("Transforms")
{
EventNameFilter("player%")

// First Weapons Section

TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("rep_weap_inf_dc15carbine", "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("rep_weap_inf_dc15carbine")
{
Position(-0.249442, 0.359076, 0.007261, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(1.100000, 1.100000, 1.100000)
}


}
}
}

// Second Weapons Section

TransformNameMesh("player1weapon2")
// add names of second weapons here
{
NameMesh("hud_haywiredetonator", "com_inv_mesh")


EventInput("player1.weapon2.change")
EventOutput("player1.weapon2.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.weapon2mesh")
{
EventMesh("player1.weapon2.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon2.mesh")
EventDisable("player1.weapon2.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)

// adjust position, rotation and scale of second weapon here

MeshInfo("hud_haywiredetonator")
{
Position(-0.278209, 0.280243, 0.006280, "Viewport")
Rotation(0.056783, 359.996582, 359.999695)
Scale(0.610000, 0.610000, 0.610000)
}
}
}
}





[/code]



lastly here is the .odf for the haywire detonator

[code][WeaponClass]
ClassParent = "com_weap_inf_haywiredetonator"
GeometryName = "rep_weap_inf_grenadethermal.msh"

[Properties]
OrdnanceName = "rep_weap_inf_haywiredetonator_ord"
HUDTag = "hud_haywiredetonator"


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

FireLoopSound = ""
ReloadSound = "com_weap_inf_equip_sm"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "com_weap_inf_equip_sm"
WeaponChangeSound = "com_weap_inf_equip_sm"
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"

[/code]
also the .config file as well as the .req file are in their correct places..



any help would be appreciated
pm i have some files than work fine tested by me or do you prefer i post the files here??
YaNkFaN
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Re: hud problems yet again...

Post by YaNkFaN »

it's solved so this can be locked
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