como instalar as armas:
1:) Abra Spark, abrir o weapons.img."C:Arquivos de programas/Rockstar Games/Grand Theft Auto IV/pc/models/cdimages/weapons.img"
2:) Importe w_pumpshot.wdr e w_mp5.wdr, escolha a textura da arma "Artic ou Normal"
e depois salve.
3:) Abra o anim:"C:Arquivos de programas/Rockstar Games/Grand Theft Auto IV/pc/anim/anim"
4:) Importe os arquivos: gun@baretta.wad e gun@mp5k.wad, e depois salve.
5:) se divirta
English:
1:) Open Spark weapons.img. "C:/Profram Files/Rockstar Games/ Grand Theft Auto IV/pc/models/cdimages/weapons.img"
2:) w_mp5.wdr and w_pumpshot.wdr Import, choose the texture of the gun "or Normal Artic"
and then save.
3:) Open the anim: "C:/Program Files/Rockstar Games/Grand Theft Auto iv/pc/anim/anim.img"
4:) Import the files: gun@baretta.wad and gun@mp5k.wad, then save.
5:) have fun Vymení to: pumpshot and mp5
Downloady: 1.903
Pridané bolo: 13. august 2011 19:19
Naposledy stiahnuté: 24. máj 2012 16:14 Veľkosť: 3,75 MB
1:) Abra Spark, abrir o weapons.img."C:Arquivos de programas/Rockstar Games/Grand Theft Auto IV/pc/models/cdimages/weapons.img"
2:) Importe w_pumpshot.wdr e w_mp5.wdr, escolha a textura da arma "Artic ou Normal"
e depois salve.
3:) Abra o anim:"C:Arquivos de programas/Rockstar Games/Grand Theft Auto IV/pc/anim/anim"
4:) Importe os arquivos: gun@baretta.wad e gun@mp5k.wad, e depois salve.
5:) se divirta
English:
1:) Open Spark weapons.img. "C:/Profram Files/Rockstar Games/ Grand Theft Auto IV/pc/models/cdimages/weapons.img"
2:) w_mp5.wdr and w_pumpshot.wdr Import, choose the texture of the gun "or Normal Artic"
and then save.
3:) Open the anim: "C:/Program Files/Rockstar Games/Grand Theft Auto iv/pc/anim/anim.img"
4:) Import the files: gun@baretta.wad and gun@mp5k.wad, then save.
5:) have fun Vymení to: pumpshot and mp5
| Hodnotenie: | |
| 5,92/10 - 13 hlasov |
Pridané bolo: 13. august 2011 19:19
Naposledy stiahnuté: 24. máj 2012 16:14 Veľkosť: 3,75 MB



























good job on the shot gun it looks amazing(:
Open weaponinfo.xml, and replace the entries for the Baretta with this:
<weapon type="BARETTA">
<data slot="SHOTGUN" firetype="INSTANT_HIT" damagetype="BULLET" group="SHOTGUN" targetrange="125.0" weaponrange="175.0" clipsize="32" ammomax="999" timebetweenshots="25">
<damage base="90" networkplayermod="5.0" networkpedmod="1.0"/>
<physics force="27.0"/>
<reload time="2000" fasttime="1100" crouchtime="2000"/>
<aiming accuracy="0.65">
<offset x="0.14" y="1.0" z="0.55"/>
<crouchedoffset x="0.15" y="1.0" z="0.05"/>
<reticule standing="1.0" ducked="1.0" scale="0.0"/>
</aiming>
<pickup regentime="480000" ammoonstreet="12"/>
<controller>
<rumble duration="200" intensity="1.0"/>
</controller>
<flags>
<flag>GUN</flag>
<flag>CAN_AIM</flag>
<flag>2HANDED</flag>
<flag>ANIM_RELOAD</flag>
<flag>CAN_FREE_AIM</flag>
<flag>ANIM_CROUCH_FIRE</flag>
<flag>ARMOUR_PENETRATING</flag>
<flag>HIGHER_BREAK_FORCE</flag>
</flags>
</data>
<assets model="w_pumpshot">
<anim group="gun@baretta">
<rates firerate="2.55" blindfirerate="2.55"/>
</anim>
<effects>
<muzzle fx="muz_shotgun"/>
<shell fx="weap_ejected_shotgun"/>
</effects>
</assets>
</weapon>
Then find and replace the entry for the MP5 with this:
<weapon type="MP5">
<data slot="SMG" firetype="INSTANT_HIT" damagetype="BULLET" group="SMG" targetrange="80.0" weaponrange="90.0" clipsize="50" ammomax="999" timebetweenshots="78">
<damage base="30" networkplayermod="3.0" networkpedmod="1.0"/>
<physics force="4.0"/>
<reload time="1666" fasttime="1666" crouchtime="2533"/>
<aiming accuracy="0.55">
<offset x="0.13" y="1.0" z="0.45"/>
<crouchedoffset x="0.11" y="1.0" z="-0.02"/>
<reticule standing="0.75" ducked="0.6" scale="0.3"/>
</aiming>
<pickup regentime="360000" ammoonstreet="90"/>
<controller>
<rumble duration="100" intensity="0.02"/>
</controller>
<flags>
<flag>GUN</flag>
<flag>CAN_AIM</flag>
<flag>SILENCED</flag>
<flag>ANIM_RELOAD</flag>
<flag>CAN_FREE_AIM</flag>
<flag>ANIM_CROUCH_FIRE</flag>
<flag>TREAT_AS_2HANDED_IN_COVER</flag>
</flags>
</data>
<assets model="w_mp5">
<anim group="gun@mp5k" meleegroup1="firearm_core">
<rates firerate="1.65" blindfirerate="1.65"/>
</anim>
<effects>
<muzzle fx="muz_smg"/>
<shell fx="weap_ejected_smg"/>
</effects>
</assets>
</weapon>
These should make the weapons a bit more like what they are supposed to represent. Any suggestions, by all means I'd like to hear them. Hopefully others find my work useful. :)