pickinthebanjo Posted December 5, 2010 Share Posted December 5, 2010 I am new to this particular forum so first off I may as well say hello. I have a request for a mod that adds a 1911 Swiss long rifle to new Vegas. Here is a pic-http://www.swissrifles.com/sr/detail/1911.jpg The 1911 is a straight pull bolt action that fires 7.5x55 Swiss. The round is larger than the .308 cartridge but smaller than a 30-06 round. No one hears about the rifle because it never saw combat, but I hunt with this rifle and can guarantee that it would make a great mod if modeled well. The cartridges - (left-right - 7mm Mauser, 7.5x55, .308, .223)http://upload.wikimedia.org/wikipedia/commons/thumb/5/5d/Ammunition_7x57.jpg/300px-Ammunition_7x57.jpg On another note if nobody feels like making this mod, I would not be apposed to trying to do it myself if I knew which tools to use. So if a modder would like to share some links to whatever programs are used for the textures/models I would appreciate that. (I imagine the GECK is used but I'm not sure if there is another program or if it's just done entirely in the GECK) Thanks in advance-pickinthebanjo- Link to comment Share on other sites More sharing options...
pickinthebanjo Posted January 12, 2011 Author Share Posted January 12, 2011 (edited) Well after some research I figured out what programs to use (Blender, 3DS Max, and Nifscope) and I made the model myself. Now I am confused, what do I do with the model, what do I have to do in nifskope to make it a usable .nif with all the proper nodes ect? I I would really appreciate some feedback on this I am new here and I am just trying to get my rifle into the game so that myself and others can enjoy. Here is a pic of the model if anyone wanted to see it first:http://img839.imageshack.us/img839/7572/19113d.png Edited January 20, 2011 by pickinthebanjo Link to comment Share on other sites More sharing options...
pickinthebanjo Posted January 13, 2011 Author Share Posted January 13, 2011 (edited) Sorry I posted the wrong pictures, (They were unfinished) so here are the one's that I meant to post - http://img696.imageshack.us/img696/7572/19113d.png So I guess my question now is what is the next step that I need to do to get this model in the game? Edited January 13, 2011 by pickinthebanjo Link to comment Share on other sites More sharing options...
delta65 Posted January 13, 2011 Share Posted January 13, 2011 Sorry I posted the wrong pictures, (They were unfinished) so here are the one's that I meant to post - http://img696.imageshack.us/img696/7572/19113d.png So I guess my question now is what is the next step that I need to do to get this model in the game? Nice model :) Link to comment Share on other sites More sharing options...
pickinthebanjo Posted January 13, 2011 Author Share Posted January 13, 2011 (edited) Nice model :) Thanks, it is my first attempt at graphic modeling. I think I got it all together but now I just need to figure out what to do in Nifskope and it should be ready for use. Edited January 13, 2011 by pickinthebanjo Link to comment Share on other sites More sharing options...
LtRhapthorn Posted January 13, 2011 Share Posted January 13, 2011 For a first attempt, it's a damn good one. I've seen far less good looking models in the past. Link to comment Share on other sites More sharing options...
Nihilisaurus Posted January 13, 2011 Share Posted January 13, 2011 There are 2 options:-Export the pieces (body, bolt, magazine) as .obj files and import them into nifskope, then a little simple messing around.-Blender. Link to comment Share on other sites More sharing options...
delta65 Posted January 13, 2011 Share Posted January 13, 2011 It's one of the nicest guns I have evar sean for a first atempt Keep it up :thumbsup: Link to comment Share on other sites More sharing options...
pickinthebanjo Posted January 13, 2011 Author Share Posted January 13, 2011 (edited) There are 2 options:-Export the pieces (body, bolt, magazine) as .obj files and import them into nifskope, then a little simple messing around.-Blender.Thank you for the reply. alright, I got that far but when I got it into nifskope I couldn't figure out what to do next. In an effort to learn how it works I looked through dozens of weapon .nifs but it still confused me since I am fairly new to modding and very new to graphic modding. I took this pic so that maybe you or somebody can tell me whats what - http://img811.imageshack.us/img811/2601/1911b.png The Rifle on the left side of the screen my 1911 Mesh and the Rifle on the right is just some other rifle that works (just using it as an example for comparison) So what I noticed from screwing around with Nifskope for the past couple days was that all mine consists of are NItrishapes and Nimaterialproperty, and other .nifs contain all sorts of other stuff I don't really understand yet. So now I guess I am wondering what do I need to do to my .nif to get it to work like other .nifs do? sorry if my questions seem basic but hey we all have to start somewhere right, I plan on getting right down into this whole modding scene but I guess I have to get this out first to do so. Edited January 20, 2011 by pickinthebanjo Link to comment Share on other sites More sharing options...
Nihilisaurus Posted January 13, 2011 Share Posted January 13, 2011 Right, first things first. Unless all those seperate pieces are using a different texture, merge them. You want three basic parts:-The body. Consisting of the barrel, stock, sights, screws, basically anything that doesn't move. Merging these pieces together is to keep things simple, they aren't going anywhere after all. If you plan on mods to replace any piece, make that bit a separate piece so you can get rid of it when the time comes to do the modded versions.-The Bolt, this is the part of the action that will be animated when firing.-The magazine. You can have separate parts like the cartridges and the mag itself, but this is the bit which will be replaced when reloading. Ground rules:Copy the weapno whose animations you wish to use, it'll be easier this way. #1: Import the .obj#2: Select the mesh in the tree to the left, right click it, then mesh->stripify.#3: right click again, node -> attach node -> BSShaderPPLightingnode#4: right click, copy branch, paste the branch onto the right node in the pre-existing tree (e.g. clip goes to ##clip, bolt to ##bolt abnd the body goes to the root node at the top).#5: Delete the old copies of each mesh piece that are not assigned to the correct places on the tree.#6: change the numbers to the right of the name of each block until it has the same name tag as the vanilla piece you wish to replace.#7: find out the number that the original pieces had under "textureset" on their "bsshaderpplightingnode". Remember it.#8: Assign this textureset to your vanilla pieces, if you need more than one texture, you'll need to add more texturesets. It can't be that hard, I just don't remember how.#9 delete the original pieces.#10 assign your texture to the texturesets by opening each set -which will be addid under the BSShader node - (i.e. one of each piece using each number) and changing the texture path. You do not need the full path, the game assumes [install directory]\data\ so you must start at textures\.#11 GECK time. Link to comment Share on other sites More sharing options...
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