Hi, as most of you probably are aware of, Meow and I are working on making 3 guns for KF.
However there have been some ditches in the road, and I hope we help others get past these easier, but right now I have a question I hope someone can answer.
The third person weapon animations, such as the characters pose when holding the Bullpup is all saved in KF_Soldier_Trip -> Soldier_Animations_Trip with their respective stances, such as Idle, WalkL, WalkR.
I see that TWI appended new weapon animations to this when patching KF and adding new weapons, but we modders obviously shouldn't be doing that.
I'm going to try and add custom 3rd person animations today, and I'll report difficulties, but if anyone has the answer to this I'd appreciate it. (The question being, how to do this - can it be done?)
I'll sum up other challenges with their short answers for now, and include a few URLs with exported/converted KF material. If TWI or the mods would rather I do not do that, then let me know.
1) Testing weapons in ListenServer mode. This makes me slightly fail every time, I hope i'll get better at it with time, but make sure your weapon states and mechanics work in MP before going too far with it.. this really is a coder matter, so i'll leave it at that
2) Sleeves & models. There is a SleeveNum variable in all KF weapons, this determines which material slot the soldiers various sleeves will be appended to. In most cases this is also defaulted in the skeletalmesh properties, or the gun properties, so make sure those are off before you test whether sleeves work appropiately, otherwise it might be set statically. As with all arrays it starts at indice 0, even though all stock KF weapons have put it at material 1-3, it can be 0.
3) PickupItem model, there seems to be some kind of magic going on here too, the weapons are supposed to fade red/green while they are on the ground so they are easily spotted. By just copying a stock weapons settings, your weapon will get the default mesh material when its dropped - the gray blob thing, I fixed this not by setting the material in staticmesh or the pickupitem's skin, but by adding this:
I'm guessing its the texture setting that helps, but adding it to defaults didn't so i'm not sure why it works yet, but glad that it does 
And finally, the reason most of you made it through this FAQ rant; the files:
http://apollo.wsh.no/~crono/Soldier_Animations_Trip.psa - Third person weapon animations
http://apollo.wsh.no/~crono/Soldier_Animations_Trip.qc - Index of these scenes as they are all in one file, basically start/end time and its name
http://apollo.wsh.no/~crono/char_anim.zip - The animationset (without soldier mesh) exported into .fbx so it can be opened in 3ds max and perhaps others - maya?
http://apollo.wsh.no/~crono/british_soldier.fbx - The default british soldier, remember the soldier is not to be packed with your new 3rd person animation, as they can vary depending on the player selection
http://apollo.wsh.no/~crono/KF_Weapons_Trip/ - Stock weaps
http://apollo.wsh.no/~crono/KF_Weapons2_Trip/ - new KF weaps
http://apollo.wsh.no/~crono/KF_Weapons3rd_Trip/ - stock 3rd
http://apollo.wsh.no/~crono/KF_Weapons3rd2_Trip/ - new 3rd
All these are in their .psa/.psk form, the outer folder will also have the weapons i've converted to fbx myself, where both skel and anim are in one.
However there have been some ditches in the road, and I hope we help others get past these easier, but right now I have a question I hope someone can answer.
The third person weapon animations, such as the characters pose when holding the Bullpup is all saved in KF_Soldier_Trip -> Soldier_Animations_Trip with their respective stances, such as Idle, WalkL, WalkR.
I see that TWI appended new weapon animations to this when patching KF and adding new weapons, but we modders obviously shouldn't be doing that.
I'm going to try and add custom 3rd person animations today, and I'll report difficulties, but if anyone has the answer to this I'd appreciate it. (The question being, how to do this - can it be done?)
I'll sum up other challenges with their short answers for now, and include a few URLs with exported/converted KF material. If TWI or the mods would rather I do not do that, then let me know.
1) Testing weapons in ListenServer mode. This makes me slightly fail every time, I hope i'll get better at it with time, but make sure your weapon states and mechanics work in MP before going too far with it.. this really is a coder matter, so i'll leave it at that
2) Sleeves & models. There is a SleeveNum variable in all KF weapons, this determines which material slot the soldiers various sleeves will be appended to. In most cases this is also defaulted in the skeletalmesh properties, or the gun properties, so make sure those are off before you test whether sleeves work appropiately, otherwise it might be set statically. As with all arrays it starts at indice 0, even though all stock KF weapons have put it at material 1-3, it can be 0.
3) PickupItem model, there seems to be some kind of magic going on here too, the weapons are supposed to fade red/green while they are on the ground so they are easily spotted. By just copying a stock weapons settings, your weapon will get the default mesh material when its dropped - the gray blob thing, I fixed this not by setting the material in staticmesh or the pickupitem's skin, but by adding this:
Code:
simulated function RenderPickupImage(Canvas C)
{
C.SetPos((C.SizeX - C.SizeY) / 2,0);
//C.DrawTile( Texture'KillingfloorHUD.ClassMenu.L85', C.SizeY, C.SizeY, 0.0, 0.0, 256, 256);
C.DrawTile( Combiner'GodsTexture.Weapons.minigun_cmb', C.SizeY, C.SizeY, 0.0, 0.0, 256, 256);
texture = Combiner'GodsTexture.Weapons.minigun_cmb';
}
And finally, the reason most of you made it through this FAQ rant; the files:
http://apollo.wsh.no/~crono/Soldier_Animations_Trip.psa - Third person weapon animations
http://apollo.wsh.no/~crono/Soldier_Animations_Trip.qc - Index of these scenes as they are all in one file, basically start/end time and its name
http://apollo.wsh.no/~crono/char_anim.zip - The animationset (without soldier mesh) exported into .fbx so it can be opened in 3ds max and perhaps others - maya?
http://apollo.wsh.no/~crono/british_soldier.fbx - The default british soldier, remember the soldier is not to be packed with your new 3rd person animation, as they can vary depending on the player selection
http://apollo.wsh.no/~crono/KF_Weapons_Trip/ - Stock weaps
http://apollo.wsh.no/~crono/KF_Weapons2_Trip/ - new KF weaps
http://apollo.wsh.no/~crono/KF_Weapons3rd_Trip/ - stock 3rd
http://apollo.wsh.no/~crono/KF_Weapons3rd2_Trip/ - new 3rd
All these are in their .psa/.psk form, the outer folder will also have the weapons i've converted to fbx myself, where both skel and anim are in one.
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