Getting a custom FP in-game.

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JimmyAngler
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Getting a custom FP in-game.

Post by JimmyAngler »

I have created a first person geometry for chief. I even used the same parts as the template. (hand_pad, forearm, hand). I just couldn't get it in-game. I had thought that maybe the poly count was too high and tried with simple boxes. Nope, didn't work thee either. the weapon would show up, but no arms or hands.

My sides req.
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"hlo_inf_chief"
"hlo_scorpion"

}
REQN
{
"model"
"hlo_1st_chief"
"hlo_1st_test"
}

}
I know it's not the mesh, because it shows up in the viewer just fine. I also put it in-game as a prop just to test.

In the unit's odf I put:
Hidden/Spoiler:
FirstPerson = "hlo\hlo;hlo_1st_test"
So If you see anything wrong, please let me know what I haven't done or did incorrectly.
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AceMastermind
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Re: Getting a custom FP in-game.

Post by AceMastermind »

Which template did you use? Did you tick the 'Export Animation' option in ZETools prior to exporting?

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JimmyAngler
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Re: Getting a custom FP in-game.

Post by JimmyAngler »

:cpu: close enough to a facepalm Thanks :oops:


Edit: I have it in-game but the texture looks shady. It looks fine in the msh viewer. Any help?
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AceMastermind
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Re: Getting a custom FP in-game.

Post by AceMastermind »

JimmyAngler wrote:... the texture looks shady. It looks fine in the msh viewer.
Can you provide a screenshot for comparison?
JimmyAngler
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Location: Area 51

Re: Getting a custom FP in-game.

Post by JimmyAngler »

yes. The in-game one is Here

Here it is in the viewer:
Hidden/Spoiler:
Image
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AceMastermind
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Re: Getting a custom FP in-game.

Post by AceMastermind »

SWBFViewer is a generic viewer and wasn't programmed to read msh files the same way the game does. It looks like your msh file might have some garbage data in the material. Double check your scene in XSI for unneeded clusters etc.
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