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FN Five Seven for New vegas


Gezus23

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okay, just checked the Fallout3 mod permissions and HZ says do whatever you want with it, just give mention. I personally want to see this one done as well, and just got Blender working with NIF's. I know how to handle all the GECK side of things already, from tinkering with the Dan Wesson PPC 357, and making that work with mod kits in game.

 

I need a time passer project, and I think this just volounteered. Someone said the NIF for HZ's Beretta M92 was all sorts of wierd, hopefully that isn't true for the fiveseven. It will take me a little while to get used to the NIF editting part, since each modded up version of the gun needs a NIF to reference. I.E. There needs to be a NIF with no attachments, one with the silencer attached, one with the LAM attached, and one with both silencer and LAM attached. plus three more, one of each version with the extended MAG. I've exported them as object files to work with in onther programs before, but never brought them back into NIFscope before. No promises here, but I'll certainly give it a try.

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I rigged it for extended mags, LAM and silencer as the three possible mods. I didn't think about ammo crafting for it, so for my test, that I'm about to run, I just placed a buttload of ammo and mod kits in a briefcase. I also don't know how to add an iron sights node to the NIF's, if it turns out to need one.

 

 

after testing... well the textures are all screwy and the slide doesn't animate properly, but I got the mod kits to swap the model like they should. iron sights are also low, needs that extra node I suppose.

 

I'll see if I can't get the textures fixed at least. Think that's enough of a first try for tonight. Probably going to need help adding the iron sights node and figuring out where I broke the slide animation.

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Okay, texture sets are not working, I need to get the nifs pointing to the new vegas directory instead of the fallout 3 directory and that should fix the images, but I also found another thing to sort out.. the laser sight... I guess I'll need some sort of script that turns the actual laser invisible when it holsters, and visible when you draw it? No clue there. I'll poke around in the USP match ESP and see if they figured that trick out.
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oh thank you so much obfuscate. sounds like you really trying hard. dont rush if you dont have to =D

 

and omegaforte it originally has a red laser so im guessing it is still red.

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Well, the texture of the two planes that make up the laser bream have it already set at red but it would be a fairly simple matter to make new green ones. I was playing with blender a little, trying to get the textures sorted and fit the collision box better around the actual gun, instead of it being a copy-paste of the 10mm collision box. At this point it's looking like I'lll need to scrap my model ports and start over. I've tweaked this and that and lost track of it all. At any rate, I've got a fairly busy weekend, so probably be Tuesday before I get back to poking at this.
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