Sakowski 1 Posted July 28, 2012 Hello, I really have that urge to make a gun I like in ArmA but sadly there is not even one gun like this which is FN FNC, so I have found a tutorial on a site but for OFP which is here http://ofp.gamepark.cz/_hosted/brsseb/tutorials/lesson3/lesson3_a.htm, I wanted to ask is there any recent tutorial in the way this one does or any other tutorial, or is it perhaps impossible to make a weapon in oxygen but import a 3ds file (e.g. from google sketchup, tried, I had one in game but it was in the sky not in the hands...) Thank you.. Share this post Link to post Share on other sites
slatts 1978 Posted July 28, 2012 Best thing to do is to follow that tutorial, The name of the memory points are still the same. You can also just nick them off a arma 1 sample model to save time (just be sure to position them properly! :D ) One new point you will find will be called "eye". This is for weapons with non scoped sights (Iron or red dot) and you must place this in line with the sight. other wise the bullet wont hit where you are aiming. It is possible to make a weapon from Oxygen. I only work in O2 and have made (well not finished :p ) weapons. Good luck :) Share this post Link to post Share on other sites
Sakowski 1 Posted July 28, 2012 so for example if I get a model from google sketchup a gun, exported as 3ds, what scale does the weapon need to be to be normally used in the hands of the person, I have read that I need to find a scale tool but where is that scale tool? what scale does it have to be? When imported what are the main steps?. I tried to do it with the reference picture but when I clicked F6 the faces were not made. Share this post Link to post Share on other sites
b00ce 160 Posted July 28, 2012 (edited) Speaking from experience, it is possible. ;) Basically go with the tutorial, do what it says. It'll put you on the right track. Try to make it as detailed as possible, though. Edit: As for the scale, create an Edit LOD and paste your gun in there. Next, delete your model in LOD 1 and paste a comparable weapon from the sample models in it. Go back to the edit Lod and use Ctrl+Shift+Right click to scale it to the proper size and drag it into the proper position. Once you're done, delete the sample gun and paste your scaled model back into LOD 1. Edited July 28, 2012 by b00ce Share this post Link to post Share on other sites
Sakowski 1 Posted July 28, 2012 (edited) Speaking from experience, it is possible. ;)Basically go with the tutorial, do what it says. It'll put you on the right track. Try to make it as detailed as possible, though. Edit: As for the scale, create an Edit LOD and paste your gun in there. Next, delete your model in LOD 1 and paste a comparable weapon from the sample models in it. Go back to the edit Lod and use Ctrl+Shift+Right click to scale it to the proper size and drag it into the proper position. Once you're done, delete the sample gun and paste your scaled model back into LOD 1. Okay thanks! but last thing I am lost with is "vertex" basically I dont get how it works, I make a point with INSERT, make a new selection name it "konec hlavne" in the Memory LOD at the end of the barrel but how do I connect it? how will the game know it and thats the thing tutorial did not explain on... EDIT: I think im getting it to work slowly. Edited July 28, 2012 by Sakowski Share this post Link to post Share on other sites
slatts 1978 Posted July 28, 2012 If you inherit off a M4A1 in your config, the game will know all about konec hlavne-blah. Share this post Link to post Share on other sites
Sakowski 1 Posted July 28, 2012 (edited) Could anyone send me a makarov config or at least any pistol config? I tried to look in the already released MLOD's but theres no config file for it, I want to make it inherit makarov and then later play with the config making. EDIT: nevermind I got it all. Thanks everyone for the help! Edited July 28, 2012 by Sakowski Share this post Link to post Share on other sites
b00ce 160 Posted July 28, 2012 Any time. The community here is always really helpful. :) Share this post Link to post Share on other sites
Sakowski 1 Posted July 28, 2012 Actually if possible if anyone have m9 or makarov config i would really be happy if someone could send me because I deleted both pbo and folder with the .cpp because I raged quitted and I want to re-do it... Share this post Link to post Share on other sites
slatts 1978 Posted July 29, 2012 This is a extremely handy tool for class names to inherit off, http://browser.six-projects.net/ Heres a basic config to use class CfgPatches { class My_gun //I normally type the folder name here { units[]={"reserve for ammo box}; weapons[]={"My_gun"}; requiredVersion=1.00; requiredAddons[]={}; }; }; class cfgAmmo { class B_9x18_Ball; class my_round: B_9x18_Ball { hit = 12; //damage }; }; class CfgMagazines { class 8Rnd_9x18_Makarov; class My_magazine_name : 8Rnd_9x18_Makarov { displayName = "Mag"; picture = "\folder\data\mag_icon.paa"; ammo = "My_round"; count = 5; //amount of rounds in a mag initSpeed = 30; }; }; class CfgWeapons { class M9; class My_gun: M9 { model="\folder_name\model_name.p3d"; picture="\folder_name\data\gun_icon.paa"; uiPicture="\misc\iPistole.paa"; displayName="My Gun"; memorypointcamera = "eye"; magazines[]={"My_magazine_name"}; }; }; Share this post Link to post Share on other sites
Sakowski 1 Posted July 29, 2012 This is a extremely handy tool for class names to inherit off, http://browser.six-projects.net/Heres a basic config to use class CfgPatches { class My_gun //I normally type the folder name here { units[]={"reserve for ammo box}; weapons[]={"My_gun"}; requiredVersion=1.00; requiredAddons[]={}; }; }; class cfgAmmo { class B_9x18_Ball; class my_round: B_9x18_Ball { hit = 12; //damage }; }; class CfgMagazines { class 8Rnd_9x18_Makarov; class My_magazine_name : 8Rnd_9x18_Makarov { displayName = "Mag"; picture = "\folder\data\mag_icon.paa"; ammo = "My_round"; count = 5; //amount of rounds in a mag initSpeed = 30; }; }; class CfgWeapons { class M9; class My_gun: M9 { model="\folder_name\model_name.p3d"; picture="\folder_name\data\gun_icon.paa"; uiPicture="\misc\iPistole.paa"; displayName="My Gun"; memorypointcamera = "eye"; magazines[]={"My_magazine_name"}; }; }; thank you slatts! Share this post Link to post Share on other sites
Sakowski 1 Posted July 29, 2012 Uhh I am getting a small problem with the cfgAmmo This is the cfgAmmo from the gun class CfgMagazines { class 8Rnd_9x18_Makarov; class 10Rnd_Mauser : 8Rnd_9x18_Makarov { displayName = "Mauser C96 10Rnd Clip"; picture = "\mc96\data\clip.paa"; ammo = "7.63×25mm Mauser"; count = 5; //amount of rounds in a mag initSpeed = 30; }; }; What am I doing wrong? Share this post Link to post Share on other sites
slatts 1978 Posted July 29, 2012 One thing that stands out is the ammo= ""; line, can I see your cfgAmmo please? Share this post Link to post Share on other sites
Sakowski 1 Posted July 29, 2012 One thing that stands out is the ammo= ""; line, can I see your cfgAmmo please? Oh I got the wrong cfg: class cfgAmmo { class B_9x18_Ball; class M_9x18_Ball: B_9x18_Ball { hit = 15; //damage }; }; Share this post Link to post Share on other sites
slatts 1978 Posted July 29, 2012 You see in your ammo = ""; line in cfgMag you have this "7.63×25mm Mauser" it should be ammo = "M_9x18_Ball"; Ammo in the mag line tells the game that the bullet that is in this mag is X bullet. You aren't telling the player the ammo is 7.63×25mm Mauser. You are telling the game/program that the bullet is M_9x18_Ball Share this post Link to post Share on other sites
Sakowski 1 Posted July 29, 2012 You see in your ammo = ""; line in cfgMag you have this "7.63×25mm Mauser"it should be ammo = "M_9x18_Ball"; Ammo in the mag line tells the game that the bullet that is in this mag is X bullet. You aren't telling the player the ammo is 7.63×25mm Mauser. You are telling the game/program that the bullet is M_9x18_Ball Oh I see! thanks! Share this post Link to post Share on other sites