[HELP] Weapon Attachments Bug in FPS

Results 1 to 15 of 15
  1. #1
    Valued Member asd4129 is offline
    MemberRank
    Dec 2012 Join Date
    Loose, Germany,Location
    146Posts

    Support [HELP] Weapon Attachments Bug in FPS



  2. #2
    Valued Member asd4129 is offline
    MemberRank
    Dec 2012 Join Date
    Loose, Germany,Location
    146Posts

    Re: [HELP] Weapon Attachments Bug in FPS

    Anyone help?

  3. #3
    Member zsh7954 is offline
    MemberRank
    May 2016 Join Date
    81Posts

    Re: [HELP] Weapon Attachments Bug in FPS

    You also use this source?

    - - - Updated - - -

    Your weapon model may be wrong.

    - - - Updated - - -

    The source was cut off a lot. Cause PVE, can not increase. Also appeared to pick up equipment vulnerabilities.

  4. #4
    Your average Dutch guy Laenoar is offline
    MemberRank
    Apr 2013 Join Date
    The NetherlandsLocation
    384Posts

    Re: [HELP] Weapon Attachments Bug in FPS

    Do you have the .skl and .wgt files for the scope and weapon?

  5. #5
    Valued Member asd4129 is offline
    MemberRank
    Dec 2012 Join Date
    Loose, Germany,Location
    146Posts

    Re: [HELP] Weapon Attachments Bug in FPS

    Quote Originally Posted by zsh7954 View Post
    You also use this source?

    - - - Updated - - -

    Your weapon model may be wrong.

    - - - Updated - - -

    The source was cut off a lot. Cause PVE, can not increase. Also appeared to pick up equipment vulnerabilities.
    Quote Originally Posted by Laenoar View Post
    Do you have the .skl and .wgt files for the scope and weapon?



  6. #6
    Valued Member dldanny05 is offline
    MemberRank
    Jun 2016 Join Date
    139Posts

    Re: [HELP] Weapon Attachments Bug in FPS

    Pretty sure I had this ssure before. Try taking the animation files for the gun from a different source and then replace them with yours. See if this resolves your problem

  7. #7
    Account Upgraded | Title Enabled! Oosmar02 is offline
    MemberRank
    Sep 2013 Join Date
    FranceLocation
    894Posts

    Re: [HELP] Weapon Attachments Bug in FPS

    You have extrated (QuickBMS) weapon ?

  8. #8
    Your average Dutch guy Laenoar is offline
    MemberRank
    Apr 2013 Join Date
    The NetherlandsLocation
    384Posts

    Re: [HELP] Weapon Attachments Bug in FPS

    I fixed this issue with our Mosin Nagant two days ago @dldanny05. Nothing to do with animations.

    You are missing the .mpx, .phx and .wgt files for ar_hk_g3_kro_fps, @asd4129

  9. #9
    Valued Member asd4129 is offline
    MemberRank
    Dec 2012 Join Date
    Loose, Germany,Location
    146Posts

    Re: [HELP] Weapon Attachments Bug in FPS

    Quote Originally Posted by dldanny05 View Post
    Pretty sure I had this ssure before. Try taking the animation files for the gun from a different source and then replace them with yours. See if this resolves your problem
    I have animations

    maybe scb convert sco automatic create .wgts could it be for that reason?

    - - - Updated - - -

    Quote Originally Posted by Oosmar02 View Post
    You have extrated (QuickBMS) weapon ?
    Yes..

  10. #10
    I can do it!, i guess... Sylvanas1234 is offline
    MemberRank
    May 2014 Join Date
    PolandLocation
    760Posts

    Re: [HELP] Weapon Attachments Bug in FPS

    '.WGTS' ?

    there is no ".WGTS" file format.. there is .WGT

    problem solved -.- learn to read or learn to compare your new files with original files

    if you want to use other file format then re-code it all..

  11. #11
    Valued Member asd4129 is offline
    MemberRank
    Dec 2012 Join Date
    Loose, Germany,Location
    146Posts

    Re: [HELP] Weapon Attachments Bug in FPS

    Quote Originally Posted by Sylvanas1234 View Post
    '.WGTS' ?

    there is no ".WGTS" file format.. there is .WGT

    problem solved -.- learn to read or learn to compare your new files with original files

    if you want to use other file format then re-code it all..
    http://forum.ragezone.com/f790/relea...j-sco-1074248/
    I do not use new format , auto convert

  12. #12
    Account Upgraded | Title Enabled! dNi3L is offline
    MemberRank
    Nov 2014 Join Date
    IllinoisLocation
    237Posts

    Re: [HELP] Weapon Attachments Bug in FPS

    The speedy converter exports the object files in reverse in 3ds..as far as its wgts file,you have to add that to your source to enable it to work..READ THE FORUMS PLEASE!!!!

    HERE!!!!

    Credits:own_prox

    Modifications to RsBuild to work with new wgts files

    Find (r3dObj.h):
    Code:
    void TryLoadWeights(const char* baseFileName);

    Add this under it:
    Code:
    void LoadSourceWeights(const char* fname);


    Find(r3dObj.cpp):
    Code:
    void r3dMesh::TryLoadWeights( const char* baseFileName )
    {
    // first, try .wgt
    char weightName[25];

    ToSkinFileName( weightName, baseFileName ) ;

    if(r3d_access(weightName, 0) == 0)
    LoadWeights( weightName );
    }

    Replace with:
    Code:
    void r3dMesh::TryLoadWeights( const char* baseFileName )
    {
    // first, try .wgt
    char weightName[256], weightsource[256];

    ToSkinFileName( weightName, baseFileName ) ;
    sprintf(weightsource, "%ss", weightName);
    if(r3d_access(weightsource, 0) == 0)
    LoadSourceWeights(weightsource);
    else if(r3d_access(weightName, 0) == 0)
    LoadWeights( weightName );
    }
    void r3dMesh::LoadSourceWeights(const char* fname)
    {
    AllocateWeights();

    for(int i=0;i<NumVertices;i++) {
    pWeights[i].BoneID[0] = 0;
    pWeights[i].Weight[0] = 0;
    pWeights[i].BoneID[1] = 0;
    pWeights[i].Weight[1] = 0;
    pWeights[i].BoneID[2] = 0;
    pWeights[i].Weight[2] = 0;
    pWeights[i].BoneID[3] = 0;
    pWeights[i].Weight[3] = 0;
    }


    r3dFile *f = r3d_open(fname, "rb");
    if(!f) r3dError("can't open %s\n", fname);
    char inbuf[256], buf1[128];
    int VertNum = 0;
    fgets(inbuf, sizeof(inbuf), f);
    sscanf(inbuf, "%s %d", buf1, &VertNum);

    for(int i=0; i<VertNum ;i++)
    {


    r3dWeight& w = pWeights[i];

    float ws = 0.0f;
    for(int k=0; k<4; k++)
    {

    byte iBoneId = 0;
    float fWeight = 0;
    fgets(inbuf, sizeof(inbuf), f);
    if(sscanf(inbuf, "%d %f", &iBoneId, &fWeight) == 2)
    {
    if(!(fWeight >= 0.f && fWeight <= 1.f)) r3dOutToLog("Weight Issue: %f", fWeight);
    r3d_assert(fWeight >= 0.f && fWeight <= 1.f);
    w.Weight[k] = fWeight;
    w.BoneID[k] = iBoneId;

    ws += w.Weight[k];
    }
    }

    if(ws > 0.0f)
    {
    // renormalize weights, because some Maya exporter dude screwed it up.
    w.Weight[0] /= ws;
    w.Weight[1] /= ws;
    w.Weight[2] /= ws;
    w.Weight[3] /= ws;
    }

    }

    fclose(f);
    return;
    }
    Last edited by dNi3L; 18-02-17 at 08:57 AM.

  13. #13
    I can do it!, i guess... Sylvanas1234 is offline
    MemberRank
    May 2014 Join Date
    PolandLocation
    760Posts

    Re: [HELP] Weapon Attachments Bug in FPS

    ok then lets see that

    you got a sprite of holo working, but there is no attachments

    ohh sry my fault it is not a fault of WGT file.. but faut of the SKL file

    Soo did you actualy have the bone related to the attachments? yea? names?

    and you know that exporting just a .skl won't really show any attachments even if you have all bones correctly...

    I suggest you to look into .anm files if you still cannot get what is the problem

  14. #14
    Valued Member asd4129 is offline
    MemberRank
    Dec 2012 Join Date
    Loose, Germany,Location
    146Posts

    Re: [HELP] Weapon Attachments Bug in FPS

    All available but not working
    FPS/TPS

  15. #15
    Enthusiast zynyc is offline
    MemberRank
    Mar 2016 Join Date
    31Posts

    Re: [HELP] Weapon Attachments Bug in FPS

    Quote Originally Posted by asd4129 View Post
    All available but not working
    FPS/TPS
    I sugest you looking at that .wgts file, try another 3ds max exporter, another thing that could help is generating the .scb files in other studio.



Advertisement