So it occurs to me that now is NOT the time to be getting back into the modelling side of things... but then, as I'm sucking down my fiftieth cup of coffee, it occurs to me that in theory, I wouldn't need to... that work's already been done. The problem is, none of the right stuff is quite in the right places for what I'd like to do:
1) If you could insert a hatchet blade for piece1, and a spear or quarterstaff haft for part two? That's a Danish Axe! Like, the real kind, that cut Normans practically in half at Hastings!
2) If you could take a mace (it'd have to be the right sort here, this is a lot dodgier), and do the same thing onto a middling-sized half, you'd have a Taborite War Flail! (of course, you'd have to make an entry in your weapons 2das if you wanted to create a Gygaxian Footman's Flail, but that's a separate issue - also, it might animate in REALLY goofy ways using the flail rules, but hey, still worth a shot).
3) Put a rapier blade as piece1 onto something like a "warmace" haft, and you've got an Ahlspiess!
4) Same thing with various scimitar parts, and you've got a glaive, a naginata, or a Kwan Do! Or, a short haft, to get a Pa Dao!
Etcetera. Like I said, I've had a lot of coffee. Should be in my nickname somewhere.
It'd be something in the way of redefining where the models go and what they do, and I don't know how to do that.
I've read Qkrch's weapon import/export tutorial, but that's basically about moving stuff into and out of Max, and doesn't (seem) to say what defines which category a given mdb and its dds are used for.
If anybody could sell me a vowel, I'd be totally happy to pay-it-forward and put the results upon the Vault.
EDIT: I know it's got to do with itemclass in baseitems.2da ... but it can't be as simple as just grabbing, oh, w_staff01.mdb and saving a renamed copy as w_greataxe08.mdb, or can it? That seems WAY too easy.
Modifié par Happycrow, 15 février 2011 - 04:20 .





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