Mod ModMakers to make her work in T3D beta!
by Sean Rice · 03/11/2010 (10:52 am) · 15 comments
This will show you how to convert ModMakers weapons pack over to T3D beta. This will provide all functionality for the weapons including weapon mode and sniper. I also have a complete fix of all the sound files in the pack. The original sound file pack was a horrible mix of Unix Audio files that were corrupted. Unusable in the format provided, I went through the effort to fix, convert and correct all of the sound files. I have also added some of my own files which were collected from various free sources on the web. I will supply them here, but will remove them at first request (not sure about the sharing of these fixed files, they are NOT the original files that were sold with the pack) All audio files are submitted in ogg format.
www.filefront.com/15802675/sounds.rar
Load game/scripts/client/modMakerWeapons.cs and game/scripts/server/modMakerWeapons.cs as normal, exec them in client/init.cs and server/game.cs.
edit game/scripts/client/default.bind.cs and from the MMWeaponEditor/docs/starter.fps/client/scripts/default.bind.cs copy the functions function switchMode(%val) and function switchZoom(%val) and the two movemap binds below them into your file. You will also need to add the key to use the m16 (or other weapon) Look for
and change it to
STOCK VS TEAMS code change (I don't have this in stock, someone let me know if this is the wrong location)
(This is in the Teams Implementation www.torquepowered.com/community/resources/view/19447)
In game/scripts/server/game.cs add the following line to the bottom of Function Gameconnection:createPlayer just before the last closing }
Stock T3D the same line will go into the game/scripts/server/gameCore.cs in the package GameCore in function GameConnection::spawnPlayer before the closing bracket of this function.
Edit art/datablocks/player.cs and add this to the bottom of the datablock PlayerData(DefaultPlayerData) just before the closing }; Substitute the weapon name for the weapon your loading from MM
Edit art/gui/playGui.gui and add the following to the file before the last closing };
Manual process to convert the weapons files
Create your weapons in the ModMaker program and edit your weapon CS files that were created.
Open each cs file created and replace
Automatic methods of converting the weapons files.
NOTE: The conversions below ONLY convert the weapons file, you must do all of the other work manually.
To use SED for the conversion you can supply this command (this is the same command that is used in the conversion program below)
You can also use the scripts that I created for exactly this purpose. I packaged it and you can grab it here.
www.filefront.com/16505009/mmconverter.rar
MM Converter usage:
Create your weapons as normal in MM, copy the export folder to the directory where the MM Converter is stored. Double click the MM Converter, it will extract the conversion scripts, execute them and then exit when completed. You can then copy the MM weapon scripts over and EXEC them as normal. They will have all of the correct paths for T3D Beta at that point.
Oh and yes, that WAS a horrible pun!
When completed, You should have converted your weapons scripts over to T3D Beta and all of the ModMakers stuff should be functional. Watch the video for the stuff in action!
www.filefront.com/15802675/sounds.rar
Load game/scripts/client/modMakerWeapons.cs and game/scripts/server/modMakerWeapons.cs as normal, exec them in client/init.cs and server/game.cs.
edit game/scripts/client/default.bind.cs and from the MMWeaponEditor/docs/starter.fps/client/scripts/default.bind.cs copy the functions function switchMode(%val) and function switchZoom(%val) and the two movemap binds below them into your file. You will also need to add the key to use the m16 (or other weapon) Look for
moveMap.bindCmd(keyboard, "1", "commandToServer('use',"RocketLauncher");", "");and change it to
moveMap.bindCmd(keyboard, "1", "commandToServer('use',"RocketLauncher");", "");
moveMap.bindCmd(keyboard, "2", "commandToServer('use',"m16");", "");STOCK VS TEAMS code change (I don't have this in stock, someone let me know if this is the wrong location)
(This is in the Teams Implementation www.torquepowered.com/community/resources/view/19447)
In game/scripts/server/game.cs add the following line to the bottom of Function Gameconnection:createPlayer just before the last closing }
Stock T3D the same line will go into the game/scripts/server/gameCore.cs in the package GameCore in function GameConnection::spawnPlayer before the closing bracket of this function.
initModMakerWeapons(%player);
Edit art/datablocks/player.cs and add this to the bottom of the datablock PlayerData(DefaultPlayerData) just before the closing }; Substitute the weapon name for the weapon your loading from MM
maxInv[m16Ammo] = 100; maxInv[m16] = 1;
Edit art/gui/playGui.gui and add the following to the file before the last closing };
new GuiCrossHairHud(guiCrosshair) {
bitmap = "./crossHair";
wrap = "0";
profile = "GuiDefaultProfile";
horizSizing = "center";
vertSizing = "center";
position = "496 368";
Extent = "32 32";
MinExtent = "8 8";
canSave = "1";
Visible = "1";
damageFillColor = "0.000000 1.000000 0.000000 1.000000";
damageFrameColor = "1.000000 0.600000 0.000000 1.000000";
damageRect = "50 4";
damageOffset = "0 10";
};
new GuiBitmapCtrl(guiScope) {
AnchorTop = "1";
AnchorBottom = "0";
AnchorLeft = "1";
AnchorRight = "0";
bitmap = "";
wrap = "0";
profile = "GuiDefaultProfile";
horizSizing = "relative";
vertSizing = "relative";
position = "0 0";
extent = "1024 768";
minExtent = "8 8";
visible = "1";
};Manual process to convert the weapons files
Create your weapons in the ModMaker program and edit your weapon CS files that were created.
Open each cs file created and replace
~data WITH art /server/scripts WITH scripts/server client/ui WITH scripts/gui starter.fps/data WITH art AudioProfile WITH SFXProfile
Automatic methods of converting the weapons files.
NOTE: The conversions below ONLY convert the weapons file, you must do all of the other work manually.
To use SED for the conversion you can supply this command (this is the same command that is used in the conversion program below)
sed -i -e "s*~/data*art*g" -e "s*/server/scripts*scripts/server/*g" -e "s*/client/ui*scripts/gui*g" -e "s*starter.fps/data*art*g" -e "s*AudioProfile*SFXProfile*g" filename
You can also use the scripts that I created for exactly this purpose. I packaged it and you can grab it here.
www.filefront.com/16505009/mmconverter.rar
MM Converter usage:
Create your weapons as normal in MM, copy the export folder to the directory where the MM Converter is stored. Double click the MM Converter, it will extract the conversion scripts, execute them and then exit when completed. You can then copy the MM weapon scripts over and EXEC them as normal. They will have all of the correct paths for T3D Beta at that point.
Oh and yes, that WAS a horrible pun!
When completed, You should have converted your weapons scripts over to T3D Beta and all of the ModMakers stuff should be functional. Watch the video for the stuff in action!
About the author
http://www.hngamers.com
#2
03/12/2010 (12:41 pm)
Most of the "bugs" are still there, this was just a way of getting them to work inside of T3D. I am trying to identify the last few bugs that are there and squash em. They are, starting without a crosshair for the default weapon and the gun acting like it is reloaded (shooting with no ammo).
#3
Other then that and a few minor script changes ... this resource works well.
05/03/2010 (3:22 am)
Don't forget to convert your Audio files to mono in order for them to work.Other then that and a few minor script changes ... this resource works well.
#4
05/03/2010 (4:55 am)
Quinton, mind popping up the script changes you made? All of the sounds on here should be mono already? Let me know if not and I will reconvert them.
#5
Awesome resource again BTW ... love using the ModMaker Weapons. :)
05/04/2010 (1:15 am)
Sure ... I will pop the script changes up when I get a moment ... I will also drop you a list of the files that I had to convert. :)Awesome resource again BTW ... love using the ModMaker Weapons. :)
#6
05/04/2010 (6:00 am)
that would be great, I will switch the files that were not converted correctly and re-upload.
#7
05/21/2010 (2:02 am)
Awesome thanks so much but the mmconverter link is dead please update
#8
05/21/2010 (6:13 am)
Re-uploaded the converter to FF, right above the link for the converter is a the SED command that the converter runs in order to do the conversions.
#9
i opened the files afterwards and the file remain unchanged? any ideas?
05/21/2010 (2:20 pm)
Thanks I got the converter I placed it on my desktop and put to test it the m16.mmw folder into the export folder in mmconverter and all that is generated is a file on the desktop called mm which is a blank file documenti opened the files afterwards and the file remain unchanged? any ideas?
#10
05/21/2010 (2:24 pm)
The txt file is a log file of the operation, if its blank it means it completed the processing of all files inside the export folder. Look at the script files now and you should see that all of the paths are corrected based upon the MM paths for T3D. The scripts should be ready to drag and drop into the server folder and exec.
#11
http://s790.photobucket.com/albums/yy183/rob1250/?action=view¤t=112.png
05/21/2010 (2:49 pm)
Unfortunatley for me it has not worked heres a screenshothttp://s790.photobucket.com/albums/yy183/rob1250/?action=view¤t=112.png
#12
http://s790.photobucket.com/albums/yy183/rob1250/?action=view¤t=112-1.png
05/21/2010 (2:54 pm)
ignore that 1 this is the correct link sorryhttp://s790.photobucket.com/albums/yy183/rob1250/?action=view¤t=112-1.png
#13
You can try running this version which is extracted. Run fix-MM.cmd which parses the directories and begins the process. processing.bat is the actual conversion script and sd.exe is the GNU version of SED renamed for ease of use.
Also if your on Vista/7 make sure UAE is turned off or that you run this as an administrator. You may also want to copy this to the C: drive and not run it from the desktop.
www.filefront.com/16509379/fix.rar
05/21/2010 (4:33 pm)
Sounds like your issue is with SED not running properly, I have noticed this before with a few machines but have never figured it out. You can try running this version which is extracted. Run fix-MM.cmd which parses the directories and begins the process. processing.bat is the actual conversion script and sd.exe is the GNU version of SED renamed for ease of use.
Also if your on Vista/7 make sure UAE is turned off or that you run this as an administrator. You may also want to copy this to the C: drive and not run it from the desktop.
www.filefront.com/16509379/fix.rar
#14
05/21/2010 (5:56 pm)
ive decided since neither of those two files work to do it manually i did everything in the tu but as i go to load the editor it seems not to be able to load any more it gets to "LOADING OBJECTS" then no more the actual program is not "not responding"
#15
www.filefront.com/16505009/mmconverter.rar is a dead link
and
www.filefront.com/16509379/fix.rar is a dead link
all of them yield the following message:
Oops! An unexpected error (-1) has occurred.
If this problem persists or you need further assistance, contact support.
If this problem persists, please contact support.
12/03/2010 (3:23 am)
www.filefront.com/15802675/sounds.rar is a dead linkwww.filefront.com/16505009/mmconverter.rar is a dead link
and
www.filefront.com/16509379/fix.rar is a dead link
all of them yield the following message:
Oops! An unexpected error (-1) has occurred.
If this problem persists or you need further assistance, contact support.
If this problem persists, please contact support.

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