I created a weapon in 3ds max and exported with ActorX. If I import the .psk and .psa and the tga texture files into UnrealEd the weapon looks fine. I can't seem to get it to work through my #exec directives in my UnrealScript, though. In game, the models don't show up at all. Also, it seems the IMPORTSEQS=1 property import the sequences, so tried it manually with #exec ANIM SEQUENCE statements. I'm thinking maybe it's not in view and I just need to mess with the scale, position, and rotation. But if looks perfect if I import it into UnrealEd, so I thought that that stuff must be OK.
Here is the code I currently have (it compiles fine):
Here is the code I currently have (it compiles fine):
Code:
class Boomerang extends Weapon
config(user);
#exec MESH MODELIMPORT MESH=Boomerang_1st MODELFILE=Models\boomeranghi.PSK LODSTYLE=10
#exec ANIM IMPORT ANIM=Boomerang_1stanim ANIMFILE=Models\boomeranganim.PSA COMPRESS=1 MAXKEYS=999999 IMPORTSEQS=1
#exec ANIM SEQUENCE ANIM=Boomerang_1stanim SEQ=Still STARTFRAME=0 NUMFRAMES=1 RATE=0.2 GROUP=Default
#exec ANIM SEQUENCE ANIM=Boomerang_1stanim SEQ=Idle STARTFRAME=0 NUMFRAMES=1 RATE=0.2 GROUP=Default
#exec ANIM SEQUENCE ANIM=Boomerang_1stanim SEQ=Fire STARTFRAME=0 NUMFRAMES=9 RATE=0.2 GROUP=Default
#exec ANIM SEQUENCE ANIM=Boomerang_1stanim SEQ=PutDown STARTFRAME=20 NUMFRAMES=11 RATE=0.2 GROUP=Default
#exec ANIM SEQUENCE ANIM=Boomerang_1stanim SEQ=PickUp STARTFRAME=30 NUMFRAMES=11 RATE=0.2 GROUP=Default
#exec ANIM DIGEST ANIM=Boomerang_1stanim VERBOSE
#exec MESH DEFAULTANIM MESH=Boomerang_1st ANIM=Boomerang_1stanim
#exec MESH MODELIMPORT MESH=Boomerang_3rd MODELFILE=Models\boomeranglow.PSK LODSTYLE=10
#exec TEXTURE IMPORT NAME=BoomerangSkin FILE=Textures\boom1.tga GROUP=Skins MIPS=ON FLAGS=2 LODSET=3
#exec MESHMAP SETTEXTURE MESHMAP=Boomerang_1st NUM=0 TEXTURE=BoomerangSkin
#exec MESHMAP SETTEXTURE MESHMAP=Boomerang_3rd NUM=0 TEXTURE=BoomerangSkin
.
.
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defaultproperties
{
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.
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Mesh=mesh'Boomerang.Boomerang_1st'
.
.
.
}