Jump to content

pickinthebanjo

Supporter
  • Posts

    285
  • Joined

  • Last visited

Everything posted by pickinthebanjo

  1. good news everybody...
  2. http://img406.imageshack.us/img406/3897/screenshothc.jpg V1.0 Is up for download, endorse if you like :tongue:
  3. Yeah i'll make the model and texture for you, just give me a little while because I have a lot on my plate at the moment
  4. The SVU is done but it is unusable I realized since there is no animations for a bullpup rifle so it just floats http://img151.imageshack.us/img151/989/svu3.png
  5. I like them when they look good :) Don't we all. So far I got the PKM working, and I am trying to get the SVD working but I think I might try the SVU and see if it gives me some luck. That RPG is going to be tricky because I think it will just float in between the hands because it uses a stalker animation but maybe I can manage something for it. I have the makerov mesh as well. Maybe I should just write out a list of what we got so you can choose what you want in your mod (I'll have them all in the stalker mod I am working on). abakan AK74 Baretta92 M16 Colt1911 Desert eagle FN2000 G36 Gauss Rifle Grenades Groza (?) L85 LR300 MP5 Makrov Some drum fed shotgun called a protector RPG-6 RPG-7 Sig220 Sig550 Spaz12 SVD SVU Toz34 USP45 VAL Vintorez Walther99 Winchest1300 There are some more but since I was reading of the file names I am not too sure what they are without converting them to .obj (I aint gonna do that tonight, it's late) so choose what you want and I will get them ported
  6. just threw this together in blender - http://img806.imageshack.us/img806/6701/whitewhille.png If I texture it like that pic you posted it should look like a WP Grenade, if you want it I will texture it for you.
  7. I will try to get you the SVD tonight but I got a lot on my plate at the moment (my mod, a stalker mod for NV, your mod, some other guys mod, and I'm sure I forgot something as well)
  8. Thanks, I've seen the armor and creature mods for FO3 and it was based off the older clearsky meshes rather than the newer call of pripyat meshes also it had only armor, so I think I can still bring in a lot.
  9. I recall reading that no permission was needed for porting over stalker meshes but I am not sure if it is correct or not so if anybody know the legality of porting over STALKER meshes please fill me in because I ported over a bunch of armor and weapons (soon creatures hopefully) and I wouldn't mind releasing it if I can.
  10. http://img600.imageshack.us/img600/6438/pkmw.jpg I got the PKM working, just have to rescale it a bit larger and fix it's animations (I probably won't animate the bolt because I would have to significantly alter the mesh)
  11. http://img703.imageshack.us/img703/593/mp5.png http://img152.imageshack.us/img152/5676/pkm.png http://img806.imageshack.us/img806/4170/ak74u.png There is some more models
  12. Check it - http://img15.imageshack.us/img15/579/rpgu.png I will try and get it into the game but I am not to sure as to how well it will be held since fallout uses different animations than S.T.A.L.K.E.R does but at least the model is ported and it looks amazing.
  13. Alright I managed to get the trigger and the clip animations working (I got the bolt working, but the rifle I made is a straight-pull) but I would like to know how I should go about getting the bolt to pull straight back without turning 90 degrees first. I am thinking of copying either the hammer ninode from the lever action or a semiauto animation, then just changing the name to match the bolt and seeing what happens. Is the mesh animation governed by it's information in nifskope (Ninodes) while the character animations are governed by the info entered into the geck? (attack/reload animations) Here is what I was thinking if I can get the bolt to move back with a different animation like I mentioned before, can I still get the character to grab the bolt or will it use the rest of the animation as well? (the lever coking on a lever action for example)
  14. The new mesh was based of of this machine, it sure looks different eh? I basically just cut the top half of it off and reworked the stock then remade the receiver and bolt.
  15. well I have to go to work so I will check later tonight but it would seems that I need the bolt animation to work like the semi auto animation does
  16. Thanks for the info, I did what you said but the bold dissapeared so I screwed around and got it back but the animations still wouldn't play so I did more screwing around copying dara from the hunting rifle and got it working but now I would like to know how I change the motion the animation plays, because the bolt rotates 90 degrees but does not go backwards at all so it is playing part of the animation - http://img690.imageshack.us/img690/3200/67407924.jpg
  17. Thanks and since you ask, I would like to get the bolt animation working for the original mesh I made. I guess my first question would be about the general process of linking an animation to a part (bolt and/or clip). I don't know anything really about the animation yet but from what I understand is that the bolt and clip have to be seperate parts in order to be able to animate them. Here is a pic for reference - http://img821.imageshack.us/img821/794/89192063.jpg
  18. I recently made a weapons mod for a new rifle and it seems to work, but I made a better more organised mesh I would like to use but I have a hard time working with nifskope because I don'e fully understand it yet. The way I got my first mesh into the game was by copying the nitristrips data blocks and pasting them over a similar rifle and it worked but it was very sloppy and caused some problems for some people so I would like to learn the proper way to import a new mesh into Fallout New Vegas. I tried various ways of setting it up today but it kept crashing the geck. I have spent the last two weeks trying to figure out how to setup a weapons mesh and learned a fair bit, the last two days I have been working non stop to try and figure this out but this is as close as I can come and it still crashes the geck. - http://img28.imageshack.us/img28/2943/98642403.jpg I am tired and I have to go to work tomorrow, I am still going to try a few more times tonight but I really don't know what I am doing wrong here. Please somebody with some more experience give me some help so I can finally finish this and relax. Thanks in advance.
  19. take a look at the second version, I posted a pic but I may as well post one here as well since this thread seems to be a progress log now. - http://www.newvegasnexus.com/downloads/images/39732-1-1295633414.jpg Textures are not final, the base uses the "thismachine" texture since it fit, the bolt/barrel band texture seems good I just need to screw with the bolt texture a bit more in the hopes to add the wood bolt handle and clean up the back of the bolt, the charging ring/safety seems good as well. I do need to make a better texture for the whole receiver though. Thanks though, and the second version could be ready today some time.
  20. Caliber is missing a lot of fairly common rounds, but the emphasis seems to be on military, rather than civilian calibers (with the exception of pistol ammo). I imagine I should incorporate it since caliber is to help with comparability right?
  21. Hey, ive just read through your posts and ive got to say well done to you for your hard work and excellent results! I have just got into the modding scene and you have really inspired me to try and create a weapon myself! The tutorial you posted looks extremely helpful and a lot of people can learn from the processes you have described. I can't download the Schmidt-Rubin yet as the nexus server won't let me, but i cant wait to give it a try! Top job fella, keep up the good work! Thank you, and by the time you manage to download the mod it should be updated again (fixed clipping issues) so at least you can look forward to that. I have been working non stop and need a break so I may update tomorrow though. If you want to get into modding, there are a couple others I have been talking with and we may as well try and work together (sharing ideas, and knowledge) just add me to your friends list if your up for it, thats what the others did.
  22. Thank you but I managed to figure it out, it was a matter of adding a new ammo list and filling it with new ammo types. The hard part was adding it to merchants but I managed. I am surprised that the 7.5x55mm round is in caliber, I know a lot of hunters/target shooters that have never even heard of it. Makes me wonder if someone else made a SR 1911 Mod since no other rifles fire that round in the last 70 years.
  23. The first version of the Schmidt Rubin 1911 Mod is ready for upload on the nexus, the only thing holding it back is that I can't seem to login to my account so I will try again in 20 min.
×
×
  • Create New...