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Created 7 years ago
by GKID7891
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Some guns have ben messed up. Everything is "tag_weapon", anims are set to "relative" and "use Bones" is unchecked. I have created animated models (tag_view + hierarchy + either a random weapon mesh/one mesh from the rig) and those are "tag_weapons". Any advice?



ADS anim is "broken" on the XMLAR



ASM1 is stuck in the middle of the screen




Same thing with HBRA3, althought less severe.




Even the Barrett is stuck into my face  :P

Somehow, the other MWR weapons I ported (RPD, Dragunov and the M60) looks perfect...
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Some guns have bugs relating to aiming and holding them.
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Alright, what would be the fix? :P
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I actually don't know but i have experienced with the bug.
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the textures for the hbr and xmlar look a little weird
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You haven't set ads anims
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Uhh, I have setup ADS anims in APE and enabled ADS.

JDCobra, I think I placed a normal map by accident on the occlusionmap on the HBRA3 :P Didn't do that on the XMLAR- There's a "mask" texture I haven't applied to it, is that some kind of gloss map?
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no the mask should be the camo mask for putting camos on the gun... Have you made sure you used the correct texture for the color map though?
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Yes, those are correct ;) I haven't used the camo mask on any of my ported weapons.

Are there normal maps called "wet" for the rainy textures? I haven't used those
Last Edit: March 20, 2017, 08:46:47 pm by GKID7891
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Are you using the wet texture for it?
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No, but my teacher said it was some problems with the normal/bump maps :P  Also, I used an old SETool plug-in, ver 1.0 rather than DZxTPorter's 1.5.5  :troll: which messed up the anims  :please:

UPDATE: Yes, the normal maps for some of my guns wasn't blue coloured in preview :P
Last Edit: March 29, 2017, 12:18:37 pm by GKID7891
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the textures for the hbr and xmlar look a little weird

He's right, I don't know if this will help you, but I have experienced that weird bumpy texture on certain models where I have changed the geometry on the model in blender/maya, but forgot to re-bake the textures. It happens when raytracing occurs, the rays could be intersecting multiple facets, and therefore projecting artifacts onto parts of the uv map, especially if you're using a high poly model to bake textures for a low poly uv map. I've fixed this in some cases by removing the ambient occlusion channel, or by adjusting the frontal and rear distances in texture bake settings. You may have a completely different issue, but hope it helps anyways.

 
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