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I don't know if you were going for realism, but I noticed that you've been (to some degree) defending your setup. If you want to, let's chat about it. I like to keep it friendly, though I do ask that you're open minded towards criticism. Let me know if you're interested.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=416118634
If you try to look at meshes of re-worked projects using umodel, you will notice that you can't see the meshes. Why? That's because the rename method was used (and I speak from experience, because I have done that myself)
When we run custom servers, we run it with all of the weapon classes in one .u package, instead of linking it to multiple weapon packages. Also, when you use KFEd's rename method on meshes to combine files, you can actually cause it to lead to players randomly crashing when it's running since the LOD's will be missing from the meshes. In addition, we combine the file into a .ukx FOR a reason because we want to lower the number of weapon packages as much as possible... If you still don't get it, feel free to add me or Forrest and we can further explain why we are stressing this fact.
You wouldn't need to combine the .u, just move the non-script parts into a new/existing package via KFEd's Rename (which admittedly gives mixed results on meshes). In this way, the resources exist in a separate file, and if saved after this the original .u file will think to look there for them. The unrealscript from the .u could then be decompiled, and, after changing the scripts' references to the new resource file, recompiled into or with existing custom stuff. No rebuilding necessary beyond 20 minutes of unrealscript.
@Verhotur: Glad you like it.
http://forums.tripwireinteractive.com/showthread.php?t=76186
Could you please elaborate?