CoD-Portal
BO Waffen importieren - Druckversion

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+--- Thema: BO Waffen importieren (/showthread.php?tid=28)



BO Waffen importieren - Holz - 21.12.2014



...
5. Asset Manager Part
b)
Click auf xmodel click links unten auf t5_wepaon_galil_viewmodel dann rechts oben bei den ... und öffne die t5_wepaon_galil_viewmodel.Export_Model
Press F10
Schau sie Dir im Asset Viewer an
t5...
Wenn es geklappt hat und richtig aussieht.
Mach Dir einen Ordner auf dem Desktop von der Waffe Bsp.: Galil\images
Geh nach Root\raw\images\ sortiere nach Datum
kopiere Dir alles von der Waffe in Deinen Ordner auf dem Desktop und
nach Root\mods\images

Schreibe in Deine mod.csv
xmodel,t5_weapon_galil_viewmodel
xmodel,t5_weapon_galil_world
(wie die Files heißen seht Ihr in Root\Raw\Xmodel  - wieder nach Datum sortieren lassen)

Dann sucht euch in BO die Waffenfiles in bo root\raw\weapons\mp oder sp
kopiert die in euren Waffenordner auf dem Desktop und nennt sie galil_mp_bo da die BO und Waw Waffenfiles anders aussehen kopiert euch noch eine STG aus WaW in den Ordner und passt so einiges an.
z.B: gunmodel (dahinter nach dem \) zu t5_weapon_galil_viewmodel
worldmodel (dahinter nach dem \) zu t5_weapon_galil_world
(im Video bei 20:00 min.)
speichert die dann auch nach root\mods\Mapname\weapons\sp
kopiert noch aus BO\raw\xanim alles zur galil
ladet euch HxD Hexeditor
Öffnet alle xanim\viewmodels der galil im Hexeditor und ändert die erste Zahl 13 zu 11 und speichert alle wieder. Aje :-)
markiert dann alle (strg+a) haltet dann STRing+Shift gedrückt rechtsclick Als Pfad kopieren/copy as path
und fügt es dann in einen neuen File in Notepad++ ein.
Bearbeitet es dann mit dem erstzen Tool bis es aussieht wie in 25:10 des Videos.
xanim,viewmodel..bla
xanim,viewmodel..bla2
kopiere dann den Text in Deine mod.csv
geh dann wieder in dein Weaponfile also die galil_mp in Desktop\Galil\weapons\sp
suche nach viewmodel_STG44 erstze alle mit viewmodel_galil
Code:
Galil
  |_images  (die aus WaW)
  |_weapons
       |_sp
  |_xanim     (die aus BO)



RE: BO Waffen importieren - Holz - 21.12.2014

Wenn Du schon alles von einer Waffe hast, kopiere alles davon nach root/raw und nach mods/DeineMAP.

Dann füge in die Datei mods/DeineMap/maps/dlc3_code.gsc in die Funktion include_weapons() folgendes ein:
Code:
include_weapon( "hk_mp", true );
include_weapon( "hk_mp_upgraded", false );

Dann füge in die Datei mods/DeineMap/maps/_zombiemode_weapons.gsc in die Funktion init_weapons() folgendes ein:
Code:
add_zombie_weapon( "galil_mp",                              &"ZOMBIE_WEAPON_GALIL_1400",                 1400,   "vox_357",   8 );
    add_zombie_weapon( "galil_mp_upgraded",                     &"ZOMBIE_WEAPON_UPGRADED_GALIL_4500",        4500,   "vox_357",   8 );

Und in die raw/english/localizedstrings/zombie.str ans Ende vor dem ENDMARKER folgendes ein:
Code:
REFERENCE           WEAPON_MINIGUN_3500
LANG_ENGLISH        "Press & hold &&1 to buy MINIGUN [Cost: 3500]"

REFERENCE           WEAPON_MINIGUN_UPGRADED_5000
LANG_ENGLISH        "Press & hold &&1 to buy MINIGUN UPGRADED [Cost: 5000]"

Dann noch im Launcher/Modbuilder alles von der Waffe anhaken und in die mod.csv
also unter Build Mod in das Fenster:
Code:
weapon,sp\hk_mp
weapon,sp\hk_mp_upgraded
sound,hk,,all_sp
Dann build Mod, dann Map testen!


RE: BO Waffen importieren - Holz - 21.12.2014

Soundbeispiel anhand der Galil

galil.csv
Code:
name,platform,file,sequence,vol_min,vol_max,dist_min,dist_max,limit_count,limit_​type,entity_limit_count,entity_limit_type,bus,volume_min_falloff_curve,volumefal​loffcurve,reverb_send,dist_reverb_max,reverb_min_falloff_curve,reverb_falloff_cu​rve,pitch_min,pitch_max,randomize_type,spatialized,type,probability,loop,masters​lave,loadspec,subtitle,compression,secondaryaliasname,chainaliasname,startdelay,​speakermap,lfe percentage,center percentage,envelop_min,envelop_max,envelop percentage,occlusion_level,occlusion_wet_dry,real_delay,distance_lpf,move_type,m​ove_time,min_priority,max_priority,min_priority_threshold,max_priority_threshold​,doppler,isbig
# RIFLEMAN
# GALIL

wpn_galil_fire_plr,,weapons/galil/galil_fire.wav,,0.9,1,,,1,oldest,,,rfl_1st,,,,,,,,,,2d,,,,0.75,,,,,,,wpn_all,,,,​,,,,,,,,90,90,0.25,1,,
wpn_galil_fire_npc,,weapons/galil/galil_fire.wav,,0.9,1,250,2000,10,priority,2,oldest,rfl_3rd,,,,2000,,,0.98,1.02,​,3d,,,,0.7,,,,,,,,,,,,,,,,,,,50,90,0.35,1,,

weap_galil_mag_out_plr,,weapons/galil/fly_galil_mag_out.wav,,0.7,0.75,,,,,,,reload,,,,,,curve4,0.95,1.05,,2d,,,,,all_m​p,,,,,,,,0.5,,,,,,,,,,80,95,0.55,1,,
weap_galil_mag_in_plr,,weapons/galil/fly_galil_mag_in.wav,,0.75,0.8,,,,,,,reload,,,,,,curve4,0.95,1.05,,2d,,,,,see1 ber1 ber3 mak_test  audio_test_tuey firing_range hol1 hol2 hol3 living_battlefield all_sp sniper,,,,,,,,0.5,,,,,,,,,,80,95,0.55,1,,
weap_galil_charge_plr,,weapons/galil/fly_galil_charge.wav,,0.75,0.8,,,,,,,reload,,,,,,curve4,0.95,1.05,,2d,,,,,see1 ber1 ber3 mak_test  audio_test_tuey firing_range hol1 hol2 hol3 living_battlefield all_sp sniper,,,,,,,,0.5,,,,,,,,,,80,95,0.55,1,,

galil_mp
Code:
WEAPONFILE\displayName\Galil\modeName\\playerAnimType\autorifle\altWeapon\\AIOve​rlayDescription\\weaponType\bullet\weaponClass\rifle\penetrateType\medium\impact​Type\bullet_large\inventoryType\primary\fireType\Full Auto\clipType\bottom\twoHanded\1\rifleBullet\1\armorPiercing\0\boltAction\0\aimD​ownSight\1\rechamberWhileAds\0\noADSAutoReload\0\noPartialReload\0\segmentedRelo​ad\0\adsFire\0\noAdsWhenMagEmpty\0\avoidDropCleanup\0\enhanced\1\bayonet\0\cance​lAutoHolsterWhenEmpty\1\suppressAmmoReserveDisplay\0\laserSightDuringNightvision​\0\blocksProne\0\silenced\0\mountableWeapon\0\autoAimRange\0\aimAssistRange\1000​\aimAssistRangeAds\1500\enemyCrosshairRange\1000\crosshairColorChange\1\moveSpee​dScale\1\adsMoveSpeedScale\1\sprintDurationScale\1\gunMaxPitch\8\gunMaxYaw\25\lo​wAmmoWarningThreshold\0.33\ammoName\galil\maxAmmo\180\startAmmo\120\clipName\gal​il_mp\clipSize\40\shotCount\1\dropAmmoMin\1\dropAmmoMax\30\reloadAmmoAdd\0\reloa​dStartAdd\0\damage\86\minDamage\60\meleeDamage\135\maxDamageRange\1500\minDamage​Range\2000\playerDamage\100\locNone\1\locHelmet\2.0\locHead\2.0\locNeck\2.0\locT​orsoUpper\1.4\locTorsoLower\1\locRightArmUpper\1\locRightArmLower\1\locRightHand​\1\locLeftArmUpper\1\locLeftArmLower\1\locLeftHand\1\locRightLegUpper\1\locRight​LegLower\1\locRightFoot\1\locLeftLegUpper\1\locLeftLegLower\1\locLeftFoot\1\locG​un\0\fireTime\0.08\fireDelay\0\meleeTime\0.8\meleeChargeTime\1.16\meleeDelay\0.1​3\meleeChargeDelay\0.16\reloadTime\2.03\reloadEmptyTime\2.36\reloadEmptyAddTime\​0\reloadStartTime\0\reloadEndTime\0\reloadAddTime\1.5\reloadStartAddTime\0\recha​mberTime\0.1\rechamberBoltTime\0\dropTime\0.45\raiseTime\0.75\altDropTime\0\altR​aiseTime\0.35\quickDropTime\0.25\quickRaiseTime\0.75\firstRaiseTime\0.85\emptyDr​opTime\0.45\emptyRaiseTime\0.75\sprintInTime\0.3\sprintLoopTime\0.7\sprintOutTim​e\0.3\deployTime\0\breakdownTime\0\nightVisionWearTime\0\nightVisionWearTimeFade​OutEnd\0\nightVisionWearTimePowerUp\0\nightVisionRemoveTime\0\nightVisionRemoveT​imePowerDown\0\nightVisionRemoveTimeFadeInStart\0\standMoveF\0\standMoveR\0\stan​dMoveU\-1\standRotP\0\standRotY\0\standRotR\0\standMoveMinSpeed\0\standRotMinSpeed\0\pos​MoveRate\6\posRotRate\6\sprintOfsF\5\sprintOfsR\-10\sprintOfsU\-8\sprintRotP\-10\sprintRotY\60\sprintRotR\-15\sprintBobH\10\sprintBobV\8\sprintScale\0.9\duckedSprintOfsF\0\duckedSprintOfs​R\0\duckedSprintOfsU\0\duckedSprintRotP\0\duckedSprintRotY\0\duckedSprintRotR\0\​duckedSprintBobH\0\duckedSprintBobV\0\duckedSprintScale\0.01\duckedMoveF\-1\duckedMoveR\0\duckedMoveU\-1\duckedRotP\0\duckedRotY\0\duckedRotR\0\duckedOfsF\-1\duckedOfsR\0.8\duckedOfsU\-1\duckedMoveMinSpeed\0\duckedRotMinSpeed\0\proneMoveF\-160\proneMoveR\3\proneMoveU\-120\proneRotP\0\proneRotY\300\proneRotR\-300\proneOfsF\-2\proneOfsR\1.5\proneOfsU\0\posProneMoveRate\25\posProneRotRate\30\proneMoveMinS​peed\0\proneRotMinSpeed\0\hipIdleAmount\70\adsIdleAmount\2\hipIdleSpeed\1\adsIdl​eSpeed\0.8\idleCrouchFactor\0.75\idleProneFactor\0.4\adsSpread\0\adsAimPitch\0\a​dsTransInTime\0.25\adsTransOutTime\0.25\adsTransBlendTime\0.1\adsReloadTransTime​\0.45\adsCrosshairInFrac\1\adsCrosshairOutFrac\0.2\adsZoomFov\55\adsZoomInFrac\0​.5\adsZoomOutFrac\0.4\adsBobFactor\1\adsViewBobMult\0.2\adsViewErrorMin\0\adsVie​wErrorMax\0\hipSpreadStandMin\3\hipSpreadDuckedMin\2.5\hipSpreadProneMin\2\hipSp​readMax\7\hipSpreadDuckedMax\6\hipSpreadProneMax\5\hipSpreadFireAdd\0.6\hipSprea​dTurnAdd\0\hipSpreadMoveAdd\5\hipSpreadDecayRate\4\hipSpreadDuckedDecay\1.05\hip​SpreadProneDecay\1.1\hipGunKickReducedKickBullets\0\hipGunKickReducedKickPercent​\0\hipGunKickPitchMin\5\hipGunKickPitchMax\-15\hipGunKickYawMin\5\hipGunKickYawMax\-5\hipGunKickAccel\800\hipGunKickSpeedMax\2000\hipGunKickSpeedDecay\16\hipGunKick​StaticDecay\20\adsGunKickReducedKickBullets\0\adsGunKickReducedKickPercent\75\ad​sGunKickPitchMin\5\adsGunKickPitchMax\15\adsGunKickYawMin\-5\adsGunKickYawMax\10\adsGunKickAccel\800\adsGunKickSpeedMax\2000\adsGunKickSpee​dDecay\32\adsGunKickStaticDecay\40\hipViewKickPitchMin\-30\hipViewKickPitchMax\60\hipViewKickYawMin\45\hipViewKickYawMax\-45\hipViewKickCenterSpeed\1500\adsViewKickPitchMin\-30\adsViewKickPitchMax\60\adsViewKickYawMin\45\adsViewKickYawMax\-45\adsViewKickCenterSpeed\1500\swayMaxAngle\20\swayLerpSpeed\4\swayPitchScale\-1\swayYawScale\-1\swayHorizScale\0.3\swayVertScale\0.1\swayShellShockScale\5\adsSwayMaxAngle\2\a​dsSwayLerpSpeed\6\adsSwayPitchScale\0.1\adsSwayYawScale\0.1\adsSwayHorizScale\0.​14\adsSwayVertScale\0.25\fightDist\720\maxDist\590\aiVsAiAccuracyGraph\\aiVsPlay​erAccuracyGraph\\reticleCenter\\reticleCenterSize\4\reticleSideSize\8\reticleMin​Ofs\0\hipReticleSidePos\0\adsOverlayShader\\adsOverlayShaderLowRes\\adsOverlayRe​ticle\none\adsOverlayWidth\150\adsOverlayHeight\150\gunModel\t5_weapon_galil_vie​wmodel\gunModel2\\gunModel3\\gunModel4\\gunModel5\\gunModel6\\gunModel7\\gunMode​l8\\gunModel9\\gunModel10\\gunModel11\\gunModel12\\gunModel13\\gunModel14\\gunMo​del15\\gunModel16\\handModel\viewmodel_hands_no_model\worldModel\t5_weapon_galil​_world\worldModel2\\worldModel3\\worldModel4\\worldModel5\\worldModel6\\worldMod​el7\\worldModel8\\worldModel9\\worldModel10\\worldModel11\\worldModel12\\worldMo​del13\\worldModel14\\worldModel15\\worldModel16\\worldClipModel\\knifeModel\view​model_usa_kbar_knife\worldKnifeModel\weapon_usa_kbar_knife_mp\idleAnim\viewmodel​_galil_idle_loop\emptyIdleAnim\viewmodel_galil_idle_loop\fireAnim\viewmodel_gali​l_fire\lastShotAnim\viewmodel_galil_fire\rechamberAnim\\meleeAnim\viewmodel_knif​e_slash\meleeChargeAnim\viewmodel_knife_stick\reloadAnim\viewmodel_galil_reload\​reloadEmptyAnim\viewmodel_galil_reload_empty\reloadStartAnim\\reloadEndAnim\\rai​seAnim\viewmodel_galil_pullout\dropAnim\viewmodel_galil_putaway\firstRaiseAnim\v​iewmodel_galil_first_raise\altRaiseAnim\viewmodel_galil_pullout\altDropAnim\view​model_galil_putaway\quickRaiseAnim\viewmodel_galil_pullout_quick\quickDropAnim\v​iewmodel_galil_putaway_quick\emptyRaiseAnim\viewmodel_galil_pullout\emptyDropAni​m\viewmodel_galil_putaway\sprintInAnim\\sprintLoopAnim\\sprintOutAnim\\nightVisi​onWearAnim\\nightVisionRemoveAnim\\adsFireAnim\viewmodel_galil_ads_fire\adsLastS​hotAnim\viewmodel_galil_ads_fire\adsRechamberAnim\\adsUpAnim\viewmodel_galil_ads​_up\adsDownAnim\viewmodel_galil_ads_down\deployAnim\\breakdownAnim\\viewFlashEff​ect\weapon/muzzleflashes/standardflashview\worldFlashEffect\weapon/muzzleflashes/standardflashworld\viewShellEjectEffect\\worldShellEjectEffect\\viewLastShotEjec​tEffect\\worldLastShotEjectEffect\\worldClipDropEffect\\pickupSound\weap_pickup\​pickupSoundPlayer\weap_pickup_plr\ammoPickupSound\ammo_pickup\ammoPickupSoundPla​yer\ammo_pickup_plr\breakdownSound\\breakdownSoundPlayer\\deploySound\\deploySou​ndPlayer\\finishDeploySound\\finishDeploySoundPlayer\\fireSound\wpn_galil_fire_n​pc\fireSoundPlayer\wpn_galil_fire_plr\lastShotSound\\lastShotSoundPlayer\\emptyF​ireSound\dryfire_rifle\emptyFireSoundPlayer\dryfire_rifle_plr\crackSound\\whizby​Sound\\meleeSwipeSound\melee_swing\meleeSwipeSoundPlayer\melee_swing_plr\meleeHi​tSound\melee_hit\meleeMissSound\\rechamberSound\\rechamberSoundPlayer\\reloadSou​nd\weap_galil_charge_plr\reloadSoundPlayer\weap_galil_charge_plr\reloadEmptySoun​d\weap_galil_mag_out_plr\reloadEmptySoundPlayer\weap_galil_mag_out_plr\reloadSta​rtSound\weap_galil_mag_out_plr\reloadStartSoundPlayer\weap_galil_mag_out_plr\rel​oadEndSound\weap_galil_mag_in_plr\reloadEndSoundPlayer\weap_galil_mag_in_plr\alt​SwitchSound\\altSwitchSoundPlayer\\raiseSound\weap_raise\raiseSoundPlayer\weap_r​aise_plr\firstRaiseSound\weap_raise\firstRaiseSoundPlayer\weap_raise_plr\putaway​Sound\weap_putaway\putawaySoundPlayer\weap_putaway_plr\nightVisionWearSound\\nig​htVisionWearSoundPlayer\\nightVisionRemoveSound\\nightVisionRemoveSoundPlayer\\s​tandMountedWeapdef\\crouchMountedWeapdef\\proneMountedWeapdef\\mountedModel\\hud​Icon\hud_icon_svt40\killIcon\hud_icon_svt40\dpadIcon\\ammoCounterIcon\hud_icon_s​vt40\hudIconRatio\2:1\killIconRatio\2:1\dpadIconRatio\4:1\ammoCounterIconRatio\4​:1\ammoCounterClip\Magazine\flipKillIcon\1\fireRumble\assault_fire\meleeImpactRu​mble\defaultweapon_melee\adsDofEnd\5\hideTags\tag_suppressor tag_scope_pka TAG_ELBIT TAG_SCOPE_RAIL\notetrackSoundMap\knife_stab_plr knife_stab_plr
knife_pull_plr knife_pull_plr
Knife_slash_plr Knife_slash_plr
weap_galil_mag_out_plr weap_galil_mag_out_plr
weap_galil_mag_in_plr weap_galil_mag_in_plr
weap_galil_charge_plr weap_galil_charge_plr


ReloadStartPlayer\weap_galil_mag_out_plr
ReloadSoundPlayer\weap_galil_charge_plr
ReloadEndSoundPlayer\weap_galil_mag_in_plr