Fisrt of all, this is the first time I've ever tried to import other content into a package, and I know virtually sod all about scripting. What am I doing wrong, and how am I supposed to do it?
I need a shield class that has pitch of 16320. Subclasses don't inherit pitch, roll or yaw from the default properties, meaning that when the present shield class (a subclass of ThPickupObjectiveItem) I have is dropped, it sticks in the ground edge on. I need it to lie on the ground face up.
Attempt 1: Wotgreal
So I exported the mesh in TheiveryMod.u using a version of Wotgreal (Wotgreal 2510 full). I now have a .3ds, _a.3d, & _d.3d. Wotgreal is nigh-unusable on my system because of a text display error, and when I tried to compile a LeoShield package it did absolutely nothing.
Attempt 2: VUC++
Can't compile due to not having other Thievery Packages loaded, it seems. Add all Thievery packages to standard edit packages.
VUC++ Demands to export and recompile all TheiveryUT packages, does so. Exits due to errors several times before getting to my Shield package. Demands to export all sounds, models etc before I can recompile anything more. Reinstall Theivery after I fuck nearly every package up with VUC++.
Attempt 3: UED
It compiles the package ok, with the class LeopoldShield visible in the actor tree, but will not import the model. This is the code I'm using:
[code:1:7667cefa71]
// LeoShield.LeopoldShield
// ================================================== ==========
class LeopoldShield expands ThPickupObjectiveItem;
#exec MESH IMPORT MESH=LRoundShield ANIVFILE=MODELS\LRoundShield_a.3d DATAFILE=MODELS\LRoundShield_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=LRoundShield X=0 Y=0 Z=0 PITCH=16320
#exec MESH SEQUENCE MESH=LRoundShield SEQ=All STARTFRAME=0 NUMFRAMES=1
//#exec MESH SEQUENCE MESH=LRoundShield SEQ=??? STARTFRAME=0 NUMFRAMES=1
#exec MESHMAP NEW MESHMAP=LRoundShield MESH=LRoundShield
#exec MESHMAP SCALE MESHMAP=LRoundShield X=0.1 Y=0.1 Z=0.2
defaultproperties
{
Mesh=LodMesh'LRoundShield'
}
[/code:1:7667cefa71]
Yes, I have renamed the shield mesh so it correlates with the way I've renamed it in those import statements, same case, etc. Of course, from UED it won't let me input the mesh in default properties, because it isn't there! :x
I need a shield class that has pitch of 16320. Subclasses don't inherit pitch, roll or yaw from the default properties, meaning that when the present shield class (a subclass of ThPickupObjectiveItem) I have is dropped, it sticks in the ground edge on. I need it to lie on the ground face up.
Attempt 1: Wotgreal
So I exported the mesh in TheiveryMod.u using a version of Wotgreal (Wotgreal 2510 full). I now have a .3ds, _a.3d, & _d.3d. Wotgreal is nigh-unusable on my system because of a text display error, and when I tried to compile a LeoShield package it did absolutely nothing.
Attempt 2: VUC++
Can't compile due to not having other Thievery Packages loaded, it seems. Add all Thievery packages to standard edit packages.
VUC++ Demands to export and recompile all TheiveryUT packages, does so. Exits due to errors several times before getting to my Shield package. Demands to export all sounds, models etc before I can recompile anything more. Reinstall Theivery after I fuck nearly every package up with VUC++.
Attempt 3: UED
It compiles the package ok, with the class LeopoldShield visible in the actor tree, but will not import the model. This is the code I'm using:
[code:1:7667cefa71]
// LeoShield.LeopoldShield
// ================================================== ==========
class LeopoldShield expands ThPickupObjectiveItem;
#exec MESH IMPORT MESH=LRoundShield ANIVFILE=MODELS\LRoundShield_a.3d DATAFILE=MODELS\LRoundShield_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=LRoundShield X=0 Y=0 Z=0 PITCH=16320
#exec MESH SEQUENCE MESH=LRoundShield SEQ=All STARTFRAME=0 NUMFRAMES=1
//#exec MESH SEQUENCE MESH=LRoundShield SEQ=??? STARTFRAME=0 NUMFRAMES=1
#exec MESHMAP NEW MESHMAP=LRoundShield MESH=LRoundShield
#exec MESHMAP SCALE MESHMAP=LRoundShield X=0.1 Y=0.1 Z=0.2
defaultproperties
{
Mesh=LodMesh'LRoundShield'
}
[/code:1:7667cefa71]
Yes, I have renamed the shield mesh so it correlates with the way I've renamed it in those import statements, same case, etc. Of course, from UED it won't let me input the mesh in default properties, because it isn't there! :x
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