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ORMtnMan's Real Guns Mod 1.242 [32.30]


ORMtnMan

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Yes, when I installed no3Dmodels fix (replaced some scripts...), then the textures and vanilla models came back but of course, now no new 3d models were present. I now reverted back to no no3Dmodels and still, no textures loading up.

I inspected the folders and have both of those folders, including .txt and .png files. Loading PNG shouldnt be an issue as vanilla files are also in PNG. Also, the icons textures are loading correctly, as I can see all weapons and ammo in container, invetories etc... just the 3D models dont have textures applied. 

 

Is there some sort of an error log somewhere,, maybe the reason why textures arent loaded is logged somewhere?

 

 

By the way. I just picked up the Springfield 1911 pistol and this model + texture shows up. Its the only gun so far with a texture. Can someone confirm they have the same model and texture for M1911 pistol?

And are you sure all these textures are already ingame? Or are untextured guns simply what it should be since all weapons havent yet been textured? 

 

Does MP5 have a texture? M4? Five Seven? Can someone post screenshots of these guns equipped so I know what it should look like?

 

Screen with Springfield 1911 below:

 

Screen Shot 2017-02-19 at 14.58.49.png

 

EDIT: I just figured out for the first time, there is a RELOAD setting in the options. Yeah, never knew that. Is this mod and 36.4 compatible with Normal/Hardcore Reloading? Ive had this on Easy all this time. It has nothing to with my problem of weapon model tetures not showing up, but just wondering, how do we fill a magazine with ammo once its ejected. I see no option for it? Also, if you play the game or start a new one with Normal Reloading setting, will it populate the loot containers with extra, spare magazines/mags? 

Edited by jonaleks
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2 minutes ago, jonaleks said:

Yes, when I installed no3Dmodels fix (replaced some scripts...), then the textures and vanilla models came back but of course, now no new 3d models were present. I now reverted back to no no3Dmodels and still, no textures loading up.

I inspected the folders and have both of those folders, including .txt and .png files. Loading PNG shouldnt be an issue as vanilla files are also in PNG.

Hmmm...

I know that when I was experimenting, I'd get white patches when the textures and models don't line up, but the base mod ones should line up fine - or at least ones like the UMP should just appear as solid grey rather than white.

This is something then that I'm completely clueless about, I'm afraid.

 

Trying to make the M1A1 Thompson, but something is bugging me about it;

thompson test.png

Do you see anything wrong with it as a simplified model?

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8 hours ago, TOShok said:

 

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.

 

Hey, that looks pretty good!, yeah there is always a bit of a gap between the trigger finger and the trigger guard.

 

4 hours 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 thought the Scar-L didn't make the cut because it was not substantially better than other 5.56 rifles currently employed. They designated it suitable for use in the military but never bought them. SOCOM had some but started getting rid of them in 2011. Conversion kits may be a down the road thing. I might still add it.

 

Not in the way the game handles attachments right now. I am going to implement a whole new system that will allw for multiple attachment points and the addition of rail systems to previously un-railed guns.

 

Yes eventually. I didn't feel the need to do so when you can find ammo on zombie corpses .

 

4 hours ago, TOShok said:

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).

 

Yes, to a certain (very large) respect, this is pretty much gun porn. Yes, from my understanding it is a specialized deployment weapon.

 

Yes on the interchangeability, though some ammos may cause more wear if the gun is not designed for it (5.56 vs .223)

 

I will take any model you give me, I won't look a gift horse in the mouth.

 

I will keep adding guns as time goes on, so one or more of those may show up.

 

3 hours 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 :)

 

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.

 

 

 

Man, you're right about the ACR, it was recalled. I like black SCARs! If/when I put in the L/MK16, I'll make it tan.

 

I love JA 1.13, it is doable but it is dangerous and could lead to issues like are currently there with caliber conversions and fire mode conversion in my mod.

 

3 hours ago, TOShok said:

...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)

 

I have your L85A2 in there already (though I can't remember right now if I called it the SA-80...)

 

3 hours 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. 

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...

 

I've seen other mac users around for the mod but I don't know any personally.

 

2 hours ago, TOShok said:

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)

 

Hah, well I already am starting a team to work on this mod (only one other person at the moment) but If you keep these awesome models up you could be part of the RGM team.

 

34 minutes ago, jonaleks said:

Yes, when I installed no3Dmodels fix (replaced some scripts...), then the textures and vanilla models came back but of course, now no new 3d models were present. I now reverted back to no no3Dmodels and still, no textures loading up.

I inspected the folders and have both of those folders, including .txt and .png files. Loading PNG shouldnt be an issue as vanilla files are also in PNG. Also, the icons textures are loading correctly, as I can see all weapons and ammo in container, invetories etc... just the 3D models dont have textures applied. 

 

Is there some sort of an error log somewhere,, maybe the reason why textures arent loaded is logged somewhere?

 

 

By the way. I just picked up the Springfield 1911 pistol and this model + texture shows up. Its the only gun so far with a texture. Can someone confirm they have the same model and texture for M1911 pistol?

And are you sure all these textures are already ingame? Or are untextured guns simply what it should be since all weapons havent yet been textured? 

 

Does MP5 have a texture? M4? Five Seven? Can someone post screenshots of these guns equipped so I know what it should look like?

 

Screen with Springfield 1911 below:

 

Screen Shot 2017-02-19 at 14.58.49.png

 

I will try to when I have time to post some pics.

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16 minutes ago, TOShok said:

Hmmm...

I know that when I was experimenting, I'd get white patches when the textures and models don't line up, but the base mod ones should line up fine - or at least ones like the UMP should just appear as solid grey rather than white.

This is something then that I'm completely clueless about, I'm afraid.

 

Trying to make the M1A1 Thompson, but something is bugging me about it;

thompson test.png

Do you see anything wrong with it as a simplified model?

 

Nope, simplified it good. Like I said before, you won't get granular detail in this game anyway.

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59 minutes ago, ORMtnMan said:

 

Nope, simplified it good. Like I said before, you won't get granular detail in this game anyway.

It's not so much the detail, like it feels a bit squashed or stretched or something but I can't quite put my finger on how it doesn't feel scaled.

Also, I'm having the as-before "two tier" issue, where the two grip positions are different heights and therefore don't fit the stance properly, so I might have to take a couple liberties with the barrel height and depth of the front wooden grip;

kinda sorta 2.png

(I am going to lower the weapon slightly, but I don't think they'll quite line up still)

59 minutes ago, ORMtnMan said:

 

I have your L85A2 in there already (though I can't remember right now if I called it the SA-80...)

If I remember correctly, it's the L85A2 in game, and SA80 in the files. Because you know you like it complicated. :P

59 minutes ago, ORMtnMan said:

I will take any model you give me, I won't look a gift horse in the mouth.

Did you have chance to try sticking the 249 and Striker in yours and spinning around a bit to see if you could spot any problems I didn't?

As I finish bundles of them, I'll stick them up here but keep them aside until you either tell me what to adjust or give me the thumbs up on them as being all-clear.

Edited by TOShok
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Thanks guys, I cant seem to figure this out what causes textures not loading up. Its just beyond me, I will wait out maybe one day some Mac user comes along and has a fix.

 

Just one last question as I just now (after 5 years???) discovered there are multiple Reload Options. I always played with Easy as I never knew there are other settings lol.

However, on 36.4 build, Normal and Hardcore are not working for me as I cannot fill an ejected mag with ammo. Is this a common issue and cant be fixed? I can reload mags and rack guns etc, but cant fill mags with ammo. Only shotguns work as they have direct feed. 

 

And also a subquestion - if I start a new game with Reload on Easy, all containers will have no magazines. But if I chnage reload to Normal midgame, will the magazines immediately show up in containers? Or will they at least be populated and spawned at next spawn cycle (1 day, month, week...)?

 

Thank you so much!

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There's a fix to the magazine issue, though it takes a bit of messing with the .lua files, so if you play multiplayer, you might get a mismatch error and can't join anything. If you host a small friends-only server like I do though, the fix is a miracle. Just have to make sure every person has the same file and same fix.

 

https://www.reddit.com/r/projectzomboid/comments/5nbq4a/my_mates_and_i_cant_reload_our_pistol_magazines/

 

It's in the post by ButterBotPZ. The line numbers might be a little off (like mine were on line 46 and line 41) but it definitely works. It gives me a stack trace whenever I right-click a magazine, but aside from that, the magazines load fine.

I made the fix in the middle of my current save (since I really needed to reload my M249, zombies and stuff) and nothing bad happened.

Edited by iyarkonan
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33 minutes ago, iyarkonan said:

There's a fix to the magazine issue, though it takes a bit of messing with the .lua files, so if you play multiplayer, you might get a mismatch error and can't join anything. If you host a small friends-only server like I do though, the fix is a miracle. Just have to make sure every person has the same file and same fix.

 

https://www.reddit.com/r/projectzomboid/comments/5nbq4a/my_mates_and_i_cant_reload_our_pistol_magazines/

 

It's in the post by ButterBotPZ. The line numbers might be a little off (like mine were on line 46 and line 41) but it definitely works. It gives me a stack trace whenever I right-click a magazine, but aside from that, the magazines load fine.

I made the fix in the middle of my current save (since I really needed to reload my M249, zombies and stuff) and nothing bad happened.

 

Hey @iyarkonan I was actually just reading this on reddit right now! Doing what ButterBot wrote should be enough? Because further down someone wrote you also need to change ORGM mod lua files but I didnt understand what he meant.

 

So if I understand correctly, I should just add "o.maxTime = time" in a new line where exactly in your case? Can you show  screenshot?

And then add two -- on the line mentioned in that post just to disable that line right?

 

And yes, we play with just one friend, I always hosted a game but we just bought our server minutes ago.

 

Go to ISReloadAction.lua (ProjectZomboid\media\lua\shared\Reloading) and comment out line 47

  --o.maxTime = reloadManager.reloadWeapon:getReloadTime() * char:getReloadingMod() + panicLevel*30

then add o.maxTime = time on line 42

 

 

If I copy paste the portion from my lua its like this:

 

    o.stopOnRun = true
    o.maxTime = time
    -- Custom fields
    o.mgr = reloadManager
    local moodles = char:getMoodles();
    local panicLevel = moodles:getMoodleLevel(MoodleType.Panic);
    —- o.maxTime = reloadManager.reloadWeapon:getReloadTime() * char:getReloadingMod() + panicLevel*30
    o.reloadable = reloadManager.reloadable

 

 

I think it works this way - I can load bullets into magazine. But it loads each individual bullet, one by one? I mean, its very SLOW, just loading 15 bullets for a handgun takes 1 minute. Is it supposed to be like that? Even with reloading at 3?

Edited by jonaleks
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50 minutes ago, jonaleks said:

 

Hey @iyarkonan I was actually just reading this on reddit right now! Doing what ButterBot wrote should be enough? Because further down someone wrote you also need to change ORGM mod lua files but I didnt understand what he meant.

 

So if I understand correctly, I should just add "o.maxTime = time" in a new line where exactly in your case? Can you show  screenshot?

And then add two -- on the line mentioned in that post just to disable that line right?

 

And yes, we play with just one friend, I always hosted a game but we just bought our server minutes ago.

 

Go to ISReloadAction.lua (ProjectZomboid\media\lua\shared\Reloading) and comment out line 47


  --o.maxTime = reloadManager.reloadWeapon:getReloadTime() * char:getReloadingMod() + panicLevel*30

then add o.maxTime = time on line 42

 

 

If I copy paste the portion from my lua its like this:

 

    o.stopOnRun = true
    o.maxTime = time
    -- Custom fields
    o.mgr = reloadManager
    local moodles = char:getMoodles();
    local panicLevel = moodles:getMoodleLevel(MoodleType.Panic);
    —- o.maxTime = reloadManager.reloadWeapon:getReloadTime() * char:getReloadingMod() + panicLevel*30
    o.reloadable = reloadManager.reloadable

 

 

I think it works this way - I can load bullets into magazine. But it loads each individual bullet, one by one? I mean, its very SLOW, just loading 15 bullets for a handgun takes 1 minute. Is it supposed to be like that? Even with reloading at 3?

Yeah, each bullet loads in one by one. I've always played on the hardest reload difficulty ever since my aunt told me to try and load a gun bullet by bullet lol. I'm pretty sure the part about changing ORGM mod lua files does involve reloading quicker than the very slow effort of putting each bullet in one by one.

 

I'll have to check out that second fix sometime today or tomorrow to see what happens (and change my reloading difficulty to each of them to compare what happens), since reloading bullet by bullet does take too long. I just maybe cheat every save and make my reloading lv10 with Necroforge, but thats just me :P

 

I attached a screenshot (left is old, right is new). Looks like you got it right (from what little I know of lua lol)

ytdytrdytr.png

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13 hours ago, TOShok said:

It's not so much the detail, like it feels a bit squashed or stretched or something but I can't quite put my finger on how it doesn't feel scaled.

Also, I'm having the as-before "two tier" issue, where the two grip positions are different heights and therefore don't fit the stance properly, so I might have to take a couple liberties with the barrel height and depth of the front wooden grip;

kinda sorta 2.png

(I am going to lower the weapon slightly, but I don't think they'll quite line up still)

If I remember correctly, it's the L85A2 in game, and SA80 in the files. Because you know you like it complicated. :P

Did you have chance to try sticking the 249 and Striker in yours and spinning around a bit to see if you could spot any problems I didn't?

As I finish bundles of them, I'll stick them up here but keep them aside until you either tell me what to adjust or give me the thumbs up on them as being all-clear.

 

Try the Thompson with the wooden foregrip, maybe? Lower some of the polys on the sights to compensate.

 

I was originally going to call it the SA-80 until one of your countrymen corrected me.

 

Not yet, this is my busy work season so I have not had a chance to code more than an hour or so in the last 4-5 days. I have it downloaded though.

 

I really appreciate all of your work!

 

11 hours ago, jonaleks said:

Thanks guys, I cant seem to figure this out what causes textures not loading up. Its just beyond me, I will wait out maybe one day some Mac user comes along and has a fix.

 

Just one last question as I just now (after 5 years???) discovered there are multiple Reload Options. I always played with Easy as I never knew there are other settings lol.

However, on 36.4 build, Normal and Hardcore are not working for me as I cannot fill an ejected mag with ammo. Is this a common issue and cant be fixed? I can reload mags and rack guns etc, but cant fill mags with ammo. Only shotguns work as they have direct feed. 

 

And also a subquestion - if I start a new game with Reload on Easy, all containers will have no magazines. But if I chnage reload to Normal midgame, will the magazines immediately show up in containers? Or will they at least be populated and spawned at next spawn cycle (1 day, month, week...)?

 

Thank you so much!

 

There is a base game issue related to reloading magazines. There is a fix you can do, check the link posted in the description of my mod on steam.

 

Eventually they should show up yes.

 

11 hours ago, TOShok said:

I just know how stupid the Walther PPK will look if I get it right. PZ weapons are small, so having such a tiny pistol in such a small size is going to look ridiculous.

 

yes.png

 

Nice! Well, it is a very small pistol, and it looks that small. Just imagine how a derringer will look in game.

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2 hours ago, ORMtnMan said:

 

Try the Thompson with the wooden foregrip, maybe? Lower some of the polys on the sights to compensate.

 

I was originally going to call it the SA-80 until one of your countrymen corrected me.

 

Not yet, this is my busy work season so I have not had a chance to code more than an hour or so in the last 4-5 days. I have it downloaded though.

 

I really appreciate all of your work!

 

...

 

Nice! Well, it is a very small pistol, and it looks that small. Just imagine how a derringer will look in game.

I lowered the weapon in the pose and eventually got it looking pretty acceptable, if I haven't broken the files, there should be pictures below of the 6 models as finished currently.

When checking the models, I've just renamed them to the ar15 or glock22 and quickly replaced the ones in my downloaded copy of the mod - I'm not sure how to actually add them properly to the mod - that'd be something I probably won't try touching until I have finished all the main listed ones I was going to do first, at least.

 

Now it's time to give in and go to sleep - 5:30am is the time where you should only be up for 3 reasons; killing zomboids, eating cheese or getting caught in the act of ill-advised minor criminal activity (and I don't recommend any of those life choices, which is why I avoid all but one of them, cause damn, cheese sandwiches are just too tasty).

 

Spoiler

daisy.pngdaisy-2.png Daisy Powerline 201

m249.pngm249-2.png M249

m1216.pngm1216-2.png SRM Arms M1216

ppk.pngppk-2.png Walther PPK

striker.pngstriker-2.png Armsel Striker

thompson.pngthompson-2.png M1A1 Thompson

 

And somehow blood not only dries but absorbs completely into concrete in such a short time. Buy your concrete fiber carpets now!

On a more serious note - the files are now in a Dropbox here where I'll keep putting up my backups and the PZ files.

 

I just remembered - I don't know if the snipers you've included in the mod come with a scope or not - if they are found usually without one, should I put one on the model anyway or leave it off?

Edited by TOShok
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7 hours ago, TOShok said:

I lowered the weapon in the pose and eventually got it looking pretty acceptable, if I haven't broken the files, there should be pictures below of the 6 models as finished currently.

When checking the models, I've just renamed them to the ar15 or glock22 and quickly replaced the ones in my downloaded copy of the mod - I'm not sure how to actually add them properly to the mod - that'd be something I probably won't try touching until I have finished all the main listed ones I was going to do first, at least.

 

Now it's time to give in and go to sleep - 5:30am is the time where you should only be up for 3 reasons; killing zomboids, eating cheese or getting caught in the act of ill-advised minor criminal activity (and I don't recommend any of those life choices, which is why I avoid all but one of them, cause damn, cheese sandwiches are just too tasty).

 

  Hide contents

daisy.pngdaisy-2.png Daisy Powerline 201

m249.pngm249-2.png M249

m1216.pngm1216-2.png SRM Arms M1216

ppk.pngppk-2.png Walther PPK

striker.pngstriker-2.png Armsel Striker

thompson.pngthompson-2.png M1A1 Thompson

 

And somehow blood not only dries but absorbs completely into concrete in such a short time. Buy your concrete fiber carpets now!

On a more serious note - the files are now in a Dropbox here where I'll keep putting up my backups and the PZ files.

 

I just remembered - I don't know if the snipers you've included in the mod come with a scope or not - if they are found usually without one, should I put one on the model anyway or leave it off?

I'd imagine people wouldn't take scopes off of snipers. So they would likely coem with them attached.

 

You've dome some great work here!

 

Hah 5:30 is the time I get up and get ready for work.

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On 2/20/2017 at 1:26 PM, ORMtnMan said:

I'd imagine people wouldn't take scopes off of snipers. So they would likely coem with them attached.

 

You've dome some great work here!

 

Hah 5:30 is the time I get up and get ready for work.

Thanks :)

 

I figured I should probably include a scope on them;I just wasn't sure if in game where you often find them with no attachments and might personally attach an 8x scope would mean they usually are found scopeless.

 

For me, I'm on evening part-time hours currently but hoping to extend to a full shift pattern soon (though that means less sleep ins :'c) so for now I'm trying to take advantage of having half of each day free to either sleep more or spend time on things like this.7

 

(Having problems with getting one of my models to display the correct X mirror - for some reason no matter how I rotate it or mirror it, the ejection port always displays on the wrong side. I think it might be time to go Hulk mode on it)

Spoiler

mirrored 1.pngmirrored 2.png

 

I cheated in the end and just extruded a block through the rifle to the other side - added an extra 4 verts and 10 tris but it worked, and the model wasn't massive to start with.

I remember early mornings, ugh they sucked. :(

 

I am working on the model for the Beretta Cx4 Storm - as far as I can tell neither the Cx4 or Mx4 exist in the mod currently, and because the Cx4 and Mx4 both fit either standard Beretta 15rd pistol mags or the Beretta extended 30rd mags, I will probably match up the sizes to the fire types - graphically, this will be;

 

Cx4 (semi auto only) - 15rd capacity (as used in Beretta 92 handgun)

Mx4 (full/semi auto) - 30rd capacity

 

Let me know if this isn't what you have in mind for it, or if it's just not showing up for me.

Edited by TOShok
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On 2/20/2017 at 6:04 AM, TOShok said:

 

Thanks :)

 

I figured I should probably include a scope on them;I just wasn't sure if in game where you often find them with no attachments and might personally attach an 8x scope would mean they usually are found scopeless.

 

For me, I'm on evening part-time hours currently but hoping to extend to a full shift pattern soon (though that means less sleep ins :'c) so for now I'm trying to take advantage of having half of each day free to either sleep more or spend time on things like this.7

 

(Having problems with getting one of my models to display the correct X mirror - for some reason no matter how I rotate it or mirror it, the ejection port always displays on the wrong side. I think it might be time to go Hulk mode on it)

  Hide contents

mirrored 1.pngmirrored 2.png

 

I cheated in the end and just extruded a block through the rifle to the other side - added an extra 4 verts and 10 tris but it worked, and the model wasn't massive to start with.

I remember early mornings, ugh they sucked. :(

 

I am working on the model for the Beretta Cx4 Storm - as far as I can tell neither the Cx4 or Mx4 exist in the mod currently, and because the Cx4 and Mx4 both fit either standard Beretta 15rd pistol mags or the Beretta extended 30rd mags, I will probably match up the sizes to the fire types - graphically, this will be;

 

Cx4 (semi auto only) - 15rd capacity (as used in Beretta 92 handgun)

Mx4 (full/semi auto) - 30rd capacity

 

Let me know if this isn't what you have in mind for it, or if it's just not showing up for me.

 

That right there is one of my favorite civilian rifles and it looks awesome!

 

Eh I have a regular 9 to 5 jobs, but this is my busy season where I work much longer hours.

 

The magazine sizes sound fine!

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1 hour ago, ORMtnMan said:

 

That right there is one of my favorite civilian rifles and it looks awesome!

 

Eh I have a regular 9 to 5 jobs, but this is my busy season where I work much longer hours.

 

The magazine sizes sound fine!

I'm hoping to have a 12:30-8:30 shift soon, if I'm lucky - at least comes with lie ins sometimes!

 

I'll probably update the Dropbox when I've finished the high marked ones, I have three more of those to do, so hopefully by Saturday or Sunday.

By the way, do you get to choose which stance the character holds the weapon in? I've been making them under the assumption that you do, but it just occurred to me what troubles could occur if not.

 

Good luck keeping up with the extra hours. :l

Edited by TOShok
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11 hours ago, Chris0135 said:

How do i get the models to work, I just dowloaded it and im not getting models =( Do I have to do anything else other than download it?

I'm not an expert on these things, but;

 

Check the mod is active on the in game Mods menu; try turning it off, and back on,

Make sure you've got 3d Objects on in the Graphics settings in game,

Try reinstalling the mod to ensure it is installed correctly,

Restart the game if you've installed during that play session, as most models are loaded on start up,

 

Check the mod files which should be somewhere in the region of;

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

...to check there is a "models" and "textures" folder that have files in them ("models" should contain a lot of "weapons_[name].txt" files and "textures" should be "Objects_[name].png" files)

 

After that, you can try using the no 3d models patch for the mod, but that does mean you'll only have a flat version of each weapon rather than a proper model.

 

As I say, not an expert, defer to better advice if it's posted. :)

 

On another note, my laptop has been reading an irreparable hard drive error for a while, and now is not booting up, so I'll have to try getting Blender onto the little notebook I have stashed in my cupboard - don't think it plays PZ very well but should be enough to check and make models on, I hope. Will mean I'll have a little bit of re-doing to catch up.

Edited by TOShok
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On 2/22/2017 at 5:55 AM, TOShok said:

I'm hoping to have a 12:30-8:30 shift soon, if I'm lucky - at least comes with lie ins sometimes!

 

I'll probably update the Dropbox when I've finished the high marked ones, I have three more of those to do, so hopefully by Saturday or Sunday.

By the way, do you get to choose which stance the character holds the weapon in? I've been making them under the assumption that you do, but it just occurred to me what troubles could occur if not.

 

Good luck keeping up with the extra hours. :l

 

For stances, there are currently only two available for guns, two handed pistol and rifle/shotgun.

 

When you ask if you choose stance what do you mean? You select it in the .txt entry for the gun, not in game...

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4 hours ago, ORMtnMan said:

When you ask if you choose stance what do you mean? You select it in the .txt entry for the gun, not in game...

What I meant was whether say the stances were assigned to types of firearm or if you enter them individually, for example if all shotguns use the rifle stance, or if each individual weapon is individually specified, like if the regular shotgun can be rifle stance, and a sawn off version in the pistol stance even though they're both shotguns.

 

I'm probably just looking in the wrong place entirely, it's usually best to ignore me if I start going on such things cause I just do little circles and confuse myself. :/

Edited by TOShok
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7 hours ago, TOShok said:

What I meant was whether say the stances were assigned to types of firearm or if you enter them individually, for example if all shotguns use the rifle stance, or if each individual weapon is individually specified, like if the regular shotgun can be rifle stance, and a sawn off version in the pistol stance even though they're both shotguns.

 

I'm probably just looking in the wrong place entirely, it's usually best to ignore me if I start going on such things cause I just do little circles and confuse myself. :/

 

No it is set individually.  all guns have the same type 'weapon'. Two hand vs one hand is set in another declared variable and the stance/gun holding is one variable.

 

What is your concern?

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5 minutes ago, ORMtnMan said:

 

No it is set individually.  all guns have the same type 'weapon'. Two hand vs one hand is set in another declared variable and the stance/gun holding is one variable.

 

What is your concern?

If it's set individually, there isn't one particularly - it was primarily for things such as particularly short SMGs that you'd probably pick the pistol stance for, if the mod treated classes of weapons as one "weapon type" with a set stance it could look strange - as such I could need to make changes to the weapons such as choose unusual attachments to make them fit appropriately.

 

Again, if you choose each one's stance individually, it's not a problem at all. :)

Edited by TOShok
learning to english
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16 hours ago, TOShok said:

If it's set individually, there isn't one particularly - it was primarily for things such as particularly short SMGs that you'd probably pick the pistol stance for, if the mod treated classes of weapons as one "weapon type" with a set stance it could look strange - as such I could need to make changes to the weapons such as choose unusual attachments to make them fit appropriately.

 

Again, if you choose each one's stance individually, it's not a problem at all. :)

 

Then no problem, You can chose each one's individually

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Just updated the Dropbox with what I managed to refinish from my old progress -

HK SL-8, Cx4 Storm, Mx4 Storm, MAC-10, MAC-11, Desert Eagle XIX and Desert Eagle .44

For the most part these are just 4 models and 3 slight changes to them, but figured I might as well have the variety.

 

Spoiler

HK SL-8 profile.pngHK SL-8 angle.png HK SL-8

MAC 10 profile.pngMAC 10 angle.png MAC-10

MAC 11 profile.pngMAC 11 angle.png MAC-11

Cx4 profile.pngCx4 angle.png Beretta Cx4 Storm

Mx4 profile.pngMx4 angle.png Beretta Mx4 Storm

Deagle XIX profile.pngDeagle XIX angle.png Desert Eagle XIX

Deagle 44 profile.pngDeagle 44 angle.png Desert Eagle .44

 

Also,  I think the x4 Storms are a little long - they wouldn't fit the rifle grip otherwise though.

I did have an almost finished AI-AW and half of the PLR-16 but they were both totally lost when my other laptop died - I didn't get chance to back them up so I will have to restart them this week.

Edited by TOShok
replaced mis-zoomed sl-8 image
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15 hours ago, TOShok said:

Just updated the Dropbox with what I managed to refinish from my old progress -

HK SL-8, Cx4 Storm, Mx4 Storm, MAC-10, MAC-11, Desert Eagle XIX and Desert Eagle .44

For the most part these are just 4 models and 3 slight changes to them, but figured I might as well have the variety.

 

  Reveal hidden contents

HK SL-8 profile.pngHK SL-8 angle.png HK SL-8

MAC 10 profile.pngMAC 10 angle.png MAC-10

MAC 11 profile.pngMAC 11 angle.png MAC-11

Cx4 profile.pngCx4 angle.png Beretta Cx4 Storm

Mx4 profile.pngMx4 angle.png Beretta Mx4 Storm

Deagle XIX profile.pngDeagle XIX angle.png Desert Eagle XIX

Deagle 44 profile.pngDeagle 44 angle.png Desert Eagle .44

 

Also,  I think the x4 Storms are a little long - they wouldn't fit the rifle grip otherwise though.

I did have an almost finished AI-AW and half of the PLR-16 but they were both totally lost when my other laptop died - I didn't get chance to back them up so I will have to restart them this week.

 

They look awesome! Where's the dropbox?

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