Ronsemberg Posted May 15, 2011 Share Posted May 15, 2011 (edited) Hey. I have experimented a bit and I think I can create something funny... The idea is to create a blaster with projectiles similiar to the ones seen in star wars. The weapon is supposed to be an automatic weapon, with the same animations of an assault rifle. It will probably fire green projectiles. All I need is a model for the weapon. I need the NIF file... Could have done it myself, but... Emh... I suck at modeling :wallbash: It is an automatic blaster firing green spits- If someone wants to help me, he's free to model anything he can find appropriate for such a weapon. Otherwise a simple link to a guide about how the *.nif of falloutnv works, and how to implement a simple *.raw mesh inside them, will be ok.Or I can just submit a crappy *.raw mesh here so someone can work on it. Edited May 15, 2011 by Ronsemberg Link to comment Share on other sites More sharing options...
miscdude Posted May 16, 2011 Share Posted May 16, 2011 This sounded like fun, so I've started on the model. Should be done in a couple of days, may or may not texture it depending on what little snags I may encounter. Link to comment Share on other sites More sharing options...
Ronsemberg Posted May 16, 2011 Author Share Posted May 16, 2011 That's great. Thank you. Link to comment Share on other sites More sharing options...
miscdude Posted May 17, 2011 Share Posted May 17, 2011 Alright, so I finished the model with a small (In my opinion) poly count, although you or someone else can feel free to try to optimize it. I'm pretty content with the mesh itself, but the texture and UVW unwrapping was really hastily done and is just bad, I apologize. The point was just to show the geometry that was not actually modeled in, perhaps for a better texture maker to take over. I used this as the reference, although I had to change quite a bit for going into Nifskope/Fallout properly as well as to avoid any real danger of copyright infringement or something (which I don't think this is going against, but if it is illegal I have no objection to removing it.) The normal iron sights would have to be adjusted in Nifskope (Not sure how to do that myself), but everything else should line up perfectly with the Chinese Assault Rifle which I used as the reference .nif. I also added a scope, which I'm not too sure about, but whether or not you use it is up to you. Hope this helps, although again I am admittedly disappointed with the textures...Mesh inside of 3ds MaxLeft side, no scopeLeft side, scope1st person-ish, scope"Iron sights", sort of.Right side, scopeRight side, mag out, bolt pulled and trigger rotated.File size is pretty big, most likely due to the textures. Can't use the file attachment thing on the forum, so I uploaded it here. There's the blaster.obj, as well as the (ugly) textures I used.Odds are pretty good that this looks better in Fo:NV then in max, but you may have to play with things like specularity, and I wasn't terribly sure on how to do the normal maps myself, so hopefully you can find a way to make the bumpmaps work or something. If you need anything changed, don't be afraid to ask, although I might not be able to do it. I'm still kind of new to the whole 3D thing. Link to comment Share on other sites More sharing options...
Ronsemberg Posted May 17, 2011 Author Share Posted May 17, 2011 (edited) Perfect. I am starting working on it right now. :rolleyes: the model itself is ok, i'll let you know if i encounter trouble. PS: Mh, nifskope is everything but easy to learn (I already know some things but until now i only worked on existing stuff)... I'll try to figure out how to work with it. This will take some time owever. Edited May 17, 2011 by Ronsemberg Link to comment Share on other sites More sharing options...
Moraelin Posted May 17, 2011 Share Posted May 17, 2011 (edited) Well, if you need SW blaster projectiles, you can just take those from the Blaster Prototype mod. (http://www.newvegasnexus.com/downloads/file.php?id=41703) Sounds more SW-like than "green spits" to be honest, and you just need to copy the projectile records from one esp to another with the GECK. That's what the bolt looks like:http://www.newvegasnexus.com/downloads/images/41703-1-1304895602.jpg Or you can just get the gun too, and just set it to two-handed and automatic fire. I know some people even put a butt on it, but personally I didn't bother. Looks like this, btw:http://www.newvegasnexus.com/downloads/images/41703-1-1305588408.jpg Edited May 17, 2011 by Moraelin Link to comment Share on other sites More sharing options...
miscdude Posted May 17, 2011 Share Posted May 17, 2011 o: that looks so much better Link to comment Share on other sites More sharing options...
Ronsemberg Posted May 17, 2011 Author Share Posted May 17, 2011 (edited) Funny... The projectiles created in the geck by me it's identical to that :oWell, to create that, you only need a line-shaped *.nif model (like the vanilla ray beams of the laser weapons) and a xxxxprojectile setted to "missile".... It is as easy as that- then it's only matter of playing a bit with the parameters to obtain exactly what you want :) http://img688.imageshack.us/img688/2666/blasterprojectile.jpg Just like that, if anyone wants to try it... That editor appears whenever you open a xxxprojectile object (just type "projectile" in the filter of the geck and you will get one- they are marked with a "P")... Yes, you can change the *.nif file to the model of a cow and then use that projectile in a gun, to obtain a cow-launcher-thinghy. And no... The continuous beam is not working, it makes the game crash if you use it :( Right now, i am just trying to figure out how to insert a fully working model inside NV, it's a personal bet...I realized that exists a nif exporter for blender wich directly exports in a format mesh+textures that fonv can recognize (readed it the fo3 modding megaguide), but actually i can't figure out how to make the script run on blender (simply i cannot find the script panel... weird)... If this will prove to be too difficult i will try other ways to incorporate the textures... And, anyway, i already installed that gun inside FO3 (and had a lot of fun with it)... Nice weapon dude :) Edited May 17, 2011 by Ronsemberg Link to comment Share on other sites More sharing options...
Moraelin Posted May 17, 2011 Share Posted May 17, 2011 (edited) Hmm... Interesting. I could have probably saved myself some work if I knew that. Thanks for sharing. But yes, creating the actual projectile and setting the mesh was done with that dialogue. Edited May 17, 2011 by Moraelin Link to comment Share on other sites More sharing options...
Ronsemberg Posted May 19, 2011 Author Share Posted May 19, 2011 Ok, at this point, i will post directly a new thread announcing the release of my mod :) Provided I can handle that headsquasher that blender is. Link to comment Share on other sites More sharing options...
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