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Thompson .600 Nitro Express


EssGeeDee

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First release, version 0.5 is out! Grab it here: http://www.fallout3nexus.com/downloads/file.php?id=9716

Just be aware that it's not even a full release yet. ;)

 

 

I'm trying to create this weapon, or something similar:

 

http://airbornecombatengineer.typepad.com/photos/weapons_fireams/600nitroexpresstc.jpg

 

A large-caliber, highly accurate, single-shot pistol, I've already created the weapon properties in the GECK but I need someone to teach me how to create a decent mesh with Blender or Nifscope or whatever, and preferably be able to use it with RH's Ironsights mod (my version won't feature a scope).

 

I know this weapon has loads of curves and complex faces, but all I'm interested in at this stage is creating a working mesh that looks somewhat like the weapon, even if it's only blocky and semi-completed.

 

I just can't seem to get anything out of the tutorials currently on the net, I want to know if I should start with a mesh that's already in the game and similar to the Thompson (the Mauser, .32 and .44 revolvers, and the Sawnoff come to mind), or should I create a mesh from scratch?

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i would suggest (since its a pretty unique looking gun) starting a mesh from scratch. i havent made too many guns myself, but the ones i did make i would load that image as the background, then build each piece separately (the barrel, the grip, etc) depending on the shape of the piece either start with a cylinder, a box, or create a plane of verticies by tracing the shape then fill the faces and extrude its depth.

 

hope that helps a bit

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Alright then, I'll see what I can do. Trouble is, I have no idea how to create anything in Blender. You're looking at a first-time modeler here, I only installed Blender this afternoon.

 

Anyway, I'll sleep on the issue, see what I can do tomorrow. Thanks for the input.

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Good luck on this, Fallout has had a lack of Thompson Center Contenders and Encores.
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OK! I'm starting to get the hang of modeling. I have an incredibly crude model made in Blender, ready to import into Fallout 3. Just for testing purposes, you see.

 

I just need a super simple step by step guide to doing this, as in 'I'm a retard and need hand holding' type tutorial. I'd prefer to have a text-based one that I can take at my own pace without getting confused. :)

 

About the weapon:

I'm not much of a ballistics expert, but after seeing the Thompson .600, I thought there might be a niche for high-end, super-expensive, insanely powerful one-shot pistols. My aim is to make is as accurate as a sniper rifle (zero spread at 100 Small Guns skill), with enough power to take down pretty much any entity in the game in a single hit. Maybe not a Super Mutant Behemoth, they'd probably require two or 3 hits. But it'd be more of a 'showpiece', or challenge weapon rather than something that you'd actually go out and use to hunt hordes of enemies with. Sort of like "Yep, I'm cash, I got me a 50,000-bottlecap weapon, each round has to be handmade and is worth 200 caps each. And I hunt Molerats with it."

 

There might even be a quest opportunity here, some guy somewhere with the .600, and he's pretty quick on the draw. Probably a good idea to dust off that Fat Man. ;)

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click in my signature on "creating a custom weapon" for a good tutorial. it helped me immensely.

 

I'm actually looking at it right now, however I think it skips a lot of really really basic steps. For example, my mesh that I'm imposing does not have a BSShaderTextureSet - So i've done something wrong somewhere.

 

Don't get me wrong, it's definitely helping, just not with every little detail that I so desperately need

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the bssshadertexture set will only be included in the nif if you have a texture set in blender when exporting the nif. but if you use the "export as .obj and then import that to an existing nif and paste it over the vanilla mesh" method you dont need to worry about the texture slots because youre only changing the "shape" of the gun
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the bssshadertexture set will only be included in the nif if you have a texture set in blender when exporting the nif. but if you use the "export as .obj and then import that to an existing nif and paste it over the vanilla mesh" method you dont need to worry about the texture slots because youre only changing the "shape" of the gun

 

 

Ok, that's a little clearer.

 

Umm, I know it's asking a lot, but do you think you could create a really step-by-step tutorial for me? Anything to make my modding experience better!

 

In other news, I've ditched the .600 in favour of the ever-so-slightly more awesome .700 :whistling:

And I need to know, in advance, if there is a script to add infinite ammunition to a weapon, like a heavy machine gun. Stick it on some sandbags, remove the ability to move while using it, and you got a turret, right?

 

Quick Edit: Oh snap, I forgot to ask: How do I change the 1st Person Model Object to my modded weapon in GECK?

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