Battle Rifle Model with counter (sniper rifle)

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EchoRanger449




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Battle Rifle Model with counter (sniper rifle)

Post by EchoRanger449 »

This would have to be a rebuild, but...

If you take the counter from the assault rifle and put it with L33T's Sniper rifle battle rifle, I think it would work. Why? Because the model group number that the counter (number part, not the compass) is a part of is the same as one of the sniper rifle's screen effects. I think you would need to null out or remove the sniper rifle's screen effects dependencies and replace them with the assault rifle's counter (make it a duplicated item, since you want it to be independent of the AR's counter).

I think this is possible and would make a pretty neat model.

Anyone up for the challenge?
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Post by Philly »

I'm not sure it'd work, becuase moving the model even slightly causes the assault rifle display to **** up.
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Post by EchoRanger449 »

would someone who has a lot of rebuilding experience try it out though?
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Post by UntalkativeBunny »

well, it needs to have mod2.meta, namehere.indicies, and namehere.verticies to be able to rebuild with it. obj files are just remodels and cannot be rebuilt with.
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Post by DeadHamster »

As philly said even editing the display the slightest bit will kill the display. You also have to factor in that the display sits on top of a flat plane in the model, the two numbers are basically "skins" that sit on a flat piece of model. So you'd have to edit the sniper decal to be the same size as that, because if you didn't, it'd probably break.

If you just need a model, mine replaces the AR and works fine. Link in my sig.

I could try to get the other one to work as well. I have nothing else to do today.

I'll post back with results.
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Post by EchoRanger449 »

Yeah, I guess that makes sense. It was an idea though and I thought it'd be better said than not.

Yeah I'll try that model out- I'm also going to use an assault rifle as well.

Since it's for a single player level, I'll PMI the gravity rifle into the level so I can use the bitmap image for the battle rifle (dimensions are the same and it has a multipurpose too).
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Post by Patrickh »

UntalkativeBunny wrote:well, it needs to have mod2.meta, namehere.indicies, and namehere.verticies to be able to rebuild with it. obj files are just remodels and cannot be rebuilt with.
What? not every rebuild has to be a pmi... you can rebuild with seperate objs i have done it (to make two sniper rifles with seperate independant models in the same map, one with a custom obj, one with stock)
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Post by Philly »

EchoRanger449 wrote:Yeah, I guess that makes sense. It was an idea though and I thought it'd be better said than not.

Yeah I'll try that model out- I'm also going to use an assault rifle as well.

Since it's for a single player level, I'll PMI the gravity rifle into the level so I can use the bitmap image for the battle rifle (dimensions are the same and it has a multipurpose too).
Don't. Internalize them instead.
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Post by DeadHamster »

What do you mean by that Philly? Internalize. And how do you do your plasma rifle skins, I can never rebuild it with two seperate bitmap tags, there's two seperate tags but they over-write each other.

And echoranger You can just duplicate the Assault Rifle, give one of the rifles the BR model and the other one have the original AR.

When your duplicating maybe switch the bitmap of the battle rifle to another bitmap you dont use, by editing the XML file of your "Battle Rifle.weap"

then inject the battle rifle skin into that bitmap, and click NO to resizing the image.

That should get you the right result
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Post by Philly »

DeadHamster wrote:What do you mean by that Philly? Internalize. And how do you do your plasma rifle skins, I can never rebuild it with two seperate bitmap tags, there's two seperate tags but they over-write each other.
I make my plasma rifles by internalizing my skins. Remember vertigulch? That had a huge bitmaps download, becuase I internalized some bitmaps. It makes the map file bigger, but internalizing is cool. In HMT, you simply press two buttons, "EOF" and "Update", before injecting your new texture. This internalizes it. :P
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Post by EchoRanger449 »

you must be using a MAC. Correct?
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Post by Philly »

Me? Hell no.
Did I say that out loud?
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Post by EchoRanger449 »

Wait, then what's this EOF and update?

Edit: I see it, but exactly what does it do and what do you mean by internalizing it?

Do you mean it adds a sub-bitmap to the bitmap file?
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Post by Philly »

It makes a new bitmap slot. Very useful.
You'll also find it useful if, say, you want to make beavercreak's sky black but bloodgulch's red, that sort of stuff. I also use it when duplicating stuff and I want one assault rifle with green counter numbers and another with blue ones.
Where did I learn all this? Google of course.
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Post by EchoRanger449 »

Where on google?
Don't answer that...unless you want to.

Anyway, I'll try that.

So just click EOF, then click Update, then save?

Or...
EOF
Save
then update?
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Post by Altimit01 »

That's not internalizing. I don't know how to do it, or where in the bitm tag it says what's up but Halo PC does handle them. The bitmap data is stored somewhere between the sbsp and tag index in the same general area as model data. Still, new bitmap slots are very useful.
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Post by EchoRanger449 »

Oh wait, I read it. I'll try this again.

Muahaha.

This'll make my job much much much easier.
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Post by Philly »

EchoRanger449 wrote:Where on google?
Don't answer that...unless you want to.

Anyway, I'll try that.

So just click EOF, then click Update, then save?
No, EOF, Update, Inject, Save.
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Post by EchoRanger449 »

Well that's odd...it's not working.

Well, that depends. What's supposed to happen?

If I take cyborg1.dds
save it as cyborg2.dds

click on EOF, Update, Inject, then save (on the top left bar?)

I don't see any changes.
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Post by Philly »

You need to make some changes to it before injecting.
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