Anyone help?
You also use this source?
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Your weapon model may be wrong.
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The source was cut off a lot. Cause PVE, can not increase. Also appeared to pick up equipment vulnerabilities.
Do you have the .skl and .wgt files for the scope and weapon?
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
You have extrated (QuickBMS) weapon ?
'.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
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.
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
All available but not working
FPS/TPS
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