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I hope you're utilizing the mp weapon models and the hideTags weapon settings rather than adding all the attachments manually in blender
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Hey, I'm not sure if I know what you mean. I've been loading the mp weapon in Maya, deleting anything I don't want (regular clip usually, and the meshes which are identical to the PAP one), and then just dragging the PAP camo on top of the weapon. The way I'm doing it now is pretty easy, but if I don't have to delete anything then that's even easier. I would like to clear this up so I can fix my tutorial if needed. I tried Blender but I'm really liking Maya a lot more. Thanks
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As easy as it should be, I can't seem to get hidetags to work. I literally copied the thompson_bigammo_mp weaponfile, and renamed it to another weapon in my mod. The viewmodel_mp is being called in mod builder, but when I give the player the weapon, all of the attachments are still being loaded. The reloadanim is correct, so I don't get it. Thanks
Don't try to use it for another weapon. Do a correct addition of an untouched mp thompson viewmodel and try again.
Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms. |
The viewmodel_mp_thompson I'm using is untouched, but it's acting like the joints are messed up, while everything looks fine in Maya. If I hide "j_mag_drum" then it actually hides the "j_clip", if I hide all of the joints then the silencer still remains for some reason. Earlier when I added guns that I edited with Maya, I used their weapon file but renamed it to something that's already in the UGX mod and everything worked fine. I've been using the XM8 for testing so I didn't have to edit more files, it just seemed a lot easier, but is that what's breaking the "hideTags" function?
It should be working correctly with CoD5 models, but I know with CoD4 models you have to actually hide the tag that comes after the tag you actually want to hide. That sounds like what you are experiencing. Don't ask me why it happens, I just figured it out one day that that's how it works lol.
Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms. |
Strange, lol. That's exactly what's happening, but the problem I'm having now is that there's no tags after the silencer. So does that mean I can't hide that one in the weapon file?
At this point it seems easier to just manually edit the model lol, is there any disadvantages in doing it that way? So far I've been having the most success doing it that way.
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You have to add a dummy tag to the end of the tag heirarchy in order to hide the last tag on the weapon. For example in UGX Mod for the M14 I had to create a new tag called tagz_fuckmyass so that I could hide tag_scope (lol). HOWEVER it should be working perfectly for MP CoD5 weapons as I said earlier. Zombie Realism takes advantage of this feature as well as many other older maps. If you can't get it working then yes I suppose the Maya approach is quicker sadly (that is, if you can't get a tag to hide without adding a new one).