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Throwing Javelin Request


Irenicus_Jon

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DoH!!! My bad...I forgot to combine the objects...I will correct it and re-upload that batch in the original post.

 

EDIT: Actually, I did combine the objects but the NIF export separates them because they use two different texture files. I will have to do some adjusting to correct this...hopefully without needing to combine textures and attach textures to them. This also puts a damper on combining unlike meshes such as glass and daedric...which would mean the graphics have to be customized to be combined into one file. e.g. Not a quick-n-dirty job.

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Well, don't try for things that will be too much of a hassle. Right now I'm happy with a simple steel dagger that has stretched handle and blade. Oh, and I really need the center and mesh moved style because the others mess up when you try to put them in place of arrow:0.

 

Btw, I think you have the collision center (or collision point) set to the base of the blade. The game treats arrows so that they will be buried into their target a bit further back than their collision point, so if you have the collision center at the base of the blade of the javelin, the javelin ends up getting stuck further than the blade into the target.

 

Hope that makes some sense.

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I'll try to explain it with pictures. The first one is the initial spear that had only the center moved:

 

 

When I insert this into arrow:0, the projectile will get buried up until the handle, because that's where the x y z axis meet (I think).

 

 

 

This is the second model you sent me, with the center and the textures moved back together.

 

 

When I insert this model, the projectile will get buried up until a bit further than the blade, because the x y z axis meet at the base of the blade.

 

 

This is the quiver.nif file from your Silver Dragon mod, with the arrow quiver scaled to 0 so only the arrow:0 is visible.

 

 

This is the arrow that is launched from a bow and that gets stuck in your target. The tip of the arrow is at the center of the axis, and it will get stuck in a target a bit further down from the tip of the arrow when it strikes something/someone.

 

I realised the only thing we need to do to fix the collision issue is move the tip of the javelins (or perhaps a point along the blade, if we want the javelin to get buried deeper) to the center of the axis.

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I removed all attached files in prior postings. Here is the current revision that includes all of them.

 

 

NOTE: Image sizing are not proportional to each other.

 

 

* All spears reference only one image and there is only one NiTriStrip in each NIF.

* The center point is mid-way in the blade.

 

EDIT: Had about 20 more minutes and created 4 more spears.

 

 

 

 

LHammonds

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This is the new file including all the spears you sent me (you can buy all of them from A Fighting Chance). They all look beautiful, but some of them might now work visually. The javelins right now are:

Iron Javelin

Steel Javelin 1, 2, 3, 4

Silver Javelin 1, 2

Daedric Javelin

 

I've changed all of their weights to 1 so they are easier to test. Also, I haven't added any new javelin throwers (I'll do that once we decide on a certain set of javelins).

 

Personally I like the steel 4 (which is made from a shortsword I think) and silver 1 better. They both need to have a little shorter handles (the broom part of the javelins) so they don't stick up too much when on your back. The daedric and iron javelins are useable, but they look more like extra long arrows rather than javelins. I'll try to see if I can make them thicker somehow.

 

 

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I recently tried this out.

 

Here are my thoughts on how to improve it:

  • Damage should be very deadly. Much more than arrows. Maybe a scripted effect where there is a 25% chance of instant kill and no more than 4 throws will kill any target.
  • Replace the "bow" with an aiming device...something that looks like a Y (requires new model)
  • The "Aiming" device could have a different effect on the damage calculation. Lower-class device = 10% chance of instant kill with max of 8 throws to kill the target, middle-class = 20% chance and 6 throws max, upper-class = 30% chance, 4 throws max, Assassin device (unique) = 50% chance and 2 throws maximum.
  • Make an Assassin NPC that carries and uses the unique assassin aiming device...thus, a very lethal enemy to try and kill.
  • I agree that the javelins need to be sized appropriately to fit somewhat well while on the back.
  • I agree that the javalin models based off arrows do not look nearly as good as the thicker versions based off blades. I also like the wooden body rather than it being a metallic body for the purpose of weight and flight.
  • Would be cool to have a "bucket" quiver on the back that holds multiple javelins and gives a visual reference to how many you have left just like arrows. (requires new model)

Feel free to ignore my ideas.

 

Thanks,

LHammonds

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Well I haven't been active for some time since I had a huge amount of workload on my shoulders.

 

I like your ideas, but I'll need time to learn how to make scripted effects for Oblivion before I can tackle that. I also think the javelins need more damage, I'm thinking maybe 10 times arrow damage (dunno if that would make them too good of a weapon tho).

 

Unfortunately I can't design new models (not until I learn how to make them at least) so for now I'll let this one sit here so at least people have a reference for "javelin" when they search for it. I may update this as I get to do more things.

 

Thanks a lot for the help, LHammonds

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