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Making custom models & a sproxel how to http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=7&t=333 |
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Author: | Angld [ Fri Feb 10, 2012 4:41 pm ] |
Post subject: | Making custom models & a sproxel how to |
-place holder threadish- Custom models in rwr are easy with the help of sproxel and some custom file conversion software Can't release the rwr to sproxel converter just yet... In the mean time if you want to find out more about sproxel check this great right-to-the-point manual on google code http://code.google.com/p/sproxel/wiki/UserManual |
Author: | pasik [ Wed Feb 15, 2012 7:39 am ] |
Post subject: | Re: Making custom models & a sproxel how to |
Here's the basic sproxel to rwr converter link, feel free to use it: http://modulaatio.com/runningwithrifles/sproxel2rwr.zip |
Author: | keyers [ Tue Feb 28, 2012 11:17 am ] |
Post subject: | Re: Making custom models & a sproxel how to |
So could we actuly use that? (Sorry Don't know how to qoute) Or do we just use it to make like demo of some models with it? |
Author: | pasik [ Tue Feb 28, 2012 12:27 pm ] |
Post subject: | Re: Making custom models & a sproxel how to |
Using sproxel and the converter you can basically create models in xml format that can be used to add new weapons and replace some other content in RWR. Currently the weapon system has the most versatile support for getting in new stuff in the game. Basically you create and convert a weapon model and copy it to media\models, then modify media\models\weapon_specifications.xml by adding another <weapon> block, e.g. Code: <weapon> <specification retrigger_time="-1.0" accuracy_factor="0.6" sustained_fire_grow_step="2.0" sustained_fire_diminish_rate="0.6" magazine_size="8" can_shoot_standing="1" suppressed="0" name="Mossberg 500" class="1" /> <animation key="recoil" ref="27" /> <animation key="cycle" ref="28" /> <sound key="fire" fileref="mossberg500_fire.wav" /> <sound key="cycle" fileref="mossberg500_cycle.wav" /> <sound key="reload_one" fileref="mossberg500_reload.wav" /> <model filename="media\models\shotgun.xml" /> <hud_icon filename="hud_mossberg.png" /> <commonness value="0.2" /> <projectiles_per_shot value="5" /> <weak_hand_hold offset="0.2" /> </weapon> and change it to refer to the newly made xml-model file with the <model filename="media\models\shotgun.xml" /> tag. There's a handful of other models based on voxels that can be modified by directly replacing the old file, like knife, grenade and crate debris. The soldier models can't be completely made with sproxel however, as sproxel doesn't provide a way to bind the model to a skeleton. The upcoming RWR voxel editor will help there. |
Author: | keyers [ Wed Feb 29, 2012 6:42 pm ] |
Post subject: | Re: Making custom models & a sproxel how to |
oh that sounds pretty good. |
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