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Great Katana (not odachi)


Sorwen

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I'm still looking, but so far I haven't found anything like what I would really like. I would love a Great Katana or a Greatsword but shaped like a katana. The reason I say not odachi is because the biggest difference is a great sword is generally a foot longer and unlike the odachi the handle is generally less than 1/4 of the swords totally length where the odachi's handles is almost half. Basically I want a katana with a big F' off blade. :) I really don't care if it is quite like vampire hunter D's sword (I actually hate the hilt on that), but that was just an example I could think of. If someone is up to the task I would be grateful.
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Well, just in case you didn't care, here is a quick hack job.

 

It is an Akaviri claymore with the blade simply elongated. The textures or UV Map were not modified so it might not look very good to you. Although, any Akaviri re-texture ever made should work for this as well.

 

The blade length is 1,200 Blender Units long which roughly translates to 67 inches (5 1/2 feet) in-game.

 

Since the old collision model was not going to work anymore, I included a custom collision model that should work very well.

 

 

 

 

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Well, just in case you didn't care, here is a quick hack job.

 

It is an Akaviri claymore with the blade simply elongated. The textures or UV Map were not modified so it might not look very good to you. Although, any Akaviri re-texture ever made should work for this as well.

 

The blade length is 1,200 Blender Units long which roughly translates to 67 inches (5 1/2 feet) in-game.

 

Since the old collision model was not going to work anymore, I included a custom collision model that should work very well.

 

 

 

 

Very cool. I'll try it out. Thanks!

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It doesn't quite work. In 3rd person it will only damage if the creature is hit with the first few inches after the guard. In first person it either works the same or it will not do any damage at all.
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Damage amount and length of attack as well as quickness of swing are all controlled via the Construction Set. I only created the NIF. As long as the weapon is held in the hand correctly, the rest is defined by the plugin.
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Damage amount and length of attack as well as quickness of swing are all controlled via the Construction Set. I only created the NIF. As long as the weapon is held in the hand correctly, the rest is defined by the plugin.

Now that you say it I see where I probably did miss calculate reach. I'll mess around with that again. Sorry and thanks.

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