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CC weapon tutorial


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#1
The Cow King

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Is there a tutorial somewhere about creating custom weapons for NWN2?

I can create the model just fine, but I have absolutely zero clue as to all the specifics (tags, flags, naming conventions, scale, everything) from bringing the weapon from Max -> NWN2.

Actually nvm, found one under everfire forge.

Modifié par The Cow King, 05 avril 2011 - 12:34 .


#2
painofdungeoneternal

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Get on IRC, say hi, lurk there until you can have a conversation with hellfire, ask to be an apprentice paduwan learner, he'll help you get going.

#3
The Cow King

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Anyway, I have some more questions.

Can I have multiple .dds texture files for one weapon? Or do I need one .dds to contain the textures for all the weapon pieces?

What happens if the poly count on my weapon is way over the recommended (~100-1000)? Will the only side effect be a performance hit?

#4
painofdungeoneternal

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Get on IRC longer than a minute and we'd be able to answer you.

Doing things that are not recomended are best done after you've got some experience. From what i understand it should not be the norm, and should be because you don't have a choice.

DDS are set per mdb file, you can use more than one, there are 3 mdb files, but I imagine it's better to just share one so you can use it all.

#5
The Cow King

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I managed to create a cube? :((

/rage

painofdungeoneternal wrote...

DDS are set per mdb file,
you can use more than one, there are 3 mdb files, but I imagine it's
better to just share one so you can use it all.


If I'm making a bow or a crossbow that only consists of one .mdb, can I use multiple different .dds files to texture it?

Also the whole pivot thing on the tutorial is very confusing, it says to change pivot to "center to object", but the crossbow and bow models from the data/models.zip don't have their pivots centered to object.

Modifié par The Cow King, 05 avril 2011 - 01:59 .


#6
The Cow King

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Now I got my model to show up in toolset (with textures), but it's missing some parts as it's composed of 7 different meshes (it's a crossbow).

Only thing I did differently (I think), was that I didn't attach the meshes to each other to make it a one single mesh, and I moved the *hp* dummy objects inside the mesh boundaries. I also did something random with the pivot, but I can't remember what.

Modifié par The Cow King, 05 avril 2011 - 02:27 .


#7
The Cow King

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It's definitely got something to do with having multiple meshes.

I think the one time I got it working, I accidentally didn't select all the meshes, and only clicked one of them (it was the main mesh, hence the missing parts).

So I tried again and it worked flawlessly if I just exported one mesh, and got it working in game and TS.

So my question is, is it possible to somehow have multiple meshes in one .mdb file through somehow linking the meshes in max and/or naming conventions?

Modifié par The Cow King, 05 avril 2011 - 03:47 .