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Modular Weapon System


onyko

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:biggrin: I've been working on another weapon (mass delivery/driver system) for my portfolio, and it has a lot of attachments.

I'd love to put this weapon in game, but i also want to have the ability to add or subtract modules.

so far i have:

3 scopes/sights

2 stocks

2 handles

3 clips sizes

2 gun size( pistol/smg and assault rifle)

6 different ammo types ( AP, JHP, DU, HE, IC, EMP)

 

:blink: I would like to have the ability to add/remove these in game without having to make a separate mesh for each of the possible combination is it possible? like creating a base gun w/extra nodes for attaching meshes, as well as its properties in game?

 

:unsure: Any help would be nice

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:biggrin: I've been working on another weapon (mass delivery/driver system) for my portfolio, and it has a lot of attachments.

I'd love to put this weapon in game, but i also want to have the ability to add or subtract modules.

so far i have:

3 scopes/sights

2 stocks

2 handles

3 clips sizes

2 gun size( pistol/smg and assault rifle)

6 different ammo types ( AP, JHP, DU, HE, IC, EMP)

 

:blink: I would like to have the ability to add/remove these in game without having to make a separate mesh for each of the possible combination is it possible? like creating a base gun w/extra nodes for attaching meshes, as well as its properties in game?

 

:unsure: Any help would be nice

 

I don't think that changing the contents of a NifSkope file on "the fly" can be done, at least not with the current software available. I think you'd need some kind of go-between linking the Fallout 3 scripting engine and NifSkope to be able to affect .nif files from inside the game, which to my knowledge doesn't exist. My knowledge of NifSkope is far from complete though, so it might be possible even though I highly doubt it.

 

Instead I'd explore the possibilities of making the items function like some of the heavy weapons where the backpack is worn independtly of the weapon itself - I have no idea if it will work without causing some serious mesh alignment problems, but I think it's a more feasible solution than actually altering data files on the fly. As a last resort you can always just make the different meshes and script your way out of the problem, because that at least should be doable without too much of a fuzz.

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I don't think that changing the contents of a NifSkope file on "the fly" can be done, at least not with the current software available. I think you'd need some kind of go-between linking the Fallout 3 scripting engine and NifSkope to be able to affect .nif files from inside the game, which to my knowledge doesn't exist. My knowledge of NifSkope is far from complete though, so it might be possible even though I highly doubt it.

 

Instead I'd explore the possibilities of making the items function like some of the heavy weapons where the backpack is worn independtly of the weapon itself - I have no idea if it will work without causing some serious mesh alignment problems, but I think it's a more feasible solution than actually altering data files on the fly. As a last resort you can always just make the different meshes and script your way out of the problem, because that at least should be doable without too much of a fuzz.

Well to create a mesh for the total amout of combinations far gets exponecially bigger every time i add another accessory/module. I'm trying to avoid the 30+ item set. :sweat:

 

:blink: I was thinking more of the lines of making dummy nodes for each of the base mesh/model (the gun part) for the attachments and then scripting the accessory meshes on to the dummy nodes. but I'm not familiar with geck that much and was wondering if someone has done it already or knows if its possible. :sweat:

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Well to create a mesh for the total amout of combinations far gets exponecially bigger every time i add another accessory/module. I'm trying to avoid the 30+ item set. :sweat:

 

:blink: I was thinking more of the lines of making dummy nodes for each of the base mesh/model (the gun part) for the attachments and then scripting the accessory meshes on to the dummy nodes. but I'm not familiar with geck that much and was wondering if someone has done it already or knows if its possible. :sweat:

 

Myeah, I know what you mean, and I'd like to know as well!

 

It'd be a really neat solution to a lot of problems and would massively increase the diversity of the items available, if you could just mix and match on the fly using scripts without having to "hard mesh" every single item combination. You could even apply the technique to wearable objects, making helmets with their visor up or down, clothing with or without shirts or boots etc. :biggrin:

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