Halo SMG and Battle Rifle *Updated 2/15/10

Releasing the source files for your mod or map? Post em' here. (Applies to both SWBF1 & SWBF2)

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Are they good?

Yes
20
77%
No
1
4%
SMG is
3
12%
Battle Rifle is
2
8%
 
Total votes: 26
computergeek
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Re: Halo SMG and Battle Rifle

Post by computergeek »

Ok, I'll fix the UVs tonight, then hopefully have an updated pack tonight

EDIT
Sorry for the delay, here's an updated pack- Link
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Re: Halo SMG and Battle Rifle *Updated 12/23/09

Post by MetroidNut »

Hmm. When I try to use the updated BR, it fails to show up and the error log states the model is missing hp_fire. I haven't tried the SMG, and won't be able to tonight, but I'll test it tomorrow.
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Re: Halo SMG and Battle Rifle *Updated 12/23/09

Post by Fiodis »

A missing hp_fire oughtn't cause a CTD, I don't think.
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Re: Halo SMG and Battle Rifle *Updated 12/23/09

Post by MetroidNut »

It doesn't CTD - actually, the game continues perfectly fine, the BR just doesn't appear as a usable weapon. Incidentally, the SMG works fine. It's only the BR that's missing the hardpoint.
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Re: Halo SMG and Battle Rifle *Updated 12/23/09

Post by computergeek »

MetroidNut wrote:It doesn't CTD - actually, the game continues perfectly fine, the BR just doesn't appear as a usable weapon. Incidentally, the SMG works fine. It's only the BR that's missing the hardpoint.
Ah, I apologize. I forgot to add the hp_fire in there, my bad. I'll try and update it as soon as possible.
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Re: Halo SMG and Battle Rifle *Updated 2/15/10

Post by computergeek »

*UPDATE*
you can get Revision 3 from the first post or here

I added the hp_fire and hp_active to the Battle Rifle, and thanks for reminding me MetroidNut :D

Have fun with it :D
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Re: Halo SMG and Battle Rifle *Updated 2/15/10

Post by MetroidNut »

computergeek wrote:thanks for reminding me MetroidNut :D
Glad to be of service.

EDIT: Oh dear.
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Re: Halo SMG and Battle Rifle *Updated 2/15/10

Post by computergeek »

Once again, thank you MetroidNut for debugging

Revision 4

I guess I owe an explanation as to why I didn't test it ingame. Well, Battlefront II doesn't work on my Vista partition and internet doesn't work on my XP partition, so to test it I would have to 1) restart my computer and 2) find the file on my Vista partition, and I'm feelin a little lazy right now :lol:
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Re: Halo SMG and Battle Rifle *Updated 2/15/10

Post by MetroidNut »

No problem - but unfortunately, I don't believe the issues have been solved. The BR is still rotated 90 degrees, and its hp_active is on the forward hand grip, heh.
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Re: Halo SMG and Battle Rifle *Updated 2/15/10

Post by computergeek »

Ok, I'll try and fix it, but instead of just posting it for debugging I'll debug myself.
So maybe tommorow night I'll post Revision 5 (working Revision 5 lol)
EDIT
Mkay, so maybe I lied about debuggin myself, but some other stuff got in the way. I think I figured out the problem, and here is the latest version-
Revision 5
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Re: Halo SMG and Battle Rifle *Updated 2/15/10

Post by MetroidNut »

I'm happy to say it works in-game, and faces the right direction - it fixes all the problems of the previous versions - but there's actually one more, tiny problem. The...ah, tube under the barrel, for lack of a better word, has moved to the position of hp_active. If I had to guess, based on my limited modelling experience, I'd say you might have forgotten to freeze transforms on that object when you exported the model.

EDIT: Also, if you do go back and take another look at the model, I might suggest moving hp_active forward slightly. As it is, when held, the trooper's right hand is a little too far back.
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Re: Halo SMG and Battle Rifle *Updated 2/15/10

Post by computergeek »

MetroidNut wrote: EDIT: Also, if you do go back and take another look at the model, I might suggest moving hp_active forward slightly. As it is, when held, the trooper's right hand is a little too far back.
I can't do much about that because that's the animation for the trooper, and I have no way of exporting animations. But the good news is that Revision 6 is out, and will actually work :yes:

So here it is Revision 6
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Re: Halo SMG and Battle Rifle *Updated 2/15/10

Post by MetroidNut »

The secondary barrel is now in the right place - however, I'd still suggest moving the weapon's hp_active forward a little (that's what I meant in my previous post, not the trooper's animation). As you can hopefully see in the image below, the trooper still isn't quite grabbing the weapon's grip; you'll probably want to position hp_active right on the trigger.
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For the record, I scaled this down a little more than the default msh.option, but it's still a problem at any size.
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