[WIPz] Weapon of Choice

Post » Sun Feb 14, 2010 3:37 am

I've got an update to post, finally. Getting all the meshes done is long work! I've finished all of the meshes for the Colt M1911 (it looks AWESOME, btw), and I'll begin the MP5 soon. Once einherjrar sends me the mesh and textures for the Winchester 1897, I'll start on that. Getting the M14, FN FAL and B.A.R. done will take quite some time. I think I've gotten half of the M14 meshes done so far. I've calculated that there should be somewhere around 50+ meshes for the BAR and FN FAL to make. Anyone wanna help? :P

EDIT: I'll try to make some screenshots or a video soon.
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Miragel Ginza
 
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Post » Sun Feb 14, 2010 7:23 am

Ignore me if you're already doing this, but you might be able to save on the work required (and file-count) by setting up the nif files in a similar fashion to WMK. That is, you use just one nif file with all the possible attachments/variants in it (all on top of one another), and control the visibility of those parts on a weapon-by-weapon basis in the esp using the 'NullTextureSet' texture set to make the undesired parts invisible. (An approach like this probably still requires different nif files for things like variants with silencers, where the ProjectileNode needs to be in a different location.)
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Bitter End
 
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Post » Sun Feb 14, 2010 3:10 pm

How would I do that NullTextureSet thing? It's done in the GECK, I assume.
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Len swann
 
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Post » Sun Feb 14, 2010 3:59 pm

How would I do that NullTextureSet thing? It's done in the GECK, I assume.


It can be done in the GECK or in FO3Edit. You just assign alternate textures to the model (on each WEAP entry). Alternate textures are assigned using texture sets, and the 'NullTextureSet' one makes things invisible. If you're using 1st person statics for the weapons then this needs to be done for those too.

Have a look at WMK if you'd like a reference. :)
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Celestine Stardust
 
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Post » Sun Feb 14, 2010 7:17 am

Thanks, Antistar! I figured it out.

Also, I finished making all the models. Now I have to make the weapon entries in the GECK, and test out the weapons themselves.
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Celestine Stardust
 
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Post » Sun Feb 14, 2010 11:27 am

This project looks great and it might be a tad late to sugest this... but pehaps things should be a bit more balanced for differnt players? I know your sticking with older guns... but theres no energy weapons here, and no "Big guns" meaning the only people who can use the mod in this state would be Small arms ballistic users.

Still if thats what the mods set out to do, then fair enough... just thought I'd mention it. Very intrested in this either way :)
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bimsy
 
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