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Porting weapons possible?

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  03:30:52  2 May 2017
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te47
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On forum: 06/03/2010
 

Message edited by:
te47
05/02/2017 3:32:25
Messages: 415
I have extremely good news for everybody: All CoP weapon HUD models do actually work in the LADC. No modification of the models themselves is required. All of them will work if they have everything they need and are configured correctly. You just need to be sure you implement everything the right way, which can be extremely delicate depending on the source.

So, have fun adding new weapons to the LADC, everyone. I know I will.
  03:58:07  2 May 2017
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henry1491
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On forum: 02/10/2008
Messages: 377

---QUOTATION---
I have extremely good news...
---END QUOTATION---



Nice one mate - thanks for the news
  16:10:17  2 May 2017
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henry1491
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On forum: 02/10/2008
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Yup, added the AK74 Tactic, no problems!

Hurrah!!!

  16:51:01  2 May 2017
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DaimeneX
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On forum: 09/29/2013
 

Message edited by:
DaimeneX
05/02/2017 17:16:32
Messages: 246
Can someone port over the Reanimation Project 2 then?

I don't really feel brave enough to try.

EDIT1: I tried to be brave, but the game crashed. I only edited TOZ34 and PM animations for starters.
I'm just gonna leave this to the professionals xD
  07:34:02  3 May 2017
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stooe
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On forum: 06/02/2009
Messages: 646

---QUOTATION---
So, have fun adding new weapons to the LADC, everyone. I know I will.
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Would you mind breaking down the process of adding new weapons? And will NPC's use them? Regardless, good find man. Cheers
  11:29:16  3 May 2017
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henry1491
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On forum: 02/10/2008
 

Message edited by:
henry1491
05/03/2017 11:31:06
Messages: 377
Animations

I've managed to get a couple of weapons across from other CoP mods. But I'm stuck on the animations, e.g. reloading.

As long as the weapon uses pre-existing anims e.g. ak74, then all is fine. But where they are new weapon specific animations, the game crashes unable to find them.

So, what used to work without me needing to do anything in CoP, now does not.

Any pointers would be very welcome!

Cheers,
H
  12:03:39  3 May 2017
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henry1491
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On forum: 02/10/2008
 

Message edited by:
henry1491
05/03/2017 17:58:05
Messages: 377
Adding New Weapons LADC


---QUOTATION---
Would you mind breaking down the process of adding new weapons? And will NPC's use them? Regardless, good find man. Cheers
---END QUOTATION---



I added a couple of weapons for S3r1ous to his SLAM pack a while back, to show him how to get going with porting weapons.

I added two weapons for him, the FNC and the Mosin, including adding the ACOG scope. This is all I did, so neatly shows all the files that need to be edited in some form or other. You can find the file here:

http://www.mediafire.com/file/9vy616jp1w3low9/SLAM_Weapons.rar

Additionally, I normally tag my edits with the tag SPLAT - so they are a bit easier to find. Whilst it's not a guide, it shows all the files involved - have a look and let me know how you get on.

A couple of non-obvious elements.

The icon for the weapon is held in gamedata -> textures -> ui -> ui_icon_equipment.dds. These icons are laid out using a 50x50 grid.

So if a weapon icon fits in a 250x100 'cell', and is located at co-ordinates 1900x200 in ui_icon_equipment.dds, then you'll need to set these values:

inv_grid_width = 5
inv_grid_height = 2
inv_grid_x = 38
inv_grid_y = 4

In the ... -> config -> weapons -> <weapon>.ltx

One other wrinkle - it's very easy to miss textures. If you see something odd in-game, check in the ... appdata -> logs -> xray_<user>.log, and seach for the word 'texture' - very often you'll find the full name and even partial path of the missing texture - making your job of finding it MUCH easier!

For tools - I use Agent Ransack for searching through files*, notepad++ for editing and GIMP for editing the .dds files.

* The files I'm normally interested in are .ltx .script and .xml files - so use a filter in Agent Ransack to speed up the searching if you need to trawl the unpacked .db files.

One final tip, for GIMP, when using 'export as...' to save the .dds, use 'BC3/DXT5' compression, and 'Generate mipmaps'. If you don't use compression you end up with HUGE files.

Alas I've (still) no idea about how to sort out animations...

Cheers,
H

p.s. One workflow tip. I never edit, or copy into, the existing gamedata directly. I have a patch folder, with all my work in there, same directory structure and names. Then I copy across into the main gamedata when ready to test. It really helps me have a clear view on which files I've been editing, rather than having to remember and trawl through huge long lists of files time and again.
  14:41:36  3 May 2017
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stooe
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On forum: 06/02/2009
 

Message edited by:
stooe
05/03/2017 14:46:25
Messages: 646

---QUOTATION---

Alas I've (still) no idea about how to sort animations

---END QUOTATION---



Wow dude, you're a hero! Thanks for all of the advice friend, now if I can just get some luck on the HD Pack for CoC, we'll have ourselves a whole new game

Cheers again for your hard work Henry!
  15:46:41  3 May 2017
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henry1491
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On forum: 02/10/2008
 

Message edited by:
henry1491
05/03/2017 15:47:21
Messages: 377

---QUOTATION---
...now if I can just get some luck on the HD Pack for CoC...
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No worries mate, happy to share.

As for CoC, and if I remember right, their weapons are (again) a bit different to vanilla ShoC or CoP.

IIRC they 'include' a lot of 'header' files into each <weapon>.ltx file. This means there's quite a bit more cut&paste to do than is normal/nice.
  18:00:37  3 May 2017
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stooe
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On forum: 06/02/2009
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---QUOTATION---
As for CoC, and if I remember right, their weapons are (again) a bit different to vanilla ShoC or CoP.
---END QUOTATION---



Not the weapons, the Stalker meshes Ninja managed to port over:

http://www.moddb.com/mods/call-of-chernobyl-hd-models-addon

They've been giving me a pretty hard time, but me renaming the meshes and jamming them into the actors folder seems to be as useful as driving nails with a limp banana, I'm rather miffed.

But that's good to know, I've got AO for CoC already so I'll have to play around with those and see
 
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