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BO2 Viewhands bug

HOT
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Created 9 years ago
by Gabrielle
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OnionmanVere Bo21
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Non-textured:

(Image removed from quote.)

Textured:

(Image removed from quote.)

Just a suggestion: Go to Window>Settings/Preferences>Preferences, a dialogue should come up, click "Settings" and make sure your Up Axis is set to Z.

When you're exporting, are you selecting the joints? When exporting, select both the mesh and joints in outliner, got to Edit>Select Hierarchy, then Export it.
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are you selecting all then "hierarchy" before exporting? Are there any errors in maya?

I select the mesh "group" and the joint "group" then indeed select hierarchy and there doesn't seem to be any errors in maya no.
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I select the mesh "group" and the joint "group" then indeed select hierarchy and there doesn't seem to be any errors in maya no.

Do you have XModel Utils? See how it looks in that (since Asset Viewer will not show Viewhands models).

This is how mine looks once again for reference:

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OnionmanVere Bo21
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(Image removed from quote.)

Weird, how's _loadout.gsc looking? Mine is like this:



Yours should look like this for that part:

Code Snippet
Plaintext
	{
add_weapon( "zombie_colt" );
PrecacheItem( "napalmblob" );
PrecacheItem( "napalmbloblight" );
set_switch_weapon( "zombie_colt" );

set_laststand_pistol( "zombie_colt" );

set_player_viewmodel( "bo2_c_zom_dempsey_viewhands");
set_player_interactive_hands( "bo2_c_zom_dempsey_viewhands");

level.campaign = "american";
return;
}
}


Also, have you tried another set of viewhands to test?
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Just this:

Code Snippet
Plaintext
init_models_and_variables_loadout()
{
add_weapon( "zombie_colt" );
PrecacheItem( "napalmblob" );
PrecacheItem( "napalmbloblight" );
set_switch_weapon( "zombie_colt" );

set_laststand_pistol( "zombie_colt" );

set_player_viewmodel( "bo2_c_zom_dempsey_viewhands");
set_player_interactive_hands( "bo2_c_zom_dempsey_viewhands");

level.campaign = "american";
return;
}

I'll try other viewhands ASAP and I'll let you know.
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Just this:

Code Snippet
Plaintext
init_models_and_variables_loadout()
{
add_weapon( "zombie_colt" );
PrecacheItem( "napalmblob" );
PrecacheItem( "napalmbloblight" );
set_switch_weapon( "zombie_colt" );

set_laststand_pistol( "zombie_colt" );

set_player_viewmodel( "bo2_c_zom_dempsey_viewhands");
set_player_interactive_hands( "bo2_c_zom_dempsey_viewhands");

level.campaign = "american";
return;
}

I'll try other viewhands ASAP and I'll let you know.

Instead of
Code Snippet
Plaintext
set_player_interactive_hands( "bo2_c_zom_dempsey_viewhands");
Do
Code Snippet
Plaintext
set_player_interactive_hands( "viewmodel_usa_marine_player");
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did you convert them as "viewhands" in AssMan?  ???
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did you convert them as "viewhands" in AssMan?  ???

Yes I did that twice.
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Check if the model with the same entry exists in another GDT as AssMan ignores the one that's being converted and converts with the settings in the other GDT (or rename bo2 to t6 and give that a go).
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Check if the model with the same entry exists in another GDT as AssMan ignores the one that's being converted and converts with the settings in the other GDT (or rename bo2 to t6 and give that a go).

Oh my god, I don't know what to say! After all that time now I just simply renamed bo2_someweirdasslongnamehere to Dempsey_viewhands and it works! Thanks a LOT!!
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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Oh my god, I don't know what to say! After all that time now I just simply renamed bo2_someweirdasslongnamehere to Dempsey_viewhands and it works! Thanks a LOT!!
then DidUknowiPwn was probably right

 
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