Small crit on the models:
The bolter with the stock needs to have hard edges on the stock (if not more of the gun), and the rifle with the axe near the front (forgot what it's called) needs hard edges for the axeblade
After playing around with a text editor (not really coding, but trying to move models into the game to begin changing them to our weapons [much easier]) I've hit an issue with WFaS.
Whenever I would attempt to edit it's files, the item (my test was with a lasgun) would not load the right texture (it looked like the musket I cloned it from). This is odd, considering I THINK I followed all the right steps to load everything.
BUT, when I tested the weapon with Warband, I could get the item IN, but it was not visible other than you COULD find it in the inventory. I assume I messed up somewhere along the line (since this is my first little bits trying to work with programs such as Morgh's text editor) but I don't know where. My steps were as follows.
WFaS
1. Placed the appropriate brf files (mesh and ect.) in the resource area.
2. Loaded item_kinds1.txt with Morgh's Text Editor.
3. Cloned Musket, modified ID, names, and then ATTEMPTED to enter the mesh name (I believe 40k_mesh)
4. Modified Troop to have bullets (its ammo) and the "Lasgun" (the modified Musket that was supposed to load as a Lasgun)
5. Launched game, had a Musket named Lasgun.
Warband
1. Same as WFaS step 1.
2. Same as WFaS step 2.
3. Same step, but I cloned a crossbow instead.
4. Same as WFaS step 4 but with bolts.
5. Launched game, had an invisible weapon named Lasgun.
If you haven't, you should go read the Codex for the Space Marines. Or Battle Novels. Both show bolters as being heavily modified in some cases. Some good examples would be bayonets, drum barrels, and (obviously) various forms of ammunition.
@Mr. Sandman
You've skipped the step where you modify the module.ini to tell the game to load the .brf that you placed in resources.
Not sure off the top why you'd be getting different results in WFaS and Warband...they are virtually the same game.
EDIT (based off TMAN's post below) - Oh, and note that the name of the mesh you list in the TXT editor (or however you are editing items) is the mesh name given within the .brf file, not the .brf filename. The filename is only used in the module.ini
yeah I swear the module.ini in the files I already sent you I had already modified to load mod resources.
the thing you've done wrong is you have referenced to the BRF file that the models are stored IN (40K_mesh.brf) and NOT the actual models themselves
you need to put "lasgun" or whatever in meshes not the library of models
you can see all the names you can put in OpenBRF the way I showed you yesterday
Dowd alot of singleplayer features are missing (marriage, become a proper ruler and what not) but for MP which if you see at the top it says [ B ] (meaning both) only from what I can see kick is missing. A shooting mod is best to be based on a shooting game, eh?
I also fail to see why it should be on WFaS. What improvements does it have over Warband? Its essentially a Warband mod. Also isn't there a much larger player base on Warband on MP?
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