LHammonds Posted June 19, 2008 Share Posted June 19, 2008 oh btw it will be irrelevant but... There is no spear in the game right? For melee usage... only staves and claymores and warhammers...As I stated in the post above yours, Oblivion was not designed with the use of spears in mind...which means spears were not included with Oblivion and there is not a spear weapon-type. If a mod adds a spear weapon, it must do so as one of the existing weapon-types in the game such as a 2-handed claymore or a 1-handed longsword or as an arrow for an invisible bow, etc. The staff weapon in Oblivion is a 100% ranged weapon and incapable of doing melee damage such as hitting somebody with it. With a staff, it must be enchanted so it can "fire" magic at someone. LHammonds Link to comment Share on other sites More sharing options...
Irenicus_Jon Posted June 19, 2008 Author Share Posted June 19, 2008 Changing the box dimension apparently only has the effect of making the selectable box for the object bigger (doesn't change the actual collision depth or anything). I've found a way to change the collision (and therefore the depth of penetration) on an arrow by practice, I can change the Translation values in bhkCollisionObject > bhkRigidBodyT > NiNode and set the Y coordinate to move the body to a different position, which will move the collision center as well. It makes the object stick up in the air on your back, but you can go to NiTriStrips Arrow:0 and set the Y value to negative values to move the visual object into the correct position. LHammonds, I'm having a particular problem with the Arrow:0. It appears it will only accept one texture object (and Arrow:0 is the thing used when you draw the bow back) and when I copy .obj into it (or copy/paste branches), when I do the "draw the arrow back" motion, I will only be drawing back the stick part of the spear (minus the blade and the bladeguard etc), when it is launched from the invisible bow everything is normal. I think this is because the spear is in fragments (Rake:0 Rake:3 Rake:9 Rake:10) and only one part of that can be copied into the Arrow:0. I know I'm not making much sense, do you think there might be a way to fix this? Are there any spears with only 1 Rake part of something?Or is there a way to combine those 0 3 9 10 things into one single object? (excuse me if this makes little/no sense, I have only started looking into .nif files and such a few days ago with this) Link to comment Share on other sites More sharing options...
LHammonds Posted June 19, 2008 Share Posted June 19, 2008 Actually, I think I know exactly what you are talking about. I tried to make a glass arrow using two separate NiTriStrips...one for the shaft and one for the transparent glass parts and couldn't make it work properly. I assumed (due to looking at other arrows) that only a single-piece model could be used. I will import it into Blender and combine all the parts into a single NiTriStrip for you and re-upload it to this post. You can then copy/paste what you need from it. I will also make a custom collision object for it. EDIT: Well, rather than do what I said I was going to do, I instead took a steel dagger and did a "stretch" job on it to make a steel spear which look a bit better (IMO) as a javelin. Attached is a screenshot showing the spear, the collision and the geometry. EDIT: File Attachment Removed LHammonds Link to comment Share on other sites More sharing options...
Irenicus_Jon Posted June 19, 2008 Author Share Posted June 19, 2008 It looks great, I just need one adjustment. Do you see how the object is inserted close to the handle end rather than to the tip? Can you make the center of the object on the tip of the blade (or somewhere close to there) or can I make changes to make it so? Because this is causing problems with collision again, where the javelin will get buried right up until that part of the handle, and if I start changing the position of the object, it starts looking weird on your back etc.. I was going to try and do it in blender myself but can't export as .nif object since I need scripts python etc :) Thanks in advance. Link to comment Share on other sites More sharing options...
LHammonds Posted June 20, 2008 Share Posted June 20, 2008 Here are two versions. One with just the centers moved up to the blade.One with the centers moved up to the blade and the model moved down where the blade is close to 0,0,0 EDIT: File Attachment Removed LHammonds Link to comment Share on other sites More sharing options...
Irenicus_Jon Posted June 20, 2008 Author Share Posted June 20, 2008 Thanks a lot Lhammonds, they were of great help :) This is what I could come up with: Adds a Javelin Thrower (used as the main weapon) and Steel Javelins (used as ammo) to A Fighting Chance in the Imperial City (hopefully). Should have it's own barrel (:P) so shouldn't conflict with anything else. Uses another javelin in the left hand instead of an invisible bow because I think it looks a bit better this way. The thrower is equivalent of a daedric bow, the javelins are about 5 times as powerful as a normal daedric arrows (but they weigh 20 each). I will try to iron out the balancing stuff etc later, this is just to try out if the feel of the weapon works in general. I'll try out the weapon some more when I get the time, and if it works out, maybe add leveled javelins with different materials/textures/etc to make it a proper mod. Note: I've changed the recovery rate of arrows from 50% to 99%, since you should be able to recover almost all of your javelins (logically). Link to comment Share on other sites More sharing options...
LHammonds Posted June 20, 2008 Share Posted June 20, 2008 If you want some other daggers or swords turned into spears / javelins, let me know and I'll see if I can whip 'em out right quick. EDIT #1: Looks pretty good. Now we just need an animation replacer to change out the bow for javelin throwing. ;) EDIT #2: Which file was more useful to you? "CenterMoved.nif" or "CenterAndMeshMoved.nif"? I'm already looking at making another steel version that replaces the blade with that of the fine steel dagger and removes the crossguard. Here are 3 more variations: EDIT: File Attachment Removed LHammonds Link to comment Share on other sites More sharing options...
Irenicus_Jon Posted June 20, 2008 Author Share Posted June 20, 2008 The center and mesh moved version was more useful to me. The one with only the center moved felt like the other ones (while I was trying to put it in the arrow:0 at least). I'll try out these new models you've sent me. Link to comment Share on other sites More sharing options...
LHammonds Posted June 20, 2008 Share Posted June 20, 2008 Here is another version but using the steel arrow as a base and then moving, resizing and re-arranging. EDIT: File Attachment Removed These examples should give you an idea of what can be done using the existing Bethesda weapon models. Feel free to pick-n-choose what other bits-n-pieces you'd like done such as a glass dagger handle as the shaft and iron shortsword blade. ;) Keep in mind that I don't have the time to do every combination. These were quick examples of what can be done to give you an idea. LHammonds Link to comment Share on other sites More sharing options...
Irenicus_Jon Posted June 20, 2008 Author Share Posted June 20, 2008 The third spear looks beautiful, but I can't use any of these because they all have 2 parts (2 NiTriStrips with Dagger 0 and Dagger 2 under a NiNode called Dagger). I'll try to work around it, but I'll get the "only showing the handle when you draw back the arrow" problem again. How about getting the dagger, stretching the handle as you did before (but stretch it a little less) and stretch the blade as well? Or maybe get a shortsword and only stretch the handle? If we can get a working system with 1 weapon, maybe you can just apply the same procedure to iron/steel/silver/etc so I'll make a class of javelin weapons. By the way, I cannot thank you enough for your work on this :) Link to comment Share on other sites More sharing options...
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