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A noob adding rifles and six shooters to Dragon Age, insane?


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9 réponses à ce sujet

#1
NinePointThree

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I was thinking about making an American old west period module, and I've got some simple 3D models of a rifle and a revolver in blender. I know it seems odd to use this engine to make a western style game, but I really like BioWare's stuff and the RPG backbone. Obviously the issue is how weapons are handled in the game. The crossbow animation would probably mate up well enough wth a rifle/shotgun, but the six shooters will definitely need a lot of tweaking to get into the game. Not to mention the fact that I'd need all new classes and skill trees.

Before I dig too much into the toolset (I've learned some basics about building levels and using them in my modules) is it possible to add these new types of weapons to the game at all? I've actually got some coding background, so making my own scripts probably wouldn't be a problem. I have very little experience with creating 3D objects and editing textures though. Although I do have my rifle and six shooter models complete. I also enjoy a challenge, but not a crazy one.

So, anyone with some experience modding games like this think this is a feasible thing for me to try to do?

Modifié par NinePointThree, 11 janvier 2010 - 05:24 .


#2
hunharibo

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it wouldnt be a problem. You would need to create custom .ani files, and that is some shady ground yet, although hypothetically chewygumball's max scripts should be capable of making those.

#3
FalloutBoy

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Making a total conversion is a long stretch from having a couple models in blender. I wouldn't attempt such a thing without a team I could depend on. If you want to just make a mod that adds guns to DA, that seems a much more attainable goal. You could even make a gunslinger class, since making new classes and abilities is not difficult.



Making entirely new level artwork, and then making a mod with it is way beyond a single-person project.


#4
NinePointThree

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Making the gunslinger class might be interesting. I suppose it's a start if nothing else. I'm actually dreading trying to mod and texture the clothing in blender. Six shooters would really seem out of place in Ferelden though. Maybe I could add some flintlocks, or a Blunderbuss instead.

#5
ChewyGumball

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Just as an FYI, currently my script should theoretically be able to create animation files, but it will NOT create models which can be animated. There are some issues I have to fix. So, if you wanted to create something from scratch which animates, my script will not be of much use to you yet.

#6
NinePointThree

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Thanks for the hard work on that script ChewyGumball. I'll DL it and check it out. Do I need 3DS Max to use it? I'm stuck with Blender at the moment and don't know how well it imports 3DS files.

If I do go through with my plan I'd probably use mostly humans and possibly undead types. Maybe modify some characters to look vampire-like, (that wouldn't require much) and use the werewolves. It'd be cool to introduce a little bit of a fantastical element to the game. Maybe touch on some Native American legends or creatures.

Sadly, no dragons.

Edit: Checked the readme on the exporter, so myquestion about DAOExporter's compatibility with Blender has been answered.

Modifié par NinePointThree, 12 janvier 2010 - 12:06 .


#7
Guest_Rivaero_*

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are you trying to make like all new levels and stuff too as in a whole new game pretty much? or just classes?


Edit: i read the one post lol, yea it would be a stretch by your self but please post if you end up with a team and overhaul it, western RPGs are sick, anyone ever play wild arms?

Modifié par Rivaero, 12 janvier 2010 - 02:31 .


#8
Clint Rutjes

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I was just thinking about guns in DA earlier for something like a zombie/stalker kind of mod.



I'm wondering tough, is it possible to disable the default unlimited ammo? So the user can only use the weapon if he/she has collected special ammo (in DA fire, ice, etc. arrows wich in my mod would be like armor piercing bullets, etc.).

#9
Clint Rutjes

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Modifié par Clint Rutjes, 13 janvier 2010 - 11:29 .


#10
Clint Rutjes

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Modifié par Clint Rutjes, 13 janvier 2010 - 11:32 .