i modelled a sword in max and exported in Unreal Ed.my sword model shows in the Animation Mesh browser.it also shows up in my weapons list.But i am not able to see it in my level . for that i copied the shieldgun pickup code and changed the code in deault prop to DrawType = DT_Mesh instead of DrawType=Dt_StaticMesh.but it did not do the job for me.What should i do so that i can see my sword in the level and later on i should be able to pick it up.
Thanks
the following is the code of my my sword
//code
class sword extends Weapon;
#exec MESH MODELIMPORT MESH=swordMesh MODELFILE=models\sword.PSK LODSTYLE=10
#exec MESH ORIGIN MESH=swordMesh X=0 Y=0 Z=0 YAW=-60 PITCH=-2.3 ROLL=0
#exec ANIM IMPORT ANIM=swordAnims ANIMFILE=models\sword.PSA COMPRESS=1 MAXKEYS=999999
#exec MESHMAP SCALE MESHMAP=swordMesh X=1.0 Y=1.0 Z=1.0
#exec MESH DEFAULTANIM MESH=swordMesh ANIM=swordAnims
// Animation sequences. These can replace or override the implicit (exporter-defined) sequences.
#EXEC ANIM SEQUENCE ANIM=swordAnims SEQ=spup STARTFRAME=0 NUMFRAMES=21 RATE=30.0000 COMPRESS=1.00 GROUP=None
#EXEC ANIM SEQUENCE ANIM=swordAnims SEQ=afire STARTFRAME=21 NUMFRAMES=10 RATE=30.0000 COMPRESS=1.00 GROUP=None
#EXEC ANIM SEQUENCE ANIM=swordAnims SEQ=spdn STARTFRAME=31 NUMFRAMES=19 RATE=30.0000 COMPRESS=1.00 GROUP=None
#EXEC ANIM SEQUENCE ANIM=swordAnims SEQ=fire STARTFRAME=50 NUMFRAMES=11 RATE=30.0000 COMPRESS=1.00 GROUP=None
// Digest and compress the animation data. Must come after the sequence declarations.
// 'VERBOSE' gives more debugging info in UCC.log
#exec ANIM DIGEST ANIM=swordAnims VERBOSE
#EXEC TEXTURE IMPORT NAME=swordTex0 FILE=TEXTURES\sword.tga GROUP=Skins
#EXEC MESHMAP SETTEXTURE MESHMAP=swordMesh NUM=0 TEXTURE=swordTex0
// Original material [0] is [01 - Default] SkinIndex: 0 Bitmap: sword.tga Path: \\netapp\achoura\textures_static meshes\sword
defaultproperties
{
Mesh=swordMesh
DrawType=DT_Mesh
bStatic=False
}
//code
Thanks
the following is the code of my my sword
//code
class sword extends Weapon;
#exec MESH MODELIMPORT MESH=swordMesh MODELFILE=models\sword.PSK LODSTYLE=10
#exec MESH ORIGIN MESH=swordMesh X=0 Y=0 Z=0 YAW=-60 PITCH=-2.3 ROLL=0
#exec ANIM IMPORT ANIM=swordAnims ANIMFILE=models\sword.PSA COMPRESS=1 MAXKEYS=999999
#exec MESHMAP SCALE MESHMAP=swordMesh X=1.0 Y=1.0 Z=1.0
#exec MESH DEFAULTANIM MESH=swordMesh ANIM=swordAnims
// Animation sequences. These can replace or override the implicit (exporter-defined) sequences.
#EXEC ANIM SEQUENCE ANIM=swordAnims SEQ=spup STARTFRAME=0 NUMFRAMES=21 RATE=30.0000 COMPRESS=1.00 GROUP=None
#EXEC ANIM SEQUENCE ANIM=swordAnims SEQ=afire STARTFRAME=21 NUMFRAMES=10 RATE=30.0000 COMPRESS=1.00 GROUP=None
#EXEC ANIM SEQUENCE ANIM=swordAnims SEQ=spdn STARTFRAME=31 NUMFRAMES=19 RATE=30.0000 COMPRESS=1.00 GROUP=None
#EXEC ANIM SEQUENCE ANIM=swordAnims SEQ=fire STARTFRAME=50 NUMFRAMES=11 RATE=30.0000 COMPRESS=1.00 GROUP=None
// Digest and compress the animation data. Must come after the sequence declarations.
// 'VERBOSE' gives more debugging info in UCC.log
#exec ANIM DIGEST ANIM=swordAnims VERBOSE
#EXEC TEXTURE IMPORT NAME=swordTex0 FILE=TEXTURES\sword.tga GROUP=Skins
#EXEC MESHMAP SETTEXTURE MESHMAP=swordMesh NUM=0 TEXTURE=swordTex0
// Original material [0] is [01 - Default] SkinIndex: 0 Bitmap: sword.tga Path: \\netapp\achoura\textures_static meshes\sword
defaultproperties
{
Mesh=swordMesh
DrawType=DT_Mesh
bStatic=False
}
//code