(Yes you thought it right about my profession)
Ehm, i'm not very uncommon with my idea (to create a weapon mod). :whistling:
But anyway, this wish would never appear if somebody implemented a few special nuances of my idea - before i thought of it.
One of my upcoming mod's "royal features" is such an awesome weapon as http://http://en.wikipedia.org/wiki/PTRS-41 14,5 x 114mm, how do you like IT (that's not about Stephen King's movie/story)?
The 14.5 mm armour-piercing bullet has a muzzle velocity of 1012 m/s and good ballistics. It can penetrate an armour plate up to 40 mm thick at a distance of 100 meters.
Also, 32,200 J (23,700 ft·lbf) of bullet energy. Barret M82 has only 20,195 J (14,895 ft·lbf).
This thingie could, really, become an ultimate non-cheat (depending on REAL effectiveness) anti-enclave "tin-opener".
I'm already ripped a model of this gun from Call of Duty: World at War, remodelled and retextured it:
http://fallout3nexus.com/downloads/images/13502-1-1278697230.jpg
... To make this gun look a bit more realistic. More like a weapon, that is survived in (outlived, gone through?) a nuclear war. Also, i made a normal maps for it:
http://fallout3nexus.com/downloads/images/13502-1-1284019586.jpg
And yes, i've already placed it in the Game (screenshot 2).
But, there are few troubles with it.
Trouble #1 is a periodical game crashes. "Goodbye F3, hello desktop! Uh shed, WTF is wrong again?!!"
And again, and again, and again.
Well, i must say that i did my "PTRS drag-n-drop operation" (CoD: WaW --> Fallout 3) with copy branch - paste branch method.
Other words. After i've finished model (3d max, Milkshape) and texture (Photoshop & GIMP) editing, i've exported my work in a *.nif format. Then, i've opened two NIFScope windows, one with Fallout 3 Sniper Rifle, second with PTRS-41 (3dm export). Then, i've used a copy-paste branch method, copying PTRS-41 NiTriStripsData and pasting it over a F3SR NiTriStripsData. Magazine over magazine, trigger over trigger, etc.
After editing a texture sets and saving a nif, i added a gun in the Game via the G.E.C.K.
Crash, that was all the story.
Trouble #2. My gun, as you can see on screenshots, have a sniper scope. After i set lens's NiMaterialProperty's "Alpha" parameter to 0.8000 (it was 1.0000), all the gun (not only the lens) became partially transparent. I was to change damn alpha back.
And, i must expain something. This trouble appeared when i exported my model from 3dm at a first time. More exactly - when i set alpha before the first saving of "Sniper Rifle", which were drag-n-droply replaced with PTRS-41.
When i,...
|||||| after first saving of half-replace, and closing it, and opening it again ||||||
.., changed alpha from 0.8 back to 1.0, that made a zero effect. The gun became NOT transparent when i've exported it again (deleting the old (b)ugly export litter).
Trouble #3. Too strong glow trouble, same as Trouble #2.
From my point, all of this looks like all these bugs appear because of defectiveness in drag-n-drop porting method itself.
Looks like, correct (not buggy) NIF models must have an inner structure, that were built manually, from a zero. Am i right?
In any case, i ask you: please, help me with this trouble! I'll appreciate any help - FAQ links, porting manual links, etc.
P.S. Err, and sorry for my bad english.
P.P.S. Also, i have the same troubles with DT-29 and PPS-43, which you can see in my nexus "thread", http://fallout3nexus.com/downloads/file.php?id=13502.
And, also: PTRD (http://pix.playground.ru/view/299883.jpg), DP-28 (http://pix.playground.ru/view/323819.jpg, http://pix.playground.ru/view/323818.jpg), Browning M2 (http://pix.playground.ru/view/321264.jpg), PPSh-41 (http://pix.playground.ru/view/290564.jpg), SVT-40 (http://pix.playground.ru/view/290566.jpg) and others (screenshots of which i placed at the another site), including the classic Doom 1-2 plasmagun, which is almost ready (darn...).