PLEASE NOTE THAT I AM NOT THE CREATOR OF THESE ASSETS, I AM SIMPLY PORTING THEM OVER TO THE UNREAL ENGINE. ALL ASSETS BELONG TO THEIR RESPECTIVE OWNERS. ALL CREDIT GOES TO THEM.



Ported weapons and weapons being ported:

  • AK47 (ported)
  • Desert Eagle [aka Deagle] (ported)


THIS MOD IS STILL A WORK IN PROGRESS! IT IS NOT FINISHED.

I will upload more weapons in the future, stay tuned. I plan to port them all and polish them too.

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[ v0.1 ] AK47 and Desert Eagle

[ v0.1 ] AK47 and Desert Eagle

Full Version

Here it is! I finally completed the porting process and I'm really happy to announce that it's here! The installation instructions are in the description...

Post comment Comments  (0 - 10 of 15)
orangeboi31638115952
orangeboi31638115952 - - 10 comments

is this mod still in development?

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shadept Creator
shadept - - 26 comments

it was until this war came into my country. i wish to continue and i WILL because i WILL come back home to continue development on all those old projects i did

Reply Good karma+4 votes
wuldorfaeder
wuldorfaeder - - 3 comments

I sent you a message regarding model importing and I was wondering whether you could give it some thought.

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shadept Creator
shadept - - 26 comments

There's a handy blender 2.92 plugin for this. It allows U3D export. Github.com
For starters you could use this along with Steve Tack's deus ex tutorials as he has a mesh import one.

Reply Good karma+1 vote
wuldorfaeder
wuldorfaeder - - 3 comments

No, as in how do you correctly implement the animations in the cs model to the deus ex one. I need some help on that, since i am importing a cs model, and i'm unable to properly get the animations to show in-game.

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shadept Creator
shadept - - 26 comments

That's why I mentioned it. The exporter also exports animations. You can use them in your .uc later. You do that by putting all of your anims on one timeline in blender. There's the STARTFRAME or smth which is the frame of the timeline whete the animation begins and the other is the amount of frames it takes for the animation to end. Say, if your animation begins at frame 20 it will be STARTFRAME=20 and then if it ends on frame 40 the frame count will be 20.

Reply Good karma+1 vote
Viridian1338
Viridian1338 - - 4 comments

this is cool beans, 10 candybars out of 10

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WCCC
WCCC - - 254 comments

Friendly advice: Stop doing this immediately. Clyzm did the whole gig back in the day, and got 9/11'd by the owners of the copywritten work. Historically, this doesn't end well for people.

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shadept Creator
shadept - - 26 comments

Wdym? and im sure things did change since then. i forgot to add credits, hold on

Reply Good karma+1 vote
WCCC
WCCC - - 254 comments

During 2027's development, this whole thing caused a bunch of controversy. Coincidentally, 2027's textures that shipped on their CS nabbed weapons don't use CS's skins, but a CS1.5 mod's skins. Not a coincidence, I am told.

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shadept Creator
shadept - - 26 comments

Well I am porting the original CS 1.6 assets and I added a little notice that I didn't make them, I am simply porting them.

Reply Good karma+1 vote
WCCC
WCCC - - 254 comments

Aight, well, hope it works out now.

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shadept Creator
shadept - - 26 comments

Seems like it did so far. Nice. Also, I might revisit this soon and add an AWP and a knife or something cause the process is way easier now.

Reply Good karma+1 vote
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