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Rogue Spear
Mods - DIY Weapons
By Berzerk Psycho
You need to
get the plugin off RS CD. Explore the
Cd and go into the plugins folder. Read the
text file and it will tell u what to do. You
got to make a folder in your PSP directory called
plugins. Then paste the .8bi file into it. Open
PSP and try to open rsb in the data/bitmap folder
of RS. If it doesnt work, youwont be able to
create them either.
Creating
pics of guns. For each type of gun, you
need to create the file pics of it. A .rsb,
a _inv.rsb, and a _inv_lowres.rsb file. You
need to make pic of your gun for each of these
files. They have to be saved under the proper
name and be the right pixel size or they wont
work. You can find the right pixel size by opening
up another pic of a gun and do view image info.
Make sure your pic is the same size. Open .inv
+ .inv_lowres of other weapons for the pixel
size.
- Primary weapon = 237 X
73 pixels.
- secondary weapon = 115
X 69 pixels.
Save all 3 in Data/Bitmap
folder.
Go into RS editor and
click "Tools", "Weapon Editor" Click new and
type the name of your gun, put pw for primary
or sw for secondary. Don't INCLUDE .wpn at the
end, you can compare the statistics a gun that
is already made.
- Stopped and shuffle accuracy
should be below should be under 1.00
- Walk + Walk fast should
be under 8.
- The accuracy change + time
should be low! These do not apply to a sniper!!!
Make the accuracy higher refer to the Barrett
Zoom 1 should be around 5 (10 if sniper)
- Zoom should be around 10
or 20 depending on what the first one was.
- Muzzle flash can be as
much as u want!
- The "Planning Bitmap" should
be the .inv version of your weapon.
- The inventory should be
act_inv_rifle.bmp unless it is a secondary.
Secondary = act_inv_secondary.
- The model is whatever
you want your gun to look like from 3rd person.
Position of gun tip doesn't matter copy it
from another gun.
- The reticule type is easy,
and the type of bullet doesn't matter unless
u have a .50 cal, secondary or a shotgun.
Snipers should have 50AE, secondary should
have 9mm or .40AE.
- The flags are what you
want the gun to do. Probably include single,
3, and full auto. Don't make it silenced or
it will get messed up.
- Rounds are simple, rate
of fire means higher=faster. Don't worry about
shotgun spread.
- You have to make sounds
for each flag. Try all different sounds. Don't
include an end shot.
- Motion types for a primary
= long arm, sub-machine gun, and long arm.
For a secondary, change everything to pistol.
After all this, you are finally
done with this part.
Primary.itm file -
located in Data/kit. Before going in, go to
properties then uncheck "Unread only" The gun
should be called what you named it in the Rsedtor.
. In your .wpn file, make sure the gun is named
the same thing at the top. You will need to
add your gun here with all the following things
like this file. Also, at the top of the file,
their is a total number of weapons, change whatever
the # of weapons and add 1 more to it for every
gun you make.
The .txt file is a description
for the gun in the planning phase. I'll tell
you how to make one later. Place this paragraph
at the bottom. To make it easier copy the last
gun (a shotgun) and change the info below.
- Change the top number
to one greater.
- Put the name of the gun
in parentheses.
- The .bmp file is the pic
used in the planning phase in kit selection.
- Keep number of frames
= to 1
- The .wpn file must be the
same as what u saved the gun as in RS editor
- # of mags= however much
u want to pack!
- game type = 0 so u can
use if in single+multi player
- # of ammo types= however
many you want to put ammo
- file types= copy other
ammos from other weapons in the primary.itm
file and just paste them there. Make sure
how ever many types u have is equal to the
# of ammo types u put.
EXAMPLE AS FOLLOWS: // 25
"M76" "pw_LBm76.txt" // Description Filename
"PWLBm76.bmp" // Picture Filename 1 // Number
of Frames "pw_LBm76_rs.wpn" // Weapon Filename
5 // Number of Magazines 1 // Game Type (0=All,
1=SP, 2=MP) 2 // Number of Ammo Types "762x54(FMJ).amo"
// Ammo Type Filename "762x54(JHP).amo" // Ammo
Type Filename r6_string_table.txt
This is a pain to deal with
so just make sure u don't include ST_EQP before
the name of your gun in the primary .itm. .wpn
file – located in the data/kit folder Open up
the weapon file and at the top, change the ST_EQP_Barret
to the NAME OF GUN the primary.itm .txt file
– located in data/text/kit/english folder.
Create a new text document
and name it the same as you did in the Rseditor.
Be sure to include the pw_ at the beginning
and .txt at the end. You see this in the planning
phase of the game, when you click on the weapon.
you can write whatever you want here, it can
be serious or not. It doesn't matter. You should
include the name, and a description of your
gun.
Sept. 2000
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