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Berserk Dragonslayer sword


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I'd really love to be able to use the Dragonslayer (Maybe renamed Deathclawslayer to be more canon-friendly?) sword from Berserk, and would give many thanks to anyone who made it. The sword has a blade 63 inches long, 15 inches wide, an inch thick, and with a 13 inch long handle, making it 6'6 in total. (In real life it'd weigh about 260 pounds, but that's way too much for inventory)

 

PS:About 100 damage per shot would probably suit such a beast, 20 more damage than an Oh Baby!, but this is a monstrous weapon deserving of such stats. A high attack rate would also be good, as Guts can swing his sword so fast that normal people don't even see what's going on. Maybe have an inventory item that adjusts the swords power, so people can have it as tame or overpowered as they like?

 

Info on the sword

 

Wiki: http://berserk.wikia.com/wiki/Dragonslayer

 

Pictures:

 

B&W from manga

http://img1.ak.crunchyroll.com/i/spire1/e48b83793151f3817ce424e71c8645901231197081_full.jpg

 

 

Colored version for texture guideline

http://zotaku.com/wp-content/uploads/2011/09/21091106.jpg

 

 

Note:The manga is hand drawn, so the drawings are sometimes disproportionate with the sword size, the measurements I gave above are straight from the wiki and thus probably the most accurate.

Edited by Guest
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In 2011, I made ​​this sword for the series of the Knight Mojave

But no one was interested.

 

I can make a model, if you find someone who will throw model in the game.

That'd be excellent, but what would it take to throw it into the game? Animations I know would be needed, but last I checked the programming, you just had to put in the stats, and filepaths for the files it needs.

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You actually don't need to do much, just put on a collision mesh and position it so the part where you want to hold it is at the center of the grid (0,0,0) and put it into the GECK. Then you just set the 'first person model object' to none, play around with the stats and you're done.

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You actually don't need to do much, just put on a collision mesh and position it so the part where you want to hold it is at the center of the grid (0,0,0) and put it into the GECK. Then you just set the 'first person model object' to none, play around with the stats and you're done.

It programs animations entirely by itself? GECK sure is a useful tool.

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