blueapples Posted July 12, 2016 Share Posted July 12, 2016 I've created a custom fbx model and imported it, then set it up similar to an existing melee prefab. This is wired up to a pickup object running PickupWeapon.lua, with it's VWep value set to the exported prefab of my custom model. Here are the two prefabs on the scene for visual comparison: These are the settings for the custom prefab root: The original machete prefab had the second rotation value set to 180, but because my model appears to be 180 degree turned, I have it set to 0. The issue I'm running into is that when the pickup triggers, it seems to work -- the weapon is available, pressing fire plays the sound attached to the prefab, etc. But the weapon isn't actually visible: I have tried values between 1-100 for rotation and offset without luck. How should I go about debugging this? I can't inspect the item while it's running so it's hard to know what is setup incorrectly. Quote Link to comment Share on other sites More sharing options...
Angelwolf Posted July 12, 2016 Share Posted July 12, 2016 Try using smaller numbers for your offset. Eg, 0.02 . They are quite finnicky! You may also find it easier to have the fpsplayer start with the weapon as you'll be doing a lot of tweaking to get it right. Quote My Games: Nightmare Prism:::WolfTale:::Dungeon Creeper:::Despair of Ordinary Men:::Piano Simulator 2016:::House (W.I.P) Link to comment Share on other sites More sharing options...
blueapples Posted July 13, 2016 Author Share Posted July 13, 2016 Wow you weren't kidding they are very finicky... finally got something that sort of works though! Obviously needs some work still, but thank you for the tips! Another thing that helped a lot was to make a new map and just wire up the FPSPlayer to the weapon like you suggested. This loads a lot faster than my real map and made tweaking a lot easier. One other thing that helped was to play with the scale value slowly until the model was at least visible, and rotate around the second rotation point by 30 or so degrees at a time to try to find the prefab. Then the rest was just trial and error. I had also started working on a mod for FPSPlayer that would let you make adjustments in the game itself to try to "find" the prefab basically, maybe I'll finish that at some point. 3 Quote Link to comment Share on other sites More sharing options...
Angelwolf Posted July 13, 2016 Share Posted July 13, 2016 Looking good. I think you can also go a decimal point or two smaller for even more precise tweaking, eg 0.002 You will also want to test your weapon for clipping through walls and objects to get the scale and positioning the way you like it. Quote My Games: Nightmare Prism:::WolfTale:::Dungeon Creeper:::Despair of Ordinary Men:::Piano Simulator 2016:::House (W.I.P) Link to comment Share on other sites More sharing options...
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