Help with weapon mod

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Master_jo

FNG / Fresh Meat
May 17, 2009
3
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Hi I want to create a mod for killing floor to include the FN SCAR in the game. I already have a model for the weapon and was looking to see if anyone would be interested in lending a hand with it. Any area of knowledge is welcome. If you think you could do a good job let me know and I will share all the progress I have made so far.
 

tha MediC

FNG / Fresh Meat
May 18, 2009
105
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You're best off rigging the Bullpup first, and then taking it's animations and using them on the scar's rig..then you need to uv map it, texture it and such :p

I'm sure Modderfreak over at FPSBanana wouldn't mind giving you a hand with all that. His results are flawless.
 

Jack-Carver

FNG / Fresh Meat
Mar 28, 2009
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Well actually I don't have a problem helping you with the weapon... As I've already done a weaponpack. Unfortunately I really lack on time at the moment. So you will have to wait at least untill the end of june.
Animating is no problem.. and Ivan is doing the coding.
That's how the animations look like:

Ivan (fische11) made this video

YouTube - M99


Thats the MK 23 (very very old version.... pre Alpha but it's ok)
YouTube - HK MK23 In-Game Movie

It's a lota fun shooting Zombies in row with that thing.
My Weaponpack contains:
MK. 23
Spas
Barett M99
RGP 7
Desert Eagle
M7A3 (does not exist.. it uses Bullpup design)

But we really have no time port those weapons to KF
(the base code is from the Ballistic Weapons)
 
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Master_jo

FNG / Fresh Meat
May 17, 2009
3
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Well if you are interested I can give you the model I made in .3ds or .xsi so yo can have a look at it. I was trying to take as many shortcuts as possible to get it done but maybe its good enough.
 

Jack-Carver

FNG / Fresh Meat
Mar 28, 2009
833
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Not before June ;) To be honest it's 99% finished but for now I just got no time. But after June we should be able to release it.
 
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DR.NUMBERS

FNG / Fresh Meat
May 19, 2009
10
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Jack-Carver,

Could I ask if you have any recommendations for someone who wants to learn how to import a weapon into a UT 2.5 game? Any tutorials or guides?

Thanks
 

finnfighter

FNG / Fresh Meat
May 22, 2009
27
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Weapon mods

Weapon mods

Im having the same problem too. I have a textured model of an mp5 as a .max but i dont know how to animate nor import it to kf =/
 

Jack-Carver

FNG / Fresh Meat
Mar 28, 2009
833
232
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Well I don't know any good tuts on how to make weps for ut but the most important thing is "ActorX" you can download in for Maya. With this plugin you can export the anims to UT. Unfortunately explaining how to animate really isn't that easy.
You gota make a bone rig and so on.
You should just download some basic tutorials for your programs and then look how to animate.
Putting all into UT is another thing.
But you fellas should wait untill i got some time (end of june). Then I'll see what i can do for ya.
 
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LemoN

FNG / Fresh Meat
Feb 26, 2006
6,293
2,346
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Prussotroll's Bridge
nice models, but you seriously could have dont at last a little bit of research of how to operate a M99 ;)

@ Master_jo, i guess you could ask some of the guys that have done the Mare Nostrum mod, or Carpathian crosses, or from Darkest hour
i dont think they have much time, but they seriously know how to do good models and animations
 

Jack-Carver

FNG / Fresh Meat
Mar 28, 2009
833
232
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nice models, but you seriously could have dont at last a little bit of research of how to operate a M99 ;)

Oh I did and that's the way how u operate an M99. There are 2 versions:
1 with a mag and a single shot version (just one cartridge in the chamber)
So you should do some research :)
http://www.barrettrifles.com/rifle_99.aspx
The Barrett M95 has a mag and just needs to be cocked after every shot.
The M99 just has one bullet in the chamber.
 
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LemoN

FNG / Fresh Meat
Feb 26, 2006
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2,346
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Prussotroll's Bridge
thats not what i mendt
i mean the extreemly awkward animation when loading a round
you would never hold the rifle that way to load a round