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Problem with custom weaponfile

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But when I changed the viewmodel and the worldmodel I got nothing.

viewmodel_dragunov

weapon_dragunov

I did exactly this, but I loaded the m40a3 gametype on favela and not on oilrig. Is this the problem?

dragunov model exists on favela, try oilrig

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I tried oilrig and it works!But it has hearbeat sensor! :lol::lol::lol:

We need to modify the source files, something the devs dont like. :oops:

gSXU1.png

And now I remember what LoserSM said."Dragunov works only on oilrig because it's blocked on other maps."

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Sounds weird...

This is what i get on my favela map! it.And on oirig my dragunov has hearbeat sensor!I'll try fix it.Fixed thanks to NTA's help.Maybe the weapon isn't in the favela.ff

f1Zbz.png

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If I remember correctly there was something on AIW that said there was the possibility of custom weapons. And if someone hooked into xmodel and xanim loading then we could load cod4 xmodels and xanims from the filesystem (raw folder) the way the sp weapon loading works.

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If I remember correctly there was something on AIW that said there was the possibility of custom weapons. And if someone hooked into xmodel and xanim loading then we could load cod4 xmodels and xanims from the filesystem (raw folder) the way the sp weapon loading works.

We dont need only to import them to mw2, but we also need to import the xmodels and animations into maya first. Currently, only the xmodel part is possible.

It's like cod 2 http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Models_imports

Опубликовано:
If I remember correctly there was something on AIW that said there was the possibility of custom weapons. And if someone hooked into xmodel and xanim loading then we could load cod4 xmodels and xanims from the filesystem (raw folder) the way the sp weapon loading works.

Yes, but who? NTAuthority

Опубликовано:
If I remember correctly there was something on AIW that said there was the possibility of custom weapons. And if someone hooked into xmodel and xanim loading then we could load cod4 xmodels and xanims from the filesystem (raw folder) the way the sp weapon loading works.

We dont need only to import them to mw2, but we also need to import the xmodels and animations into maya first. Currently, only the xmodel part is possible.

It's like cod 2 http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Models_imports

Why import them to maya? I'm pretty sure the format is almost the same.

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If I remember correctly there was something on AIW that said there was the possibility of custom weapons. And if someone hooked into xmodel and xanim loading then we could load cod4 xmodels and xanims from the filesystem (raw folder) the way the sp weapon loading works.

We dont need only to import them to mw2, but we also need to import the xmodels and animations into maya first. Currently, only the xmodel part is possible.

It's like cod 2 http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Models_imports

Why import them to maya? I'm pretty sure the format is almost the same.

Hmmm You might be right. I hope that someone will manage to make the xanims being read by the game in the iwd's and not in the ff's, or even we could me our own ff's, but this is really hard and almost impossible.

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There's no raw file loading code (LoadObj) for anything except for weapon files (and partial menu/.efx files) in MW2, seeing as it's a console build.

 

Stop me if I'm wrong, but does that mean that you can create brand new weapon files?

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Herm

 

Does this mean we can import weapon code to fastfiles ???

So we can theorically use all the hidden weapons from the game on any map if the weapon codes are imported in all the fastfiles right ???

 

If that's true I suggest this has to be done for future release of IW4M ;)

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Herm

 

Does this mean we can import weapon code to fastfiles ???

So we can theorically use all the hidden weapons from the game on any map if the weapon codes are imported in all the fastfiles right ???

 

If that's true I suggest this has to be done for future release of IW4M ;)

No, because the dependent models and animations still don't exist.

Опубликовано:
There's no raw file loading code (LoadObj) for anything except for weapon files (and partial menu/.efx files) in MW2, seeing as it's a console build.

 

Stop me if I'm wrong, but does that mean that you can create brand new weapon files?

As long as they use already-existing models/animations and you don't go over the range of 4-5 weapons you have until hitting the 1200 limit, why not?

Опубликовано:
And now I remember what LoserSM said."Dragunov works only on oilrig because it's blocked on other maps."

Define blocked. :)

Actually it wasn't blocked on other maps, you just had to edit your DLL (which is easy as fuck know and always has been easy) ;)

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And now I remember what LoserSM said."Dragunov works only on oilrig because it's blocked on other maps."

Define blocked. :)

Actually it wasn't blocked on other maps, you just had to edit your DLL (which is easy as fuck know and always has been easy) ;)

ahh thanks for your reply!Finally I made dragunov :) but it doesn't work on favela :( .

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