Panzerfaust convertion


Dying Robot
12-14-2004, 06:35 PM
I was wondering if someone would like to help me out to convert cheeto's panzerfaust so that I can use it for the germans.

I tried but to no prevail.

Tried renaming the files to replace the german counterpart for the piat, but didn't work. So if it require any extensive .qc edits I could use some help.

Thanks in advance.

The file can be found under PIAT replacements on DoDEC.

soobin
12-14-2004, 06:53 PM
nah im afrain u cant convert the faust to use of shreck
cos chheto's panzerfaust's rocket fires from front but panzershreck's rocket fires from rear

Disciple
12-14-2004, 09:27 PM
*blink blink*

This can't be as simple as I think it is.... can it?

Rename the model from v_piat to v_panzerschreck.

:rolleyes:

(Or am I missing something?)

Guyver
12-14-2004, 10:00 PM
Originally posted by Disciple

(Or am I missing something?) Yeah,the part where he said he tried that and it didn't work.:p

Trp. Jed
12-14-2004, 11:03 PM
I think the PIAT has fewer anims and in a different order from the 'shrek.

You'd need to check but if thats the case you'd need to decompile them both and make the relevant edits.

*update* yeah, just checked. PIAT has 13 anims vs 8 for the shrek because you dont see if the shrek is loaded or not in the model.

You could make it work if you decompiled it and tweaked the QCs.

Dying Robot
12-15-2004, 12:50 AM
Oh, I see. This brings me to another question then. Anyone who knows how to fix what jed talked about and who is willing to do so out there?

....I'm not very good at those qc edits. The only thing I've managed to do is change origins.

But according to you jed it is possible, am I correct?

Trp. Jed
12-15-2004, 01:00 AM
In theory you should just have to make replace the shrek QC with the PIAT QC but retain the sequences section as is.

Off the top of my head...

Dying Robot
12-15-2004, 05:02 AM
retain the sequence section in the piat qc
or in the schreck qc?

If you could just shed some light on that I will give it a shot.

thanks for your time

Trp. Jed
12-15-2004, 05:41 AM
Well the panzerfaust is a replacement for the PIAT right? Because the PIAT has an open top, it requires more animations to show the launcher with and without a rocket loaded. The Panzershrek on the other hand doesnt as its a fully enclosed projectile so it doesnt need the "empty" anims.

So, the PIAT has 13 anims and the 'shrek 8...

- Decompile the PanzerFAUST model into a folder.
- Decompile the PazerSHREK into another folder.
- Open the QC from the SHREK and copy the sequences section and use it to replace the sequences section in the FAUST QC.
- Recompile the PanzerFAUST model.

Both models should have animations with the same name so you shouldnt have any problems and by copying the SHREK section to the FAUST you should get the right sequences in the right order.

You should now rename your newly compiled v_piat.mdl to v_panzershrek.mdl and put in in models folder and it *should* work.

Bear it mind this is all off the top of my head and I'm flying blind so you might have to apply to of your own logic to the problem solving but I hope you see the process.

Cheeto
12-18-2004, 07:40 PM
*slips in stealthily*

But the problem I had, Jed, was the reloading issue. Because the Schrek doesn't care whether or not it's loaded, it uses the same anims for everything because you're not gonna see a shell appear inside the barrel. Whereas the Faust would have a round suddenly appear in the chamber, then dissapear again. I think there was some convoluted way everyone was trying to devise of making it work, but the problem was long animations and QC timing issues and bleah bleah and we couldn't ever get it to really work.

*dissapears like a wraith*

Dwin
12-18-2004, 08:50 PM
@Jed

I think you got it the wrong way around. Wouldnt you replaces the sequences of the Panzerschrek with those from the Panzerfaust, because the Panzerfaust has more animations (loaded, empty)?

@Cheeto
Well, if I understand what Jed's instructions will do to the Panzerschrek model (which I dont), it would behave like the PIAT, right? That is, having an animation with the rocket by default, then without one after firing, than with one again after reloading.

...

I'll go try it tomorrow and see what happens.

Cheeto
12-18-2004, 09:00 PM
Originally posted by Dwin
@Cheeto
Well, if I understand what Jed's instructions will do to the Panzerschrek model (which I dont), it would behave like the PIAT, right? That is, having an animation with the rocket by default, then without one after firing, than with one again after reloading.

...

I'll go try it tomorrow and see what happens. No because DoD isn't coded to use more than a certain number of anims per weapon. So the game will use the first 8 animations in the list, and no more after that.

Dwin
12-18-2004, 09:33 PM
I see.

Okay, I think I've thought of a solution. It would require re-animating though.

The idle animation has the rocket loaded and the sight flipped up. Firing it will cause the rocket to disappear from the front of the panzerfaust. The panzerfaust is dropped, and a new one is drawn, with a rocket loaded and the sight up. The reload animation will then show the player simply twiddling around with it.

The problem I see with it though, is that the ammo counter wont show what the model shows, and also, reloading it will disrupt the long firing sequence.

Cheeto
12-18-2004, 09:35 PM
Originally posted by Dwin
I see.

Okay, I think I've thought of a solution. It would require re-animating though.

The idle animation has the rocket loaded and the sight flipped up.

Firing it will cause the rocket to disappear from the front of the panzerfaust. The panzerfaust is dropped, and a new one is drawn, with a rocket loaded and the sight up.

The reload animation will then show the player simply twiddling around with it. That's exactly what we were thinking. ;)

Dwin
12-18-2004, 09:38 PM
Ah, you posted before I finished editing my post!

So, that seems like a reasonable solution. But nobody's done it yet?

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