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Weapon Mesh Modding


Triggerheart

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Alright.... I been working on altering a mesh, to create a .50 Beowulf custom weapon for personal use.

 

http://i1141.photobucket.com/albums/n598/ZONETrigger/Prob.jpg

 

Problem is with the grip.

 

It won't show up in game. When I tried fooling around with it. It took away the sound of the gun firing and the projectile from the weapon came from below the weapon.

 

Tried looking online, been working on this thing for a week+ now >.<

 

Any help is appreciated...

 

If you need to see something from the process of this, just let me know.

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  • 2 weeks later...

1. Current project folder- Blender or 3DS, have a folder in em for meshes, current projects, this way when you open up import it's going to look near that application folder, which your meshes folder is right there. Same thing is true for comformulator, it opens into my documents, so set up a headworks folder there.

 

2. Fake data folder- Nifscope only looks in folders named Data for textures. You can point it to look in the actual game's folder, but as a way to quarantine your currently being played game from current projects that might not even ever make it to a halfway useable state, you use a fake data folder. Create a new folder on the hard-drive, name it data, right click it, create a shortcut, then you can place the shortcut where you want, like on the desktop or start menu. This keeps the 2-4 Gb of texture data from effecting your other applicatons from it being "quick access" on the desktop but because of the shortcut you can still get to it quickly. Unpack meshs an textures to this fake data folder, but you don't have to unpack them all at once. Then set Nifscope, Blender, or 3DS to look for textures in that data folder.

 

3. Match names- It's not required to match names on a project but it helps you remember. Beowulf is an easy project name here, so...

 

Meshes/TriggerHeart642/Weapons/Beowulf/Beowulf.NIF

 

Textures/TriggerHeart642/Weapons/Beowulf.dds

 

Textures/TriggerHeart642/Weapons/Beowulf_n.dds

 

Sound/fx/wpn/TriggerHeart642/BeowulfFire2D.wav

 

4. Statics and weapons use BSfadenode as a root, Armor uses scene root, 90% of the issues with this mesh can be found by looking at a freshly unpacked mesh.

 

5. After edit export on weapons get only the nitristrip or nitrishape data cut an pasted over the geometry data inside a freshly unpacked Vanilla mesh, this being the resourceful way to keep the structure intact. As seen here. Adding on to that is just making a copy branch of the last branch or main branch of a vanilla mesh an pasting that onto the root (with the root highlighted/selected) Then you just paste in the geometry data. However anytime you paste a branch in nifscope it's going to automaticly ruin the string index name, so first thing after you paste one is to change the string index. Right click the top block in block details after you paste, AssaultCarbine:0 is typical form, for a main shape of the AssaultCarbine (guessing) so just change the index on your new branch to AssaultCarbine:1, AssaultCarbine:2, and so on depending on how many parts.

 

6. The last issues are that there isn't a version of .50 call ammo that will fit that M4 receiver, an it also won't fit into the clip, an the barrel is short for that kind of thing, an the M16 stock is kind of lame unless it's wood.

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