EssGeeDee Posted October 22, 2009 Author Share Posted October 22, 2009 You'd have to adjust the projectile node, I think. I'm not sure where the muzzle flash is created in NifSkope. Just try moving the projectile node to the end of the barrel. That might work.Alright, cool. I'm ready to texture my v1 mesh now. Also, I have to pick the right reload for it. What would you say? Link to comment Share on other sites More sharing options...
5ivexxxxx Posted October 22, 2009 Share Posted October 22, 2009 Well, how does it reload, exactly? I'm looking at the picture, but I don't see where the bullet/clip goes. I think one that would work would be the hunting rifle's reload animation, because the clip is close to the grip, where I assume the clip of this pistol is. Link to comment Share on other sites More sharing options...
ecksile Posted October 22, 2009 Share Posted October 22, 2009 I believe that the reference weapon is a single shot crack in half loading weapon like an over under shotgun, but what you have there obviously uses a clip so idk. Also for the repair to make it a little more interesting make it only repair by its self or by vendors. Makes you really think about how and when to use it. Lowers the overpowering. If you cant use it its not overpowered so use it wisely =D. Link to comment Share on other sites More sharing options...
EssGeeDee Posted October 22, 2009 Author Share Posted October 22, 2009 I believe that the reference weapon is a single shot crack in half loading weapon like an over under shotgun, but what you have there obviously uses a clip so idk. Also for the repair to make it a little more interesting make it only repair by its self or by vendors. Makes you really think about how and when to use it. Lowers the overpowering. If you cant use it its not overpowered so use it wisely =D. Thanks for the input. Yeah, I guess I'll change the repair options to itself/vendors only. On the weapon, the clip doesn't exist. I'm just using the Chinese pistol as a base. Later on, I might try to animate a crack-open system, but I'm still very very new at this so yeah... I need to export my UV mesh so I can create my own texture. How exactly...? Link to comment Share on other sites More sharing options...
neunen Posted October 22, 2009 Share Posted October 22, 2009 in blender, split the main 3d window so that youve got two and then change the second window to the uv texture view. select the gun so that the texture map is showing in the uv window, then click on UVs>Scripts>save uv face layout. i think you can also spit out a uv map from nifskope, but ive never done it that way myself edit: also if you havent already, you may need to edit the uv map to some extent. to compensate for that stretching of the mesh... so that things are the right sizes etc Link to comment Share on other sites More sharing options...
EssGeeDee Posted October 22, 2009 Author Share Posted October 22, 2009 in blender, split the main 3d window so that youve got two and then change the second window to the uv texture view. select the gun so that the texture map is showing in the uv window, then click on UVs>Scripts>save uv face layout. i think you can also spit out a uv map from nifskope, but ive never done it that way myself edit: also if you havent already, you may need to edit the uv map to some extent. to compensate for that stretching of the mesh... so that things are the right sizes etc OK, that's all good, now I've got ways to edit the texture.Now, I need to add a texture to my sight, it's there in Nifskope but I can't take a look at the UV map for it without loading a texture onto it, and I don't know how to load a texture onto an original mesh. I have the Mauser's texture in skope just fine, but it's that sight that's giving me trouble. Link to comment Share on other sites More sharing options...
neunen Posted October 22, 2009 Share Posted October 22, 2009 is the sight of the gun a seperate NiTriStrips? and if so does it have its own bssshadertextureset entry? if it does then you can load a texture file in there and see what happens. if its a seperate shape, but doesnt have the bssshadertextureset, then youll need to add a texture channel in blender and reexport. if the sights are part of the guns main shape, you might still need to unwrap the sight mesh perhaps? if you havent yet and this is your first time getting into unwrapping, then welcome to the often frustrating world of uv mapping! if you select the sight in blender, in edit mode, the hit "u" it will bring up the unwrapping options. once unwrapped the uv map can be told to use the same texture as the rest of the gun, or a seperate texture file. take a look at the blender wiki on how the various functions of unwrapping work. hope that makes some sense Link to comment Share on other sites More sharing options...
EssGeeDee Posted October 23, 2009 Author Share Posted October 23, 2009 is the sight of the gun a seperate NiTriStrips? and if so does it have its own bssshadertextureset entry? if it does then you can load a texture file in there and see what happens. if its a seperate shape, but doesnt have the bssshadertextureset, then youll need to add a texture channel in blender and reexport. if the sights are part of the guns main shape, you might still need to unwrap the sight mesh perhaps? if you havent yet and this is your first time getting into unwrapping, then welcome to the often frustrating world of uv mapping! if you select the sight in blender, in edit mode, the hit "u" it will bring up the unwrapping options. once unwrapped the uv map can be told to use the same texture as the rest of the gun, or a seperate texture file. take a look at the blender wiki on how the various functions of unwrapping work. hope that makes some sense I'm attempting o make the sights have their own NiTriStrips. I tried copying the BssShaderTextureSet from the main pistol, then choosing the texture file I want to use, but none of them load, I'm still left with a white mesh. I dunno if that would even work, but that's the only way I know how to go about it so far. EDIT: Okaaaay, this is weird. I've joined the sight' meshes to the main gun, but whenever I try to project a UV Map, the faces for the sight don't appear. All the other faces, the original faces from the pistol, are there, but none of the new ones.I hate this soooo much, I dunno how you guys do it. I don't know, I just, don't know. I can't do anything. The most I can do is edit a mesh already in place by Bethesda, add a cruddy little sight that WON'T even use double-sided faces, and can't be textured., and I can't create a mesh from scratch because it rotates 90 degrees!! Nothing works!! Gah! Link to comment Share on other sites More sharing options...
EssGeeDee Posted October 23, 2009 Author Share Posted October 23, 2009 Ok, after freaking out a bit earlier today, I decided to start over- this time, with the Sawnoff Shotgun mesh as a base. Here's my work so far. http://i307.photobucket.com/albums/nn291/FullMetalPatriot/SideView.jpg http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Angle2.jpg http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Angle1.jpg http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Reflex.jpg Thoughts? It now cracks open to reload, thanks to the shotgun base, and overall looks more like a centerfire. Link to comment Share on other sites More sharing options...
5ivexxxxx Posted October 23, 2009 Share Posted October 23, 2009 Yeah, that looks way better! Just keep working on it, you won't be able to do expert work on your first try. Link to comment Share on other sites More sharing options...
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