First Person Weapon Interfaces

Discuss HaloCE modding with the HEK tools here. For help, go to the Help Desk forum above.
Post Reply
gamble





Posts: 378
Joined: Thu May 13, 2004 5:15 pm
Location: somewhere over the rainbow/not in kansas

First Person Weapon Interfaces

Post by gamble »

How do i creat new first person weapon interfaces and what do i do it with?

I'd like to learn how to create everything withing the Interfaces portion of the .weapon tag.

If you can help, thanx

also if you know how to make something constantly overheated (like from the second you pick it up, plz tell)
User avatar
Tyson101





Posts: 139
Joined: Tue Jan 27, 2004 5:05 pm
Location: Spokane, WA
Contact:

Post by Tyson101 »

OK so far all i know is that the first person model is the same model as your .gbxmodel so what i think you do is create a seperate folder for fp and use the master chief reference model as a guide to where he is holding the gun. You will also want to set the gun and the model to 0 , 0,0. Hope this works or helps at all.
Tyson
gamble





Posts: 378
Joined: Thu May 13, 2004 5:15 pm
Location: somewhere over the rainbow/not in kansas

Post by gamble »

o ok, so i want it about elbow height and stuff? thanx
User avatar
Tyson101





Posts: 139
Joined: Tue Jan 27, 2004 5:05 pm
Location: Spokane, WA
Contact:

Post by Tyson101 »

np i hope this helps cause Im really not sure since most people wont tell how to do it. Plz let me know if this works
gamble





Posts: 378
Joined: Thu May 13, 2004 5:15 pm
Location: somewhere over the rainbow/not in kansas

Post by gamble »

o wait, they are not the same

there is a seperate gbxmodel for the fp view and the actual thing
User avatar
Tyson101





Posts: 139
Joined: Tue Jan 27, 2004 5:05 pm
Location: Spokane, WA
Contact:

Post by Tyson101 »

yepp so hows the progress going like does it work?
gamble





Posts: 378
Joined: Thu May 13, 2004 5:15 pm
Location: somewhere over the rainbow/not in kansas

Post by gamble »

i don't know how the FP thing is supposed to be modeled
User avatar
Tyson101





Posts: 139
Joined: Tue Jan 27, 2004 5:05 pm
Location: Spokane, WA
Contact:

Post by Tyson101 »

Its the same model as you gbx i think.
gamble





Posts: 378
Joined: Thu May 13, 2004 5:15 pm
Location: somewhere over the rainbow/not in kansas

Post by gamble »

no theres your regular gbx model, then theres the fp gbx model
User avatar
Tyson101





Posts: 139
Joined: Tue Jan 27, 2004 5:05 pm
Location: Spokane, WA
Contact:

Post by Tyson101 »

Yes but you use the model that you exported as the gbx and I think you just use the MC reference model to postion the gun to look like you want (fp view of the model).
gamble





Posts: 378
Joined: Thu May 13, 2004 5:15 pm
Location: somewhere over the rainbow/not in kansas

Post by gamble »

also theres first person animations

how do you get master chief to hold the gun like you want him to hold it?
User avatar
Tyson101





Posts: 139
Joined: Tue Jan 27, 2004 5:05 pm
Location: Spokane, WA
Contact:

Post by Tyson101 »

ok ok i know this one hold on..........Then think about what weapon you want MC to hold it like, go find that weapon tag. Copy it to a new folder in the weapons folder ok thats from choels tutorial.
The Ghost





Posts: 100
Joined: Sun Apr 04, 2004 1:46 pm
Contact:

Post by The Ghost »

Wow you two owned this thread... by yourselves. lol.
User avatar
Tyson101





Posts: 139
Joined: Tue Jan 27, 2004 5:05 pm
Location: Spokane, WA
Contact:

Post by Tyson101 »

Yea well not many people know how to do this so were just feading ideas back and forth. :D
gamble





Posts: 378
Joined: Thu May 13, 2004 5:15 pm
Location: somewhere over the rainbow/not in kansas

Post by gamble »

yeah, i based my sword off of the plasma rifle.

When i do a debug_camera in devmode so i can see my own chief, he's not holding anything so i need to fix that too.
User avatar
Tyson101





Posts: 139
Joined: Tue Jan 27, 2004 5:05 pm
Location: Spokane, WA
Contact:

Post by Tyson101 »

cool so its coming along in other words.
Edit: Ok I found something out while was messing around so here it is. My battle rifle has no collision but i still managed to pick it up and in devmode I used the cheat for all vehicles I entered the banshee and when i got out for a quick second I could see MC holding my br and holding it correctly. now I think i need to create a fp animation cause you still cant see it. I will keep updating you guys on what I find.

Edit: Wow Im on a role so now I do know that you can just use the animation from say the assault rifle and that is what causes MC to hold the gun the way he does. Also the AR has its own bitmaps so I think I either need to recreate those or make my own. Oh yea the gun now fires!!
gamble





Posts: 378
Joined: Thu May 13, 2004 5:15 pm
Location: somewhere over the rainbow/not in kansas

Post by gamble »

heheh, i don't have to worry about that firing crap cuz i have a plasma sword, ive already clipped all the firing capabilities.

as for the actual modeling and stuff, whats parts of the gun do you have? like gbxmodel, fp gbxmodel and so on

i still can't see my guy holding the gun
User avatar
Tyson101





Posts: 139
Joined: Tue Jan 27, 2004 5:05 pm
Location: Spokane, WA
Contact:

Post by Tyson101 »

I have a gbx model, bullet contrail , bullet damage efeect, bullet projectile, flashlight.lens_flare, collision geometry, weapon hud interface, melle damage effect, melee response damage effect, muzzle flash.light, trigger.damage_effect, and the weapon model. This does not include the fp tahs though.To make it so MC hold the gun you have to think about how you want him to hold it. (i.e. the assault rifle animation is how the MC holds the weapon so think do you want him to hold it like plasma pistol or w/e). So im back trying to figure out to see it first person.
Post Reply