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ORMtnMan's Real Guns Mod 1.242 [32.30]


ORMtnMan

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On 2/7/2017 at 7:15 AM, Batsphinx said:

Really happy to see the new collaboration :)

 

Me too! I was feeling bad I kept falling behind my own schedule because of life.

 

On 2/7/2017 at 4:47 PM, TOShok said:

Also another thing I just noticed, the VEPR-12 MOLOT shotgun seems to break into a loop when I try to unload that one - it then goes from saying 8+1/8 to saying 18/8 and will just continuously unload over and over and over - the name of the shotgun ammo is too long to see the count so I don't know whether it literally spews an unlimited number of shells into your inventory or if it just keeps unloading a whole lot of air very noisily.

 

Again, apologies if this has been mentioned - I quickly skimmed through some of the most recent pages and didn't see anything about specifics so thought I'd just put it here. Sorry if it's annoying or just filling up the place with duplicate reports or such - I didn't have the other issue with anything other than that shotgun, and this is the only one I've had this problem with. :/

 

Yikes that is a new one. I'll see if it is still a problem in the upcoming version

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On 2/9/2017 at 3:56 AM, ORMtnMan said:

 

Me too! I was feeling bad I kept falling behind my own schedule because of life.

 

 

Yikes that is a new one. I'll see if it is still a problem in the upcoming version

 

Okay so I have a confession to make - I did a dopey, and I'm not sure it's a consistent VEPR issue - I thought I had three broken ones, but after following my footsteps, I realised that;

 

I picked it up in the prison, then went to the police station for the hope of more ammo;

Meant to drop it on the floor in the police station but accidentally put it in the locker;

Went to another town, looted for a bit, then came back;

Hit the police station again for stuff I had left behind and "found" the VEPR, forgetting it was in this station and not the prison armoury;

Then dropped it back in the prison armoury, where I later used it again by mistake.

 

So TL;DR - I kept forgetting where I dumped it and managed to keep taking it again.

 

That means it might be an unusual thing that broke just that one piece of loot, as try as I might over multiple characters with the loot drops turned right up, I simply can't find another one in a new game to try it.

 

On another note, I had the temptation to play with making a 3D... "gun" thing. It's the classic "I see it in my mind, but it won't do the thingy" situation, so it's less about-right and more abomination. :P

Edited by TOShok
Clarifying my meaning
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13 hours ago, TOShok said:

 

Okay so I have a confession to make - I did a dopey, and I'm not sure it's a consistent VEPR issue - I thought I had three broken ones, but after following my footsteps, I realised that;

 

I picked it up in the prison, then went to the police station for the hope of more ammo;

Meant to drop it on the floor in the police station but accidentally put it in the locker;

Went to another town, looted for a bit, then came back;

Hit the police station again for stuff I had left behind and "found" the VEPR, forgetting it was in this station and not the prison armoury;

Then dropped it back in the prison armoury, where I later used it again by mistake.

 

So TL;DR - I kept forgetting where I dumped it and managed to keep taking it again.

 

That means it might be an unusual thing that broke just that one piece of loot, as try as I might over multiple characters with the loot drops turned right up, I simply can't find another one in a new game to try it.

 

On another note, I had the temptation to play with making a 3D... "gun" thing. It's the classic "I see it in my mind, but it won't do the thingy" situation, so it's less about-right and more abomination. :P

 

Wow, that's quite the story!

 

You can try editing the ORGMTest.lua to spawn a Vepr into your inventory

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11 hours ago, ORMtnMan said:

You can try editing the ORGMTest.lua to spawn a Vepr into your inventory

I did this, and ended up with the following;

(reloading settings set to Easy with Show Rack Progress)

 

Spoiler

 

All functions with "00 Buck 12 Gauge" in inventory and set to standard mode: no issues.

 

Switching from standard to (slug) mode: Unloads buck shells successfully, does not load shotgun with slugs even when "Slug 12 Gauge" present in inventory, or when "VEPR-12 magazine (12 gauge slugs)" is present in inventory.

 

Manually attempting reload in (slug) mode: does not rack or load at all, generates 2-18 errors (usually 2 or 4 at a time, but varies), regardless of inventory-present "Slug 12 Gauge" or "VEPR-12 magazine (12 gauge slugs)".

 

Using a cheat tool (installed and game restarted) to allow unlimited ammunition: shotgun does successfully have ammunition filled and fires normally in (slug) mode.

 

Deactivating unlimited ammunition and trying to operate the weapon again: still fires and depletes loaded ammunition, but still cannot reload and generates errors as with manual reloading from empty.

 

Unloading (slug) mode while ammunition present: makes a sound and seems to rack the weapon, generates 1 error and does not unload any shells (or magazines) at all.

 

Switching from (slug) mode to standard mode with ammunition present: unloads the weapon 1 round at a time (when it should be magazine fed) and adds a "VEPR-12 magazine (12 gauge slugs)" to inventory per round unloaded.

 

 

---

So while I cannot seem to recreate the 18/8 endless unloading situation again, from what I can tell the (slug) mode is broken and it seems to try and use whole magazines as individual rounds - looking at the 12 gauge slug magazines they don't state an ammo type or capacity, just a weight (unlike the buck version), and seems to remove 1 ammo per unload instead of all per unload. Or at least that's what I see, having no practical knowledge or anything of how these things actually work behind the scenes (so no offense or anything intended).

 

A couple of the things the console has said during errors (second was really long and got shoved off the console before I finished copying it):

 

On unload:

Spoiler

 

1487113199461

1487113199461 -----------------------------------------

1487113199461 STACK TRACE

1487113199461 -----------------------------------------

1487113199461 function: unloadPerform -- file: ORGMWeaponAutoMF.lua line # 263

1487113199461 function: perform -- file: ORGMUnloadAction.lua line # 27

1487113199461 bugged action, cleared queue

 

 

On reload: (this is all from one right-click reload)

Spoiler

1487113934397 ----------------------------------------------------------------------------------

1487113934400 attempted index: ammoType of non-table: null

1487113934400

1487113934401 -----------------------------------------

1487113934401 STACK TRACE

1487113934401 -----------------------------------------

1487113934401 function: isReloadValidEasy -- file: ORGMWeaponAutoMF.lua line # 110

1487113934401 Callframe at: StartAction

1487113934401 function: begin -- file: ISBaseTimedAction.lua line # 61

1487113934401 function: addToQueue -- file: ISTimedActionQueue.lua line # 26

1487113934401 function: add -- file: ISTimedActionQueue.lua line # 97

1487113934401 function: startReloading -- file: ISReloadManager.lua line # 237

1487113934401 function: checkReloadConditions -- file: ISReloadManager.lua line #216

java.lang.RuntimeException: attempted index: ammoType of non-table: null

   at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1549)

   at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:473)

   at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)

   at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1727)

   at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1642)

   at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:72)

   at zombie.characters.CharacterTimedActions.LuaTimedActionNew.valid(LuaTimedActionNew.java:49)

   at zombie.characters.IsoGameCharacter.StartAction(IsoGameCharacter.java:72)

   at sun.reflect.GeneratedMethodAccessor373.invoke(Unknown Source)

   at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)

   at java.lang.reflect.Method.invoke(Method.java:606)

   at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:61)

   at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:199)

   at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:189)

   at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182)

   at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:983)

   at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)

   at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1727)

   at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1672)

   at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:53)

   at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:81)

   at zombie.Lua.Event.trigger(Event.java:37)

   at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:83)

   at zombie.characters.IsoPlayer.update(IsoPlayer.java:2119)

   at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:1366)

   at zombie.iso.IsoCell.update(IsoCell.java:4862)

   at zombie.iso.IsoWorld.update(IsoWorld.java:2862)

   at zombie.gameStates.IngameState.update(IngameState.java:1272)

   at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)

   at zombie.GameWindow.logic(GameWindow.java:634)

   at zombie.GameWindow.run(GameWindow.java:1246)

   at zombie.GameWindow.maina(GameWindow.java:1022)

   at zombie.gameStates.MainScreenState.main(MainScreenState.java:180)

1487113934406

1487113934406 -----------------------------------------

1487113934406 STACK TRACE

1487113934406 -----------------------------------------

1487113934406 function: isReloadValidEasy -- file: ORGMWeaponAutoMF.lua line # 110

1487113934406 Callframe at: StartAction

1487113934406 function: begin -- file: ISBaseTimedAction.lua line # 61

1487113934406 function: addToQueue -- file: ISTimedActionQueue.lua line # 26

1487113934407 function: add -- file: ISTimedActionQueue.lua line # 97

1487113934407 function: startReloading -- file: ISReloadManager.lua line # 237

1487113934407 function: checkReloadConditions -- file: ISReloadManager.lua line #216

1487113934407 -----------------------------------------

1487113934407 attempted index: ammoType of non-table: null

1487113934407

1487113934407 -----------------------------------------

1487113934407 STACK TRACE

1487113934407 -----------------------------------------

1487113934408 function: isReloadValidEasy -- file: ORGMWeaponAutoMF.lua line # 110

java.lang.RuntimeException: attempted index: ammoType of non-table: null

   at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java.1549)

   at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:473)

   at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)

   at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1727)

   at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1642)

   at.se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:72)

   at zombie.characters.CharacterTimedActions.LuaTimedActionNew.valid(LuaTimedActionNew.java:49)

   at zombie.characters.IsoGameCharacter.update(IsoGameCharacter.java:9714)

   at zombie.characters.IsoPlayer.update(IsoPlayer.java:2726)

   at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:1366)

   at zombie.iso.IsoCell.update(IsoCell.java:4682)

   at zombie.iso.IsoWorld.update(IsoWorld.java:2862)

   at zombie.gameStates.IngameState.update(IngameState.java:1272)

   at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)

   at zombie.GameWindow.logic(GameWindow.java:634)

   at zombie.GameWindow.run(GameWindow.java:1246)

   at zombie.GameWindow.maina(GameWindow.java:1022)

   at zombie.gameStates.MainScreenState.main(MainScreenState.java:180)

1487113934409

1487113934409 -----------------------------------------

1487113934409 STACK TRACE

1487113934409 -----------------------------------------

1487113934409 function: isReloadValidEasy -- file: ORGMWeaponAutoMF.lua line # 110

1487113934459 ---------------------------------------------------

1487113934460 attempted index: ammoType of non-table: null

1487113934460

1487113934461 -----------------------------------------

1487113934461 STACK TRACE

1487113934461 -----------------------------------------

1487113934461 function: isReloadValidEasy -- file: ORGMWeaponAutoMF.lua line # 110

1487113934461 Callframe at: StartAction

1487113934461 function: begin -- file: ISBaseTimedAction.lua line # 61

1487113934461 function: addToQueue -- file: ISTimedActionQueue.lua line # 26

1487113934461 function: add -- file: ISTimedActionQueue.lua line # 97

1487113934461 function: startReloading -- file: ISReloadManager.lua line # 237

1487113934461 function: checkReloadConditions -- file: ISReloadManager.lua line #216

 

(this then continued for three or so more STACK TRACEs but other things happened that shoved it off the console)

 

Edited by TOShok
added console statements
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On 2/14/2017 at 3:15 PM, TOShok said:

I did this, and ended up with the following;

(reloading settings set to Easy with Show Rack Progress)

 

  Reveal hidden contents

 

All functions with "00 Buck 12 Gauge" in inventory and set to standard mode: no issues.

 

Switching from standard to (slug) mode: Unloads buck shells successfully, does not load shotgun with slugs even when "Slug 12 Gauge" present in inventory, or when "VEPR-12 magazine (12 gauge slugs)" is present in inventory.

 

Manually attempting reload in (slug) mode: does not rack or load at all, generates 2-18 errors (usually 2 or 4 at a time, but varies), regardless of inventory-present "Slug 12 Gauge" or "VEPR-12 magazine (12 gauge slugs)".

 

Using a cheat tool (installed and game restarted) to allow unlimited ammunition: shotgun does successfully have ammunition filled and fires normally in (slug) mode.

 

Deactivating unlimited ammunition and trying to operate the weapon again: still fires and depletes loaded ammunition, but still cannot reload and generates errors as with manual reloading from empty.

 

Unloading (slug) mode while ammunition present: makes a sound and seems to rack the weapon, generates 1 error and does not unload any shells (or magazines) at all.

 

Switching from (slug) mode to standard mode with ammunition present: unloads the weapon 1 round at a time (when it should be magazine fed) and adds a "VEPR-12 magazine (12 gauge slugs)" to inventory per round unloaded.

 

 

---

So while I cannot seem to recreate the 18/8 endless unloading situation again, from what I can tell the (slug) mode is broken and it seems to try and use whole magazines as individual rounds - looking at the 12 gauge slug magazines they don't state an ammo type or capacity, just a weight (unlike the buck version), and seems to remove 1 ammo per unload instead of all per unload. Or at least that's what I see, having no practical knowledge or anything of how these things actually work behind the scenes (so no offense or anything intended).

 

A couple of the things the console has said during errors (second was really long and got shoved off the console before I finished copying it):

 

On unload:

  Reveal hidden contents

 

1487113199461

1487113199461 -----------------------------------------

1487113199461 STACK TRACE

1487113199461 -----------------------------------------

1487113199461 function: unloadPerform -- file: ORGMWeaponAutoMF.lua line # 263

1487113199461 function: perform -- file: ORGMUnloadAction.lua line # 27

1487113199461 bugged action, cleared queue

 

 

On reload: (this is all from one right-click reload)

  Reveal hidden contents

1487113934397 ----------------------------------------------------------------------------------

1487113934400 attempted index: ammoType of non-table: null

1487113934400

1487113934401 -----------------------------------------

1487113934401 STACK TRACE

1487113934401 -----------------------------------------

1487113934401 function: isReloadValidEasy -- file: ORGMWeaponAutoMF.lua line # 110

1487113934401 Callframe at: StartAction

1487113934401 function: begin -- file: ISBaseTimedAction.lua line # 61

1487113934401 function: addToQueue -- file: ISTimedActionQueue.lua line # 26

1487113934401 function: add -- file: ISTimedActionQueue.lua line # 97

1487113934401 function: startReloading -- file: ISReloadManager.lua line # 237

1487113934401 function: checkReloadConditions -- file: ISReloadManager.lua line #216

java.lang.RuntimeException: attempted index: ammoType of non-table: null

   at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1549)

   at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:473)

   at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)

   at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1727)

   at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1642)

   at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:72)

   at zombie.characters.CharacterTimedActions.LuaTimedActionNew.valid(LuaTimedActionNew.java:49)

   at zombie.characters.IsoGameCharacter.StartAction(IsoGameCharacter.java:72)

   at sun.reflect.GeneratedMethodAccessor373.invoke(Unknown Source)

   at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)

   at java.lang.reflect.Method.invoke(Method.java:606)

   at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:61)

   at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:199)

   at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:189)

   at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182)

   at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:983)

   at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)

   at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1727)

   at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1672)

   at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:53)

   at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:81)

   at zombie.Lua.Event.trigger(Event.java:37)

   at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:83)

   at zombie.characters.IsoPlayer.update(IsoPlayer.java:2119)

   at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:1366)

   at zombie.iso.IsoCell.update(IsoCell.java:4862)

   at zombie.iso.IsoWorld.update(IsoWorld.java:2862)

   at zombie.gameStates.IngameState.update(IngameState.java:1272)

   at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)

   at zombie.GameWindow.logic(GameWindow.java:634)

   at zombie.GameWindow.run(GameWindow.java:1246)

   at zombie.GameWindow.maina(GameWindow.java:1022)

   at zombie.gameStates.MainScreenState.main(MainScreenState.java:180)

1487113934406

1487113934406 -----------------------------------------

1487113934406 STACK TRACE

1487113934406 -----------------------------------------

1487113934406 function: isReloadValidEasy -- file: ORGMWeaponAutoMF.lua line # 110

1487113934406 Callframe at: StartAction

1487113934406 function: begin -- file: ISBaseTimedAction.lua line # 61

1487113934406 function: addToQueue -- file: ISTimedActionQueue.lua line # 26

1487113934407 function: add -- file: ISTimedActionQueue.lua line # 97

1487113934407 function: startReloading -- file: ISReloadManager.lua line # 237

1487113934407 function: checkReloadConditions -- file: ISReloadManager.lua line #216

1487113934407 -----------------------------------------

1487113934407 attempted index: ammoType of non-table: null

1487113934407

1487113934407 -----------------------------------------

1487113934407 STACK TRACE

1487113934407 -----------------------------------------

1487113934408 function: isReloadValidEasy -- file: ORGMWeaponAutoMF.lua line # 110

java.lang.RuntimeException: attempted index: ammoType of non-table: null

   at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java.1549)

   at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:473)

   at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)

   at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1727)

   at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1642)

   at.se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:72)

   at zombie.characters.CharacterTimedActions.LuaTimedActionNew.valid(LuaTimedActionNew.java:49)

   at zombie.characters.IsoGameCharacter.update(IsoGameCharacter.java:9714)

   at zombie.characters.IsoPlayer.update(IsoPlayer.java:2726)

   at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:1366)

   at zombie.iso.IsoCell.update(IsoCell.java:4682)

   at zombie.iso.IsoWorld.update(IsoWorld.java:2862)

   at zombie.gameStates.IngameState.update(IngameState.java:1272)

   at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)

   at zombie.GameWindow.logic(GameWindow.java:634)

   at zombie.GameWindow.run(GameWindow.java:1246)

   at zombie.GameWindow.maina(GameWindow.java:1022)

   at zombie.gameStates.MainScreenState.main(MainScreenState.java:180)

1487113934409

1487113934409 -----------------------------------------

1487113934409 STACK TRACE

1487113934409 -----------------------------------------

1487113934409 function: isReloadValidEasy -- file: ORGMWeaponAutoMF.lua line # 110

1487113934459 ---------------------------------------------------

1487113934460 attempted index: ammoType of non-table: null

1487113934460

1487113934461 -----------------------------------------

1487113934461 STACK TRACE

1487113934461 -----------------------------------------

1487113934461 function: isReloadValidEasy -- file: ORGMWeaponAutoMF.lua line # 110

1487113934461 Callframe at: StartAction

1487113934461 function: begin -- file: ISBaseTimedAction.lua line # 61

1487113934461 function: addToQueue -- file: ISTimedActionQueue.lua line # 26

1487113934461 function: add -- file: ISTimedActionQueue.lua line # 97

1487113934461 function: startReloading -- file: ISReloadManager.lua line # 237

1487113934461 function: checkReloadConditions -- file: ISReloadManager.lua line #216

 

(this then continued for three or so more STACK TRACEs but other things happened that shoved it off the console)

 

 

Good to know, this shouldn't be a problem in the next version (when it is done) as it is a complete overhaul of the previous mechanic

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Awesome, that's hopefully one less thing to worry about then.

 

I carried on with my pokery in Blender, and I was going to shove it up on that thread that had the import/export tools, but if I remember correctly it looks like it's been dead a while and there aren't any active threads for models, at least that I saw - figured I'd shove some pictures up here.

They're a bit sketchy but I guess I should expect that from the first things I make, if I decide to poke buttons I don't understand. :P

 

The first one I made I figure wouldn't be of much use for anything, it's a bit too big filewise and was more for me to work out what things did. Was supposed to be an "inspired by" of an AMT Automag V:

Spoiler

TOShok Automag V Solid Closed.pngTOShok Automag V Solid Open.pngTOShok Automag V Render Close.pngTOShok Automag V Render Open.pngTOShok Automag V Render 20.pngTOShok Automag V Render 65.pngTOShok Automag V Render 65iv.pngTOShok Automag V Render Sightline.png

I know there are significant differences, mainly a mix of accidentally doing things I kind of liked by accident, partly to make it unique and partly because it made a mess of the model otherwise.

 

The other I'm starting on is just a very broad, by-eye kind of thing of an M249 PARA - I'm not too far with it yet, beside the general shape but if it's of use then let me know how much I should do with it - I know I saw at least a few comments about the lack of an M249 model or anything approximating it.

Spoiler

IM249 ProtoRGM Sample sans Mag 20.pngM249 ProtoRGM Sample sans Mag Open.png

If it is useful, let me know what to do with it, otherwise I'll probably just keep messing til I get bored.

 

Edited by TOShok
some pictures did some very, very strange things
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40 minutes ago, TOShok said:

Awesome, that's hopefully one less thing to worry about then.

 

I carried on with my pokery in Blender, and I was going to shove it up on that thread that had the import/export tools, but if I remember correctly it looks like it's been dead a while and there aren't any active threads for models, at least that I saw - figured I'd shove some pictures up here.

They're a bit sketchy but I guess I should expect that from the first things I make, if I decide to poke buttons I don't understand. :P

 

The first one I made I figure wouldn't be of much use for anything, it's a bit too big filewise and was more for me to work out what things did. Was supposed to be an "inspired by" of an AMT Automag V:

  Hide contents

TOShok Automag V Solid Closed.pngTOShok Automag V Solid Open.pngTOShok Automag V Render Close.pngTOShok Automag V Render Open.pngTOShok Automag V Render 20.pngTOShok Automag V Render 65.pngTOShok Automag V Render 65iv.pngTOShok Automag V Render Sightline.png

I know there are significant differences, mainly a mix of accidentally doing things I kind of liked by accident, partly to make it unique and partly because it made a mess of the model otherwise.

 

The other I'm starting on is just a very broad, by-eye kind of thing of an M249 PARA - I'm not too far with it yet, beside the general shape but if it's of use then let me know how much I should do with it - I know I saw at least a few comments about the lack of an M249 model or anything approximating it.

  Hide contents

IM249 ProtoRGM Sample sans Mag 20.pngM249 ProtoRGM Sample sans Mag Open.png

If it is useful, let me know what to do with it, otherwise I'll probably just keep messing til I get bored.

 

 

The AMT looks nice enough but yes, too many polys for PZ.

 

The M249 would be nice, Fuji had started on a model for that but there were some bugs and I haven't heard anything since.

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8 hours ago, ORMtnMan said:

 

The AMT looks nice enough but yes, too many polys for PZ.

 

The M249 would be nice, Fuji had started on a model for that but there were some bugs and I haven't heard anything since.

I have no idea what to do with a model after I've made it, but if making raw models is helpful I can have a go.

Are there any others that'd be more useful than an M249, or should I just do that? I know there's nothing similar to an Armsel Striker in the mod yet.

 

 

The only numerical thing I really had to work with in terms of counts on the models was the text files on the models in the mod, which specify a vert count usually between 200 and 800 from what I looked at; this is how much I did with 650ish, which excludes a couple of bits that aren't required for how it'd be used in PZ:

 

Spoiler

M249 ProtoRGM Edged Sample Off.pngM249 ProtoRGM Edged Sample On.png

 

If I put a carry handle and bipod on it (which if I am correct are put on as part of the design although superfluous to PZ usage) then that goes up to 830ish:

Spoiler

M249 ProtoRGM Edged Sample Off w Carry and Bipod.pngM249 ProtoRGM Edged Sample On w Carry and Bipod.png

 

Edited by TOShok
up to date
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22 hours ago, TOShok said:

I have no idea what to do with a model after I've made it, but if making raw models is helpful I can have a go.

Are there any others that'd be more useful than an M249, or should I just do that? I know there's nothing similar to an Armsel Striker in the mod yet.

 

 

The only numerical thing I really had to work with in terms of counts on the models was the text files on the models in the mod, which specify a vert count usually between 200 and 800 from what I looked at; this is how much I did with 650ish, which excludes a couple of bits that aren't required for how it'd be used in PZ:

 

  Hide contents

M249 ProtoRGM Edged Sample Off.pngM249 ProtoRGM Edged Sample On.png

 

If I put a carry handle and bipod on it (which if I am correct are put on as part of the design although superfluous to PZ usage) then that goes up to 830ish:

  Hide contents

M249 ProtoRGM Edged Sample Off w Carry and Bipod.pngM249 ProtoRGM Edged Sample On w Carry and Bipod.png

 

Im no expert on how to get models into the game either...

 

There has to eb a tutorial somewhere or you could post a help requeston it and see if the devs help you.

 

As for the 249 model, very nice, to bring down the verts you could get rid of the front grip texture, flash suppressor/muzzle break and make the ammo belt a solid object. You would never be able to see that much detail while in game anyway. You could emulate it with the texture.

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Fair enough, all I was harrassing you for is to make sure the first model I made wasn't blatantly wrong - I figured that even if you didn't know the tiny things, you'd at least be able to point me away from things that were obviously too big, small, bent, broken or totally unusable, what with having some models in already.

 

Well I made the model pretty colours and did something with UVs or... something like that.

I also used the export script thing, so now I have two things that I'm pretty sure are wrong (a .png that's quite clearly very very different from the other texture .pngs and a text file that lists an incorrect vert count and has huge numbers in it that I don't think should be there) and when I tried quietly swapping out the M16 files in the mod for sneakily-renamed files that I procured as above, it's not visible in game.

 

I shall have to do more reading at the weekend and hopefully I'll see something that makes sense to me. (Hopefully in the mean time the gun isn't flying somewhere at helicopter height or that evac might have an inexplicable incident.)

 

I'll also stop derailing the thread into Blender tutorial/fail/newer than newbie territory.

 

 

 

Edited by TOShok
removed old files
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Hey guys, thank you for this amazing mod!

 

I am playing 36.4 Steam build with ORGM mod instaled from Steam (playing on Mac/OSX) + ORGM silencer mod, however I have a problem with weapon textures. All weapons are just white, untextured. The models seem to be correct (shotguns, pistols, rifles etc.. ) but textures dont show up. Anyway to fix this? Some people have mentioned model loaders etc...no idea what this is. Am I the only one with this problem? Do I need an additional plugin/mod?

 

Also, another issue - on weapons that can switch auto/semi firing mode, if I have bullets loaded and any attachments up, if I switch firing mode, ammo and any attachments are lost. 

 

Thanks for the help guys

PZtest-1.jpg

Edited by jonaleks
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Well, I managed to get the M249... in...

 

Sort of...

 

Spoiler

kinda sorta.png

Variant A1 - Rejected, deemed too large and heavy for service.

kinda sorta.png

Variant A2 - Rejected, launcher style configuration deemed unsafe due to

carry-handle-eye-poking.

...

some success, i hope.png

Variant A1614828 - Pending rejection evaluation

 

Also, played about with making an Armsel Striker, but not particularly happy with it - no matter how much I feel like I tweak it, it never quite seems to fit the character stance (particularly the hands) well:

strikerish.png

 

As for the white textures, unless it's a Mac thing or a cross-mod thing, I have no idea. I thought ModelLoader was included in this mod anyway, so I don't think you need anything else - certainly, mine works fine with this mod only, and with a couple others (none adding items though).

 

I'm guessing you probably tried reinstalling the mods you have, and if you haven't tried turning off your mods and putting them on one at a time - again, probably won't matter and I don't know what would cause it, but it's the usual go-to solutions first I guess.

 

The only other thing I can think of is that when I was playing with textures, if I rotated or flipped the .png at all, it would cause big white patches on the model in game where the texture didn't line up anymore.

Edited by TOShok
striking out
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On 2/17/2017 at 5:16 AM, jonaleks said:

Hey guys, thank you for this amazing mod!

 

I am playing 36.4 Steam build with ORGM mod instaled from Steam (playing on Mac/OSX) + ORGM silencer mod, however I have a problem with weapon textures. All weapons are just white, untextured. The models seem to be correct (shotguns, pistols, rifles etc.. ) but textures dont show up. Anyway to fix this? Some people have mentioned model loaders etc...no idea what this is. Am I the only one with this problem? Do I need an additional plugin/mod?

 

Also, another issue - on weapons that can switch auto/semi firing mode, if I have bullets loaded and any attachments up, if I switch firing mode, ammo and any attachments are lost. 

 

Thanks for the help guys

PZtest-1.jpg

 

Yeah, like TOShok try reinstalling this mod first then try taking other mods away and readding them to track down which one is the problem.

 

On 2/17/2017 at 6:30 AM, TOShok said:

Well, I managed to get the M249... in...

 

Sort of...

 

  Hide contents

kinda sorta.png

Variant A1 - Rejected, deemed too large and heavy for service.

kinda sorta.png

Variant A2 - Rejected, launcher style configuration deemed unsafe due to

carry-handle-eye-poking.

...

some success, i hope.png

Variant A1614828 - Pending rejection evaluation

 

Also, played about with making an Armsel Striker, but not particularly happy with it - no matter how much I feel like I tweak it, it never quite seems to fit the character stance (particularly the hands) well:

strikerish.png

 

As for the white textures, unless it's a Mac thing or a cross-mod thing, I have no idea. I thought ModelLoader was included in this mod anyway, so I don't think you need anything else - certainly, mine works fine with this mod only, and with a couple others (none adding items though).

 

I'm guessing you probably tried reinstalling the mods you have, and if you haven't tried turning off your mods and putting them on one at a time - again, probably won't matter and I don't know what would cause it, but it's the usual go-to solutions first I guess.

 

The only other thing I can think of is that when I was playing with textures, if I rotated or flipped the .png at all, it would cause big white patches on the model in game where the texture didn't line up anymore.

That last 249 looks great to me!

 

For the striker, maybe try adding the stock folded out so you can fit it in the shoulder?

 

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On 2/18/2017 at 3:21 PM, ORMtnMan said:

That last 249 looks great to me!

 

For the striker, maybe try adding the stock folded out so you can fit it in the shoulder?

 

I think I will try doing that, though on the actual striker the pistol grip and the foregrip are on different heights, hence why it never quite seems to fit in the pose right, I think.

 

With the stock out:

strikerisher.png

 

I've attached a zip with the weapons_ .txt file and Objects_ .png file if you want to poke at them yourself, and the Blender files are in there as well, because I literally just remembered I forgot to take them out and for some reason I can't see the uploaded file on this post... so I guess you can have those too. :?

Might come in handy if you want them retextured or tweaked by someone else, I guess.

-=- link removed -=-

(One thing I did notice - in the Blender file on the Striker, it reads 317 verts, 188 faces and 545 tris; on the weapons_striker file it reads a vertices count of 766... I don't know why this is.)

 

Also, are there any other weapons currently in that you don't have a good substitute for, or any that would be particularly useful as placeholders for others?

This is provisionally what I had in mind (based off what I saw googling most of them);

Spoiler

HIGH PRIORITY - NO SIMILAR MODELS / SPECIAL INTEREST

 

IMI Desert Eagle XIX (.50 AE)

Walther PPK (.380 ACP)

Beretta Cx4 Storm (9x19mm)

SRM Arms M1216 (12 gauge)

Daisy Powerline 201 BB Gun (BBs)

HK SL8 (.223 Remington/5.56x45mm)

AI-AW 308 (Arctic Warfare) (.308 Winchester/7.62x51mm)

American-180 (.22 LR)

Kel-Tec PLR-16 (.223 Remington/5.56x45mm)

M1A1 Thompson (.45 ACP)

Mac-10 (.45 ACP)

Skorpion VZ. 61 (.32 ACP)

 

MID PRIORITY - NO CURRENT MODEL - SIMILAR EXISTS OR ON HIGH LIST

 

Glock 17 (9x19mm)

Glock 20 (10mm Auto)

Glock 21 (.45 ACP)

AMT Automag V (.50 AE)

Beretta 92 (9x19mm)

Hawk 982 (12 gauge)

Beretta Px4 Storm (9x19mm)

Bren Ten (10mm Auto)

Browning Hi-Power (9x19mm)

Colt Commander Super 38 (.38 Super)

Colt Delta Elite (10mm Auto)

CZ-75 (.40 S&W)

FN Five-seven (5.7x28mm)

H&K MK23 (.45 ACP)

IMI Desert Eagle (.44 Magnum)

Kahr CT40 (.40 S&W)

Kahr P380 (.380 ACP)

Kel-Tec P-32 (.32 ACP)

M1911 (.45 ACP)

Ruger SR9 (9x19mm)

SIG P226 (.40 S&W)

Springfield 1911 9mm (9x19mm)

Springfield XD (.40 S&W)

Taurus Millennium P132 (.32 ACP)

Taurus PT38S (.38 Super)

Walther P22 (.22 LR)

Colt Anaconda (.44 Magnum)

Colt Python (.357 Magnum / .38 Special)

Colt Single Action Army (.45 Colt)

Ruger Alaskan (.454 Casull / .45 Colt)

Ruger Blackhawk (.357 Magnum/ .38 Special)

Ruger GP100 (.357 Magnum / .38 Special)

Ruger Redhawk (.44 Magnum)

Ruger Security Six (.38 Special)

S&W Model 10 (.38 Special)

S&W Model 25-2 (.45 ACP)

S&W Model 29 (.44 Magnum)

S&W Model 36 Chief's Special (.38 Special)

S&W Model 610 (10mm)

Taurus Raging Bull 454 (.454 Casull / .45 Colt)

Benelli M1014 (Semi-Auto) (12 gauge)

Benelli M3 Super 90 (Pump and Semi-Auto) (12 gauge)

Beretta Model 471 Silverhawk (12 gauge)

Ithica Model 37 (12 gauge)

Mossberg 590 (12 gauge)

Remington 870 (12 gauge)

Stevens 320 Pump (12 gauge)

Winchester Model 1887 (12 gauge)

Remington R25 (.308 Winchester/7.62x51mm)

AR-10 (Full-Auto and Semi-Auto) (7.62x51mm/.308 Winchster)

FSL LSR (.308 Winchester/7.62x51mm)

HK 91 (.308 Winchester/7.62x51mm)

M4 (Full-Auto and Semi-Auto) Carbine (5.56x45mm/.223 Remington)

SIG SG550 (Full-Auto and Semi-Auto) (5.56x45mm/.223 Remington)

SIG SG551 (Full-Auto and Semi-Auto) (5.56x45mm/.223 Remington)

Browning BLR (.308 Winchester/7.62x51mm)

Chiappa M1-9 (9x19mm)

Lee-Enfield No. 4 (7.62x51mm/.308 Winchester)

M1 Garand (.30-06 Springfield)

Marlin Model 60 (.22 LR)

Mosin Nagant (7.62x54mmR)

Red Ryder BB Gun (BBs)

Remington Model 700 (.30-06 Springfield)

Remington Model 788 (.30-30 Winchester)

Ruger 10-22 (.22 LR)

Winchester Model 70 (.30-06 Springfield)

Winchester Model 1894 (.30-30 Winchester)

L96 (7.62x51mm/.308 Winchester)

M1903 Springfield (.30-06 Springfield)

M21 (7.62x51mm/.308 Winchester)

SR-25 (7.62x51mm/.308 Winchester)

Beretta 93R (9x19mm)

Beretta MX4 (9x19mm)

Glock 18C (9x19mm)

Mac-11 (.380 ACP)

Benelli M1014 Sawn Off (12 gauge)

Benelli M3 Super 90 Sawn Off (12 gauge)

Beretta Model 471 Silverhawk Sawn Off (12 gauge)

Ithica Model 37 Sawn Off (12 gauge)

Mossberg 590 Sawn Off (12 gauge)

Remington 870 Sawn Off (12 gauge)

Winchester Model 1887 Sawn Off (12 gauge)

 

LOW PRIORITY - HAS CURRENT MODEL

 

Uzi (9x19mm)

HK UMP45 (Full-Auto and Semi-Auto) (.45 ACP)

Dragunov SVD (7.62x54mmR)

Spas-12 (Franchi) (Pump and Semi-Auto) (12 gauge)

SKS (7.62x39mm)

L85A2 (Full-Auto and Semi-Auto) (5.56x45mm/.223 Remington)

Ruger MKII (.22 LR)

FN P90 (Full-Auto and Semi-Auto) (5.7x28mm)

HK MP5 (Full-Auto and Semi-Auto) (9x19mm)

S&W Model 19 (.357 Magnum / .38 Special)

Ruger Mini-14 (.223 Remington/5.56x45mm)

M16 (Full-Auto and Semi-Auto) (5.56x45mm/.223 Remington)

Kriss Vector CRB (.45 ACP)

Kriss Vector (Full-Auto and Semi-Auto) (.45 ACP)

AKM (Full-Auto and Semi-Auto) (7.62x39mm)

Norinco AKM (Semi-Auto only) (7.62x39mm)

Henry Big Boy (.45 Colt)

Glock 22 (.40 S&W)

HK G3 (Full-Auto and Semi-Auto) (7.62x51mm/.308 Winchester)

FN-FAL (Full-Auto and Semi-Auto) (7.62x51mm/.308 Winchester)

Vepr-12 (12 gauge)

AR-15 (.223 Remington/5.56x45mm)

 

(Second sidenote, I'd better be careful - I was poking through the list of weapons on the front page of this thread to see if I saw anything that'd catch my eye besides the Model 6 Unica that's not due in for some time - I did notice that you've listed the SCAR-H to go in on v1.35 if I remember correctly, but not the SCAR-L which is effectively the same weapon which chambers 5.56 STANAGs instead of 20rds 7.62 mags, not to give you more work to do though.)

 

Equally, while trying to pick out what looks distinctly different and could be priority to make, there are a couple that I'm not sure on - if you've got the time, could you direct me toward what you had in mind for the Daisy Powerline - every model they do seems to be cosmetically based off totally different firearms, including some pistols, some rifles, some sawn off shotguns, and all sorts between.

Edited by TOShok
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10 hours ago, TOShok said:

I think I will try doing that, though on the actual striker the pistol grip and the foregrip are on different heights, hence why it never quite seems to fit in the pose right, I think.

 

With the stock out:

strikerisher.png

 

I've attached a zip with the weapons_ .txt file and Objects_ .png file if you want to poke at them yourself, and the Blender files are in there as well, because I literally just remembered I forgot to take them out and for some reason I can't see the uploaded file on this post... so I guess you can have those too. :?

Might come in handy if you want them retextured or tweaked by someone else, I guess.

249 + Striker.zip

(One thing I did notice - in the Blender file on the Striker, it reads 317 verts, 188 faces and 545 tris; on the weapons_striker file it reads a vertices count of 766... I don't know why this is.)

 

Also, are there any other weapons currently in that you don't have a good substitute for, or any that would be particularly useful as placeholders for others?

This is provisionally what I had in mind (based off what I saw googling most of them);

  Hide contents

HIGH PRIORITY - NO SIMILAR MODELS / SPECIAL INTEREST

 

IMI Desert Eagle XIX (.50 AE)

Walther PPK (.380 ACP)

Beretta Cx4 Storm (9x19mm)

SRM Arms M1216 (12 gauge)

Daisy Powerline BB Gun (BBs) - See post, might not be

HK SL8 (.223 Remington/5.56x45mm)

AI-AW 308 (Arctic Warfare) (.308 Winchester/7.62x51mm)

American-180 (.22 LR)

Kel-Tec PLR-16 (.223 Remington/5.56x45mm)

M1A1 Thompson (.45 ACP)

Mac-10 (.45 ACP)

Skorpion VZ. 61 (.32 ACP)

 

MID PRIORITY - NO CURRENT MODEL - SIMILAR EXISTS OR ON HIGH LIST

 

Glock 17 (9x19mm)

Glock 20 (10mm Auto)

Glock 21 (.45 ACP)

AMT Automag V (.50 AE)

Beretta 92 (9x19mm)

Hawk 982 (12 gauge)

Beretta Px4 Storm (9x19mm)

Bren Ten (10mm Auto)

Browning Hi-Power (9x19mm)

Colt Commander Super 38 (.38 Super)

Colt Delta Elite (10mm Auto)

CZ-75 (.40 S&W)

FN Five-seven (5.7x28mm)

H&K MK23 (.45 ACP)

IMI Desert Eagle (.44 Magnum)

Kahr CT40 (.40 S&W)

Kahr P380 (.380 ACP)

Kel-Tec P-32 (.32 ACP)

M1911 (.45 ACP)

Ruger SR9 (9x19mm)

SIG P226 (.40 S&W)

Springfield 1911 9mm (9x19mm)

Springfield XD (.40 S&W)

Taurus Millennium P132 (.32 ACP)

Taurus PT38S (.38 Super)

Walther P22 (.22 LR)

Colt Anaconda (.44 Magnum)

Colt Python (.357 Magnum / .38 Special)

Colt Single Action Army (.45 Colt)

Ruger Alaskan (.454 Casull / .45 Colt)

Ruger Blackhawk (.357 Magnum/ .38 Special)

Ruger GP100 (.357 Magnum / .38 Special)

Ruger Redhawk (.44 Magnum)

Ruger Security Six (.38 Special)

S&W Model 10 (.38 Special)

S&W Model 25-2 (.45 ACP)

S&W Model 29 (.44 Magnum)

S&W Model 36 Chief's Special (.38 Special)

S&W Model 610 (10mm)

Taurus Raging Bull 454 (.454 Casull / .45 Colt)

Benelli M1014 (Semi-Auto) (12 gauge)

Benelli M3 Super 90 (Pump and Semi-Auto) (12 gauge)

Beretta Model 471 Silverhawk (12 gauge)

Ithica Model 37 (12 gauge)

Mossberg 590 (12 gauge)

Remington 870 (12 gauge)

Stevens 320 Pump (12 gauge)

Winchester Model 1887 (12 gauge)

Remington R25 (.308 Winchester/7.62x51mm)

AR-10 (Full-Auto and Semi-Auto) (7.62x51mm/.308 Winchster)

FSL LSR (.308 Winchester/7.62x51mm)

HK 91 (.308 Winchester/7.62x51mm)

M4 (Full-Auto and Semi-Auto) Carbine (5.56x45mm/.223 Remington)

SIG SG550 (Full-Auto and Semi-Auto) (5.56x45mm/.223 Remington)

SIG SG551 (Full-Auto and Semi-Auto) (5.56x45mm/.223 Remington)

Browning BLR (.308 Winchester/7.62x51mm)

Chiappa M1-9 (9x19mm)

Lee-Enfield No. 4 (7.62x51mm/.308 Winchester)

M1 Garand (.30-06 Springfield)

Marlin Model 60 (.22 LR)

Mosin Nagant (7.62x54mmR)

Red Ryder BB Gun (BBs)

Remington Model 700 (.30-06 Springfield)

Remington Model 788 (.30-30 Winchester)

Ruger 10-22 (.22 LR)

Winchester Model 70 (.30-06 Springfield)

Winchester Model 1894 (.30-30 Winchester)

L96 (7.62x51mm/.308 Winchester)

M1903 Springfield (.30-06 Springfield)

M21 (7.62x51mm/.308 Winchester)

SR-25 (7.62x51mm/.308 Winchester)

Beretta 93R (9x19mm)

Beretta MX4 (9x19mm)

Glock 18C (9x19mm)

Mac-11 (.380 ACP)

 

LOW PRIORITY - HAS CURRENT MODEL

 

Uzi (9x19mm)

HK UMP45 (Full-Auto and Semi-Auto) (.45 ACP)

Dragunov SVD (7.62x54mmR)

Spas-12 (Franchi) (Pump and Semi-Auto) (12 gauge)

SKS (7.62x39mm)

L85A2 (Full-Auto and Semi-Auto) (5.56x45mm/.223 Remington)

Ruger MKII (.22 LR)

FN P90 (Full-Auto and Semi-Auto) (5.7x28mm)

HK MP5 (Full-Auto and Semi-Auto) (9x19mm)

S&W Model 19 (.357 Magnum / .38 Special)

Ruger Mini-14 (.223 Remington/5.56x45mm)

M16 (Full-Auto and Semi-Auto) (5.56x45mm/.223 Remington)

Kriss Vector CRB (.45 ACP)

Kriss Vector (Full-Auto and Semi-Auto) (.45 ACP)

AKM (Full-Auto and Semi-Auto) (7.62x39mm)

Norinco AKM (Semi-Auto only) (7.62x39mm)

Henry Big Boy (.45 Colt)

Glock 22 (.40 S&W)

HK G3 (Full-Auto and Semi-Auto) (7.62x51mm/.308 Winchester)

FN-FAL (Full-Auto and Semi-Auto) (7.62x51mm/.308 Winchester)

Vepr-12 (12 gauge)

AR-15 (.223 Remington/5.56x45mm)

 

(Second sidenote, I'd better be careful - I was poking through the list of weapons on the front page of this thread to see if I saw anything that'd catch my eye besides the Model 6 Unica that's not due in for some time - I did notice that you've listed the SCAR-H to go in on v1.35 if I remember correctly, but not the SCAR-L which is effectively the same weapon which chambers 5.56 STANAGs instead of 20rds 7.62 mags, not to give you more work to do though.)

 

Equally, while trying to pick out what looks distinctly different and could be priority to make, there are a couple that I'm not sure on - if you've got the time, could you direct me toward what you had in mind for the Daisy Powerline - every model they do seems to be cosmetically based off totally different firearms, including some pistols, some rifles, some sawn off shotguns, and all sorts between - also could you tell me which shotguns you currently can have sawn off? I'll add them to the above list as separate models - if I'm reading the files right I think it's:

Benelli M1014

Benelli M3 Super 90

Beretta Model 471 Silverhawk

Ithica Model 37

Mossberg 590

Remington 870

Winchester Model 1887

I'll take a look,

 

That list looks good to me!

 

I think I wasn't putting in the sCAR-L because I was putting in the ACR... I'll have to go back and look.

 

This is the one i used for the icon and the stats:

https://www.walmart.com/ip/Daisy-Powerline-201-Dual-Ammo-Spring-Air-Pistol/16687197

 

 

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10 minutes ago, ORMtnMan said:

I'll take a look,

 

That list looks good to me!

 

I think I wasn't putting in the sCAR-L because I was putting in the ACR... I'll have to go back and look.

 

This is the one i used for the icon and the stats:

https://www.walmart.com/ip/Daisy-Powerline-201-Dual-Ammo-Spring-Air-Pistol/16687197

 

 

I've edited the list to put in the sawn off entries, and named the Daisy Powerline so I remember which one it is.

 

Makes sense about the SCAR-L I suppose, just seemed a little strange on the surface that you had one of the pair and not the other.

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3 hours ago, TOShok said:

I've edited the list to put in the sawn off entries, and named the Daisy Powerline so I remember which one it is.

 

Makes sense about the SCAR-L I suppose, just seemed a little strange on the surface that you had one of the pair and not the other.

 

I might add it eventually, but the ACR is much prettier looking.

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11 minutes ago, ORMtnMan said:

 

I might add it eventually, but the ACR is much prettier looking.

 

I won't deny that one. :P

 

Having a poke and play with ol' Daisy, and I can't tell if it's normal for handguns to have a little gap between the trigger hand and the grip, as I'm pretty certain I have the proportions about right and when I move it in the Blender file before exporting, it always defaults to the middle of the supporting hand;

daisy1.pngdaisy2.png

I think all I really need to do with it is make the barrel a bit longer, and maybe tone the colours a bit darker.

Edited by TOShok
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Thanks guys, I'll try turning off all the other mods to find the problem.

 

BTW @ORMtnMan if I can chip in to the conversation here: the SCAR L & H are very much standard issue in many branches of the US forces. Mostly Rangers and Navy, still, it's more common than ACR as I don't think it's even issued? In the current PZ map setting, if you are going for realism, SCAR would be found in Military bases and ACR probably on some gun ranges & gun shops as many civilians & hobby shooters sport ACR. 

 

And a further idea for SCAR - since it's a very moddable and convertible weapon in reality, why not add a SCAR Conversion kit as an item (something like gun brush, gun maintenance items..) so we could switch between 5.56 (L) and 7.62 (H) caliber? But only if the conversion kit is in the inventory. It would need two sets of models however since SCAR H has a wider lower receiver and a bigger mag (7.62) + a longer barrel, compared to SCAR L.

 

Also another question - is it possible to up the number of possible attachments for certain guns? Like M4, et cetera? A real M4 (with a rail system) should accept a scope, laser/light, sling, collapsible buttstock, foregrip and a silencer. 

And are you working on a silencer attachment mod yourself too? I am using one on Steam (forgot who the author is, sorry) and if those silencers are used, we can't equip lasers & flashlights to the front. Is this somehow fixable?

 

Sorry, one more question - will you ever adapt your ammo calibers to be compatible with vanilla "Gunpowder" recipe? For making Engineer bombs? I can only dismantle PZ vanilla ammo to gunpowder, but that is so hard to find as it's mostly your weapons.

 

 

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16 minutes ago, jonaleks said:

Thanks guys, I'll try turning off all the other mods to find the problem.

 

BTW @ORMtnMan if I can chip in to the conversation here: the SCAR L & H are very much standard issue in many branches of the US forces. Mostly Rangers and Navy, still, it's more common than ACR as I don't think it's even issued? In the current PZ map setting, if you are going for realism, SCAR would be found in Military bases and ACR probably on some gun ranges & gun shops as many civilians & hobby shooters sport ACR. 

 

And a further idea for SCAR - since it's a very moddable and convertible weapon in reality, why not add a SCAR Conversion kit as an item (something like gun brush, gun maintenance items..) so we could switch between 5.56 (L) and 7.62 (H) caliber? But only if the conversion kit is in the inventory. It would need two sets of models however since SCAR H has a wider lower receiver and a bigger mag (7.62) + a longer barrel, compared to SCAR L.

 

Also another question - is it possible to up the number of possible attachments for certain guns? Like M4, et cetera? A real M4 (with a rail system) should accept a scope, laser/light, sling, collapsible buttstock, foregrip and a silencer. 

And are you working on a silencer attachment mod yourself too? I am using one on Steam (forgot who the author is, sorry) and if those silencers are used, we can't equip lasers & flashlights to the front. Is this somehow fixable?

 

Sorry, one more question - will you ever adapt your ammo calibers to be compatible with vanilla "Gunpowder" recipe? For making Engineer bombs? I can only dismantle PZ vanilla ammo to gunpowder, but that is so hard to find as it's mostly your weapons.

 

 

I'm not ORMtnMan but I think I know the answers to a couple of bits here -

 

The ACR is probably more popular and also, let's be honest, these sorts of mods are to a certain extent "gun porn", so the ACR is probably a nicer weapon even if not strictly the most appropriate of the two (and is the SCAR actually standard issue anywhere? I thought it was one of those weapons kind of like the MP5K - armies tend to have it for specific deployments, operations, tasks, [insert term for going and doing something loud, shooty and dangerous] or for very specialised units rather than a standard per-soldier issue thing).

 

For the caliber conversion, I'm sure he'd likely have 7.62mm and .308 (I think, I'm British and while I should probably know the inch calibers I only really remember the mm ones) interchangeable just by normal selection as a number of others are, I don't think it'd be full caliber change like that - gun maintenance items are already used in the mod to effectively reverse the degradation of the weapon as you use it, so not sure what you'd use for that purpose otherwise.

 

As for models, I'm just going to keep making them until he gets fed up of my nonsense, so if it were needed I'd make two separate models of SCARs.

 

I think to be honest I'd be good with the SCAR-H and ACR combo and skipping the SCAR-L, I just didn't know if it was accidental or intentional - if another SCAR configuration was going to be included in the game after the SCAR-H, I'd recommend probably the Mk 20 SSV (if you play Battlefield 4, you'd recognize it as the SCAR-SV marksman/sniper variant) or the HAMR (which is the experimental IAR/SAW/LMG thing but hell, if the Pancor Jackhammer is upcoming one day, and that has only one functional example and never saw any production line assembly, there's already more HAMRs out there somewhere I'd assume).

Edited by TOShok
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I understand, I'd love to eventually see both the SCAR and ACR in game, just saying that SCAR is issued and has been since 2010 or so. I've never been in the army and am European so don't know to what extent SCAR is used exactly, but I do know that it is widely utilised in many branches as an issued weapon. It's issue name is Mk16 and Mk17, I am sure Google would bring up a lot. But yeah, it's all about the gun porn in the end. However IF you end up doing SCAR weapons, please remember to do it in dark earth/FDE (tan colour). Too many games have black SCAR weapons, which is wrong :)

 

I mean't that you could add a new item, a SCAR Conversion Kit, that would enable switching one SCAR between multiple setups, be it H, L or even SV and HAMR variant as you mentioned. I mentioned Gun Maintenance kit as you could simple make it's graphic in black/grey colour and turn it into a new item - SCK. If you ever played Jagged Alliance and such games, they had a SCAR conversion kit with which you could switch between gun setups. Not sure if this is even doable in PZ code & tools at disposal, but just putting the idea out there. Many games utilised this ability as SCAR is one of the few weapons that can be modified in such fashion, instantly, even on the field.

 

 

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26 minutes ago, jonaleks said:

I understand, I'd love to eventually see both the SCAR and ACR in game, just saying that SCAR is issued and has been since 2010 or so. I've never been in the army and am European so don't know to what extent SCAR is used exactly, but I do know that it is widely utilised in many branches as an issued weapon. It's issue name is Mk16 and Mk17, I am sure Google would bring up a lot. But yeah, it's all about the gun porn in the end. However IF you end up doing SCAR weapons, please remember to do it in dark earth/FDE (tan colour). Too many games have black SCAR weapons, which is wrong :)

...while the ACR was recalled in 2010 for slamfiring excessively, if I recall correctly.

 

From what I understand, the SCAR-L is largely used by policing and light infantry, the SCAR-H is usually used for a squad marksman type role (not a designated marksman, just the guy who has a longer reach weapon) and for standard issue front-line usage in a small number of countries. If either, the SCAR-L is probably more suitable actually, but I think there's plenty of 5.56 on the list and fewer 7.62 so picking the H makes sense. So while it's "in service", I don't think it's what you'd consider the "regular rifle" of many armies or units, like the M16 was, M4 is in some places, and as here in the UK we use the ever-loved L85A2.

 

Also, I like the light beige-tan one, that's  for sure what I'd make it as if I were picking. As for black SCARs, according to FN America's site where they have a page for the SCAR 16 Standard and SCAR 17 Standard for law enforcement, it does indicate that while FDE is the standard colour for the SCAR 16 and SCAR 17 they list the colours as "matte black or FDE" - so there is such a thing produced routinely as a black SCAR. I think it's just less preferred as most buyers either don't get a benefit from having the black version, or are militaries mostly operating in desert environments in recent years where the tan colour is more useful, and have no reason to request them in black.

(That page is a little confusing - the image is a black SCAR, the flavour text says FDE and the specifications says both - pretty sure that both is the real answer here at least)

Edited by TOShok
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Yeah, either way, love what you guys are doing, keep the guns coming!

 

I initially wrote here because I have no textures on guns - I now tried turning of all other mods and just keep Gun mod loaded & running, but still doesnt help. 

I will try removing Steam mod and instal it myself directly, however is the mod / release version on the first page here the current one? 

 

BTW, I am playing it on iMac 27 Retina. No Nvidia graphics card, but a Radeon M295 4GB. 

 

EDIT 2

I now applied the no3dmodels patch and eplaced few scripts, and now gun textures are back in, but models arent working, all guns have vanilla pistol, shotgun,sawnoff models etc. 

Am I the only one here playing PZ and this mod on Mac?


And yes, my computer supports 3D models, I have them on All On and 3D zombies work etc...

Edited by jonaleks
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1 hour ago, jonaleks said:

Yeah, either way, love what you guys are doing, keep the guns coming!

 

I initially wrote here because I have no textures on guns - I now tried turning of all other mods and just keep Gun mod loaded & running, but still doesnt help. 

I will try removing Steam mod and instal it myself directly, however is the mod / release version on the first page here the current one? 

 

BTW, I am playing it on iMac 27 Retina. No Nvidia graphics card, but a Radeon M295 4GB. 

 

EDIT 2

I now applied the no3dmodels patch and eplaced few scripts, and now gun textures are back in, but models arent working, all guns have vanilla pistol, shotgun,sawnoff models etc. 

His mod, his credit, my looking at guns too much ;p

 

For such troubleshooting, yes, try the non-steam one if it's up to date - that much I don't know about.

 

For the no3dmodels thing, that is like an image or a texture only I think - the idea being that it is for low end machines that don't have the reliable power to keep doing custom 3d models all the time, so if I get it right, it shouldn't have models if you're using that. Have you tried removing the patch and trying the mod again if the textures are back in?

 

Finally, I don't know how Macs or OSX works, as I've never touched an Apple computer, but on my installation it's in:

C:\Program Files (x86)\Steam\steamapps\workshop\content\108600\514618604\mods\ORGM\media\

You might want to check and see that both the "textures" and "models" folders are present, and that there should be some (but not all) weapons listed - a lot are obviously reused as placeholders for other things currently - but all that are there should have a "weapons_[name].txt" file in the models folder, and an "Objects_[name].png" file in the textures folder. (Does Mac have a problem with .png? I doubt it but hell, what do I know)

Edited by TOShok
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