adding a new weapon?
#1
Posté 14 avril 2015 - 08:51
I'm slowly progressing on my module but I would like to add black powder weapons as they'll be an important part of my campaign. I wasn't able to find any that work out of the box but I did find some models on the vault. Unfortunately, I haven't had much luck figuring out how to make them work and my googling hasn't borne fruit.
Can anyone point me towards a tutorial that assumes the reader has the brains of a mollusc? :-D I'm not proud, the clearer and more drool proof they are, the better. Bonus points if I can control the rate of fire, ideally the guns should fire a bit slower than a heavy crossbow.
Thanks!
Matt
#2
Posté 15 juin 2015 - 10:46
Can anyone help? It seems like all the tutorials for adding new weapons of any kind go to broken links. There used to be so many tutorials, now they're all gone. ![]()
-Matt
#3
Posté 15 juin 2015 - 10:59
You can't easily add new ranged weapons, due to hardcoded limitations in the game engine. This thread might be of interest to you however.
#4
Posté 16 juin 2015 - 12:53
Thanks for the response and the thread link! I did know that I would have to replace an existing weapon (the sling, in my case), and I have found some examples on the vault that do almost everything I want.
What I really need is an explanation of how to take a model from Blender and turn it into a working weapon in NWN2. I know I need to export the model as .mdb and the texture as .dds, but that's really all I know. I'm "ok" at 3D modeling so I don't think actually making the guns will be too tough.
The other important thing would be changing the rate of fire, or better yet, forcing the player to manually reload between shots, since muskets weren't rapid fire weapons by any stretch of the imagination.
Mechanics-wise, I hope to use muskets and pistols as "first-strike" weapons that the player will then switch out for a melee weapon, though I suppose a character with Rapid Shot might be able to get two shots off if they start combat at long range. I suppose a player could game the system a bit by carrying multiple loaded weapons, but there is a historical precedent for that and I intend to make the muskets fairly bulky and expensive.
Some optional things I really want is for the guns to give off a flash and a cloud of smoke when fired. I'd also like silver bullets and other fancy ammo types. I doubt it's possible but it would be fun if the guns could be used as clubs once fired, but that's not a huge deal, just a fun thing.
Anyway, I think I may be able to figure out some of this on my own once I figure out how to get my model into nwn2, but I'm kind of stuck there, and I could use some help!
Thanks again,
Matt
#5
Posté 16 juin 2015 - 03:22
As for weapons, I've only done things like staves, hammers, and clubs, which have no animation in them. If yours has no animation, then all it takes is to position and size the object properly (I opened one of the original weapons of that type as a guide and moved/scaled mine to the same place and size), and name it according to the weapon naming conventions, either replacing an existing one, or with a number past the last one in the original set, which will let the game automatically find the model. Then you make a blueprint in the toolset that uses that model part.
#6
Posté 16 juin 2015 - 03:33
Thanks! I think that is enough to get me started. I doubt I am going to animate the guns themselves, since the hammer and trigger are the only things that move and they are small enough that I don't think they're necessary. If I can get this working I will put it all up on the vault so that other people can use it. ![]()
-Matt





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