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Delta Force Anything to do with the Delta Force series of games, DF1, DF2, LW, TFD, BHD, DFX, AF etc.

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  #1  
Old 09-30-2008, 03:48 PM
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what file renames DEF commands

Example: The m24 3DI model is called M24_1st.3di but yet in the Weapon.DEF it is assigned a model called M24_1st.

Same thing with the gun sounds. in the Weapon.DEF the name of the M4 gun shot sound is GS_M4 but the actual WAV file it plays is called M4_C.wav.

and as good ol Crispy showed me that the Game.LWF is what renames the M4_C.wav to GS_M4 that is then read by the Weapon.DEF which in turn gives you that bang in the game when you press on the mouse thingy.

so as I suspect it is the same with the 3DI models.

so the question is....... does any1 know what file it is that renames M24_1st.3di to just the M24_1st which is read by the weapon.DEF???????

Thx for any help.
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  #2  
Old 09-30-2008, 07:47 PM
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You didn't provide a very good example as M24_1st.3di you said, in WEAPON.DEF it was M24_1st?

The .3di names stay the same anyway mate. If I had a gun called "G36_1st.3di" in WEAPON.DEF it's going to be "G36_1st", right?

It stays the same. Just take off the .3di extension in the .def as you don't need it.

Pretty simple, huh.
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  #3  
Old 09-30-2008, 08:39 PM
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well you see I was experimenting and I tried to add a new weapon (m9 Beretta).......

I added both of its 3DI files (1st and 3rd person) and it's textures.

when I replaced MK23_1st with M9_1st it didn't show up in the game... so I figured there was more to it...... and yes I made sure it was all typed in correctly. but it still didn't work.

and just to let you know I'm not adding a new weapon exactly I'm just replacing the mk23 model with the m9 3D model......... just messing around with it trying to figure the dern thing out.

I'm still learnin'..... but now I'm just gettin' stuck.
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  #4  
Old 09-30-2008, 09:09 PM
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Well what happened in the game when you replaced it?

Also, try renaming the M9 to "mk23_1st" and see what happens in-game.
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  #5  
Old 10-01-2008, 07:40 AM
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"Also, try renaming the M9 to "mk23_1st" and see what happens in-game."

Well I didn't replace the MK23s file with the M9s file. I simply placed the textures and the 3DI files in the DFX directory with the same name they were from JO when I extracted them from the PFF files which is "M9_1st.3DI".


"Well what happened in the game when you replaced it?"

Nothing....... that's the whole problem. when I switch to the mk23 all it shows is the players arms stretched WAAAAAAAAAY out in front of him LOL he's reachin' for da stars.
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  #6  
Old 10-01-2008, 12:26 PM
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ok never mind I found the prob...... LOL how did I not see that. I was replacing the animation and not it's model. (See example below)


animadm M9_1st

gfx1 Mk23_1st
gfx1a armsG
gfx1b armsGb
gfx3 MK23_3RD
pos -76 -50 -170 0 0 0
tpos -76.00, -12.90, -145.00, 359.900, 356.150, 000.000

==================================================

so I replaced the right one and it worked but how do I get it's animation file?

what file do I need to add to give the model it's animations?

I need to know this because I'm planing on adding the P90.... and I know the P90's animation file isn't in DFX.

Thanks Bro!!!!!!
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  #7  
Old 10-01-2008, 03:52 PM
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When putting new weapons in from JO, make sure that the arm positions are correct too. Copy and paste that over from JO.

In the SO mod we have all JO's weapons, so for the P90 the .adm file is "P90_1st"...

Here's our entry:

Code:
weapon "WPN_P90AUTO"	
	category 		3
	rank     		38
	statid 			344

	teamfilter		blue
	teamfilter		red			
	
	charfilter		rifleman
	charfilter		gunner

	loadout_selectable	1	
	loadout_subclasses	1	

	maxclips		8			
	clipweight		0			
	weaponweight		0		

	round_type		"AMMO_MP5_10MM"
	ammoclass		CLASS_P90	1

	loadout_menu_icon	M_P90.tga
	loadout_menu_textid	WEAP_SHORT_P90
	loadout_menu_ttdesc 	WEAP_DESC_P90
	weapon_class		primary

	attack_anim	 	0		
	special_hold 		6		
	clipsize		50
	startrounds		400
	error 			0.024 0.2 0.25 0.024 0.04 0.063
	targetpitchmax  	22				
	targetpitchmin  	50				
	targetyawrange  	120				

	ammobucket		2
	launchuserpoint 	bullet
	stability		0 0 0
	flags 			auto
	flags 			Sighted
	flags			ShowRange		
	flags			whileSwimming			
	scope_max_zero 		10 100 200 0		
	scope_max_mag		4			
	scope_min_mag 		2			
	stability		0 0 0
	run_anim		0

    	sights  P90_irn.tga   128  0 895 767 blend
	sights  P90_pip.tga   384  256 639 511 blend


	crosshair 		coma20mm.tga
	hudicon 		H_P90.tga
	hudclipgfx 	 	0  0		H_clip.tga			
	hudrndgfx	 	7  0 7 0 3	H_round.tga	    

	animadm 		P90_1st

	gfx1 			P90_1st
	gfx1a 			armsG
	gfx1b 			armsGb
	gfx3 			P90_3RD
  	pos  			-11.71, 29.99, -183.00 4.000, 7.500, 356.750
	tpos  			-44.98, 44.05, -162.00 359.500, 1.250, 3.750

	action "idle"
		delayend			auto
		anim				anim_wpn_idle
		function			wpn_std_idle
	end	
// modified by BLACKJACK33-WTF and JET-WTF
	action "emptyidle"
		delayend			auto
		anim				anim_wpn_idle
		function			wpn_std_idle
	end	

	action "fire"
		delayend			5 \\auto
		soundsetend			GS_P90
		anim				anim_wpn_fire
		function			wpn_std_fire
		particle			Effect_MP5MF
		particleuserpoint		mflash01
	end

	action "recoil"
		delayend			0
		anim				anim_wpn_recoil
		function			wpn_std_recoil
		particle			Effect_BrtaBCasing
		particleuserpoint		bcasing
	end

	action "reload"
		delaystart			60
		delayend			auto
		soundset			GF_P90_RL
		anim				anim_wpn_reload
		function			wpn_std_reload
	end

	action "empty"
		delaystart			0
		delayend			auto
		soundset			DRY_P90  
		anim				anim_wpn_empty
		function			wpn_std_empty
	end

	action "switchto"
		delaystart			1
		delayend			1
		anim				anim_wpn_switchto
		function			wpn_std_switchto
		soundset			GF_P90_ST
	end

	action "switchfrom"
		delaystart			1
		delayend			1
		anim				anim_wpn_switchfrom
		function			wpn_std_switchfrom
		soundset			GF_P90_SF
	end

	action "switchrank"
		delaystart			1
		delayend			1
		anim				anim_wpn_switchrank
		function			wpn_std_switchrank
	end
end
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  #8  
Old 10-01-2008, 06:26 PM
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ok cool, thanks!!!!!

Now for the hard part........

How do I rename it? well I pretty much know how but I can't get it to work.

I was experimenting with the "Gametext.bin" a I attempted to rename the SAW.

just as an experiment, I tried to rename it to something like "Machine gun". (see below)

WEAP_SHORT_SAW = "Machine gun";

I saved it, converted it back to a Bin file with the EXACT same name and placed it in my DFX directory, but it didn't work. it's still the same name as before.

below is the DEF command from the SAW.
_______________________________________

loadout_menu_textid WEAP_SHORT_SAW
_______________________________________


I've been trying to figure the dern thing out for so long but now I give in......... tell me what you know lol. I'm about to the point of jamming pencils down my ears, gashing out my eye balls and yankin' me hair out!!
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  #9  
Old 10-01-2008, 06:56 PM
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Have you run the /d on your command line?

Technically without the /d, some files will still work when dropped in the directory, but run the /d to do all of 'em.
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  #10  
Old 10-01-2008, 08:55 PM
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"Have you run the /d on your command line?

Technically without the /d, some files will still work when dropped in the directory, but run the /d to do all of 'em."

uuuuuuuummmmmm example????????? lol.
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  #11  
Old 10-01-2008, 09:19 PM
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I'm assuming you haven't ran the /d then, since you asked that question, lol.

Okay, right-click your DFX shortcut, go to "Properties", and in the target line area, add (space)/d - for example, my target line is this:

"C:\Games\NovaLogic\Delta Force Xtreme\dfx.exe" /d

Here's a picture:



Duplicate your DFX shortcut if you want, so you have a normal version, and a /d version.

Make sure when you're playing online you don't use /d with modded files or you could get punted. I actually did it a few times in a Nova server and luckily didn't get banned... lol.

And like said before, even without the /d, some modded files will still run. /d makes them all run.
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  #12  
Old 10-02-2008, 07:55 AM
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ok well that works as far as renaming but it kinda made things a little screwy. for some reason in the weapon list all of the weapons have been doubled. lol there is two of each weapon. one can be used and the other can't.

and the saw is missing........ I think I might know the prob.

I'd hate to bother you about it....... just let me play around with and if I'm still stuck in the mud I'll just let you know.

Thanks a lot man!
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  #13  
Old 10-02-2008, 03:27 PM
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Those problems of course would be probs you've made lol, not the /d.

If all else fails, get some fresh stock .defs, and use the screwed up .defs to help you build the new .defs.
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  #14  
Old 10-03-2008, 10:01 PM
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LOL yeah I know. I think it's something I did a long time ago. I have to start remembering everything I doo to this game haha.

anyway. thanks a lot man..... I hope I didn't trouble you too much.
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Old 10-03-2008, 10:45 PM
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NPs mate.
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