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Crafting weapons w/ CRAFT


Case Logic

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Do you mean ones built out of junk, like the railway rifle?

 

You want to look at this thread http://thenexusforums.com/index.php?showtopic=112021

 

main things you'll need

GECK (for makeing the mod)

NifScope (for getting the models in game)

FOMM (for unpacking the archive files)

3D editor software (For makeing & editing the mesh to make your object, Blender is your best bet for a free peice of software)

2D paint/image software (for makeing the texture, GIMP is a very good bit of free software)

the CRAFT mod (due to the way Bethesda created the crafting system in FO3, you cannot just add an aditional recipe in game in addition to others, ie no two crafted mod would work together, so this mod was created to allow you to add in additional recipes without clashing with other mods)

 

 

Here is an example of what I've done (I still need to figure out how to make the scripts to create the recipe for it)

http://i69.photobucket.com/albums/i45/pob_aka_robg/fallout3/whiskeyflamer.jpg

Hand held whiskey powered flamethrower. (it does use whiskey bottles for the magazine just not shown here)

 

How I made this, I started out extracting most of the "junk" models and textures from the .bsa files

I imported the paint gun model into 3ds max (that's the 3d software I use) I also imported the whiskey bottle, coffee mug, oven light and scrap metal models.

I then moved them about into shape, deleted out bits I didn't need and created some additional bits (the wires and central metal section)

I then restructurred the UVmaps into one (a UVmap is you wrap a 2d texture around a 3d object)

With photoshop (the paint package I use) combined the original seperate textures for each object into one image, created texture sections for the bits I'd added and add additional details.

I then used nifscope to create the ingame model, using the SMG as a base.

then GECK to create the weapon. (ie give it stats, which model to use, which animations, which sound effects, etc )

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