duplicating weapons

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Patrickh




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duplicating weapons

Post by Patrickh »

can someone tell me how to make so there are several several snipers in a map? as in, under the weapons tag, there will be sniper1 and sniper2? I need them to have seperate models. for example, I can have a reg sniper and a remodeled sniper in the same map. i'm assuming it requires a rebuild, but hoping it doesn't require any CE>PC. any help would be appreciated.

P.S. I think there was something like this in DECOY's sandwinder? idk

thanks
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Andrew_b




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Post by Andrew_b »

yes you would need to rebuild...just batch extract and remodel your snipers...then name each model an already existing model...so your first sniper would be assault riffle/fp.mod2

I think that would work, if not some one correct me
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Post by Patrickh »

that doesn't seem like it would work, because if that were true, cound't you take any model and overwrite the other one, including non-remodels?
hmmm :?
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Andrew_b




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Post by Andrew_b »

well...no if you dont rebuild and just swap meta...you exception...this might not work because its adding more vertices...but than again its just from the same map so what would the Decrapper do? this is just my thoughts
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Altimit01




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Post by Altimit01 »

To have several snipers with several models, you'll have to:
save the meta of the weap:sniper
save the meta of the mod2:sniper
save the meta of the mod2:sniper first person
then, for each version you'll have to rename the each meta and xml file to be something like: sniper2.weap.meta, sniper2.weap.xml, sniper2.mod2.meta, sniper2.mod2.xml, sniper_fp2.mod2.meta, sniper_fp2.mod2.xml. Also, you'd need to go into each .xml file and change the actual filename of your sniper so you'd change:

Code: Select all

<Tag>2modFFFFFFFF</Tag>
<Filename>weapons\sniper\sniper</Filename>
to be

Code: Select all

<Tag>2modFFFFFFFF</Tag>
<Filename>weapons\sniper\sniper2</Filename>
and do the same for the fp model and the weapon tag. then rebuild all of those into the map. you'd then change the dependencies of the weap:sniper2 to have the mod2s of sniper2. Congrats, you now have a second sniper in your map. Inject remodel data as you please. Note: they'll share the same bitmaps.

I'm fairly certain this'll work. Say so if it won't
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Andrew_b




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Post by Andrew_b »

haha beats my idea
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Patrickh




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Post by Patrickh »

I knew you would have to rename the XML! :P thanx il try it now

Result: during the rebuild it popped up with an error saying that the sniper rifle 2 tag doesn't exist... any suggestions?
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Post by Malolo420 »

I don't think you have to edit the XML, you can just rename the tags with HMT, then extract them.
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Patrickh




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Post by Patrickh »

Update: okay, so I tried it without the XML editing and got this in HMT:

sniper/fp/fp
sniper/fp/fp

they both acted like the same thing (I inject a model on one, it injects on the other). So I edited the XMLs to change the tag names, just to check if it would let HMT know that they were different. It showed up as

sniper/fp/fp
sniper/fp/fp2

same for weapon and t-person model. However, the model infection is still linked! they still change together even though they are different tags w/ different names. How do I get HMT to inject models independantly?
Once again, help is always appreciated.

ANOTHER UPDATE!

Got it! okay, so basically batch extracted icefields. then i went to some random map and installed a random sniper remodel. recursively extracted it straight into the icefields extract. then i add the sniper 2 (fp weap and reg mod2), including editing XMLs. then i basically pmied the regular mod2 of sniper 1, except in the rebuild stage, i added the sniper2 files. what i got out of that was

sniper/fp/fp
sniper/fp/fp2

except the regular sniper/fp/fp automatically has the model, and fp2 doesn't, therefore HMT views them as seperate, and you can inject seperately!so you basically change the normal sniper into your modded one and then add a completely new copy of the original. il type up a tutorial tomorrow :wink: . thanks for your help guys.
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Altimit01




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Post by Altimit01 »

Glad to see it works.
Although somewhat weird that it was the regular one that had the new model. From what I understand, verts and inds of the models are stored right there in the meta tag. Oh well, looking forward to the tutorial.
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Post by ducktape »

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