Jump to content

Broken armor


Unavi

Recommended Posts

Hi,

 

I'm currently working on a skimpy/sexy armor add-on from a japanese series called Queen's blade.

I've never worked with scripts before as i'm iteresed with 3d modeling the most, so my following question may be stupid.

 

Is it possible to make script on an armor, that based on it's health switches the bipped model of the armor?

 

example: The armor on 100 health would look intanct but as soon it would be damaged and it's health would fall under let's say 50, the model of the armor would change in to a version of the same armor but torn apart and dirty.

 

For now i'm just asking if it is possible for a someone that's only starting to learn scripting (like me), possible to do (i've just opened the construction set wiki - scripting). I reckon this isn't a very complex thing to do and i hope it doesn't require OBSE.

 

 

oh, and...was this made before? i should have asked this before :)

 

thanks for your help, Unavi

Link to comment
Share on other sites

Hi,

 

I'm currently working on a skimpy/sexy armor add-on from a japanese series called Queen's blade.

I've never worked with scripts before as i'm iteresed with 3d modeling the most, so my following question may be stupid.

 

Is it possible to make script on an armor, that based on it's health switches the bipped model of the armor?

 

example: The armor on 100 health would look intanct but as soon it would be damaged and it's health would fall under let's say 50, the model of the armor would change in to a version of the same armor but torn apart and dirty.

 

For now i'm just asking if it is possible for a someone that's only starting to learn scripting (like me), possible to do (i've just opened the construction set wiki - scripting). I reckon this isn't a very complex thing to do and i hope it doesn't require OBSE.

 

 

oh, and...was this made before? i should have asked this before :)

 

thanks for your help, Unavi

 

not sure if that would work, but you could force add a second "damaged" version to the players inventory, then force unequip the origial "undamaged" version and then force equip the "damaged" version

 

just a thought...

Link to comment
Share on other sites

that's what i had in mind...but i haven't got a clue how to do it. I read something about force equip on the wiki but i don't know how to base it on the armor's health.

 

thanks anyway ::)

Link to comment
Share on other sites

It would require OBSE for the durability detection. Your better bet would be to just swap out the related model paths with OBSE instead of trying to swap out items so that you aren't constantly adding/removing new versions of the item.

 

It would require some meshing and texturing skill to make an armor mesh that looks damaged.

Link to comment
Share on other sites

the meshing and texturing skill aren't missing ;)

 

I can do it on my own. But all the OBSE/scripting work is too much for me.

Do you think this is something to complex to request for someone to do it?

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...