Author Topic: Incursio's alternative Weapons  (Read 723 times)

Legacy_Social-Incursio

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Incursio's alternative Weapons
« on: July 12, 2013, 12:22:33 pm »


                He,
guys and girls: Currently I'm working on an alternative weapon project for Neverwinter Nights and my upcoming module because I don't like the standard weapon look of Neverwinter Nights! I work with blender and neverblender! It convert to .mdl file but don't show in Neverwinter Nights (I'm currently tr to find the error) But to have a little preview on the convertion work I will post up some pictures:
'Posted
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Legacy_Master Jax

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Incursio's alternative Weapons
« Reply #1 on: July 12, 2013, 06:35:48 pm »


               Absolutely amazing! 0_______________0 MOAR!!!
               
               

               
            

Legacy_dusty.lane

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Incursio's alternative Weapons
« Reply #2 on: July 12, 2013, 09:48:07 pm »


               I love your crossbows, just going to say that much. The rest is good, but the crossbows really caught my eye.
               
               

               
            

Legacy_Zwerkules

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Incursio's alternative Weapons
« Reply #3 on: July 13, 2013, 10:51:53 am »


               

Social-Incursio wrote...
I work with blender and neverblender! It convert to .mdl file but don't show in Neverwinter Nights (I'm currently tr to find the error)

To have them work in game you'll have to take them apart. You need a model for the pommel, one for the rest of the hilt and one for the blade. They need to have the right position and orientation.
You can make a new weapon type in baseitems.2da if you want a weapon that isn't part based.
               
               

               
            

Legacy_Social-Incursio

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Incursio's alternative Weapons
« Reply #4 on: July 13, 2013, 11:39:43 am »


               Can I do simply do only the bot part right like project q does because of visuell effects? and mid and top as inivisible modell?
               
               

               
            

Legacy__six

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Incursio's alternative Weapons
« Reply #5 on: July 13, 2013, 12:32:19 pm »


               Yes. Just so long as you aren't planning to override the standard weapons with them (you're going to get a really random distribution of models if you try that). It requires a total overhaul of weapon blueprints to go into the hak with the weapons if you want to do replace defaults without going the split up route which from experience is a lot of work.

You might want to note that what Q does with weapons, amulets and rings in that regard is in an optional extra hak - '!armory' - 'cos we figured it'd be a pain in the arse for PW builders. Also interesting that everyone seems to forget we overhauled amulets and rings completely too, but that's kinda off topic : p
               
               

               


                     Modifié par _six, 13 juillet 2013 - 11:34 .
                     
                  


            

Legacy_Social-Incursio

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Incursio's alternative Weapons
« Reply #6 on: July 13, 2013, 01:36:16 pm »


               '<img'> Yes, think that q does more included than 90% of builders see, because they dont know. '<img'>

but btt: Yah, want to create new models, why delete the olds... I need no 2da changes if I take the standard format of bioware weapons (e.g. wswdg_b_071.mdl), correct? '<img'>
because that don't work: how does he know of the library?
wswdg = okay its a dagger,
_b_ = okay its the bottom part of it
071 = 7, allright style 7! 1, okay I do color1??
               
               

               
            

Legacy__six

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Incursio's alternative Weapons
« Reply #7 on: July 13, 2013, 04:42:06 pm »


               As long as you provide icons and models for each part, the toolset will work out for itself that you've added weapons. Adding new weapon appearances doesn't require any 2da changes regardless of if you use the parts system or not (as long as you include empty parts for the bits you don't use).
               
               

               


                     Modifié par _six, 13 juillet 2013 - 06:24 .
                     
                  


            

Legacy_Empyre65

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Incursio's alternative Weapons
« Reply #8 on: July 13, 2013, 11:59:43 pm »


               This was done recently: Reforged Project
That doesn't mean you can't do it, too, but it does mean that you don't have to.
               
               

               
            

Legacy_The Amethyst Dragon

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Incursio's alternative Weapons
« Reply #9 on: July 14, 2013, 05:05:08 am »


               

Empyre65 wrote...

This was done recently: Reforged Project
That doesn't mean you can't do it, too, but it does mean that you don't have to.

Project Reforged does replace all of the weapon models (I just added handy links to all 8 parts in the thread you linked to), but it may be a different aesthetic look than Social-Incursio is going for.

To get your new weapons to show in NWN, you're going to need a few things...
a) the models need to be a NWN format..
- - - each needs a proper aurora base in the model
'B)' each model will need it's own inventory icon in the proper size/format
- - - size varies (use existing ones of the same item type as a template)
- - - format: 32-bit tga for override+toolset use, NWN dds + tga for hak + toolset use
- - - file names for inventory icons matter...use existing ones if overriding
c) weapon models are 3-parts that overlap
- - - you can skip the top and middle if you just want to use 1 part, but you must have a bottom
- - - I suggest making "blank/empty" top and middle models if you go this route
d) almost forgot: some weapons have built-in animations you'll need to account for:
- - - light flail, heavy flail, morningstar, whip, shortbow, longbow, light crossbow, heavy crossbow, sling (I think that's all of them)

If the models are just intended for a hak for your module, you don't have to worry about making more models than you'll have available in the module.

If you plan on replacing every weapon model in the game for general use like I did, you'll need to create a new model (and I would recommend matching icon) for every single weapon part in the game so that existing weapons still fully appear in existing modules (3 parts per weapon x each appearance for each part x each color for each part appearance x number of weapon types in the game = A LOT of models and icons).  I will warn that this route is a major undertaking...it took me over a year to complete Project Reforged (which included a couple of months off because I got burned out on model/icon making after part 6 or 7 of my project).

Still, if you're up for it, I'm sure the community would welcome another alternative to the 11+ year old default weapons.
               
               

               


                     Modifié par The Amethyst Dragon, 14 juillet 2013 - 04:09 .
                     
                  


            

Legacy_Social-Incursio

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Incursio's alternative Weapons
« Reply #10 on: July 15, 2013, 08:19:59 am »


               This reforged project is great! Maybe so I can focus now on module! '<img'>
               
               

               
            

Legacy_Master Jax

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« Reply #11 on: July 16, 2013, 01:30:21 am »


               Nunununununu! Your weapons be needed! They great! ó .ò
               
               

               
            

Legacy_Social-Incursio

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Incursio's alternative Weapons
« Reply #12 on: July 16, 2013, 01:16:21 pm »


               I will try to convert these to neverwinter Nights but focus on module! '<img'> NWNExplorer don't agree with this DDS textures.. mhh.. I think I have a lot to do! '<img'>
               
               

               
            

Legacy_Kendaric Varkellen

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Incursio's alternative Weapons
« Reply #13 on: July 16, 2013, 03:23:45 pm »


               Have to agree with Jax, they are definitely needed for those of us who prefer a less fantastic and more historical/semi-historical look.
               
               

               
            

Legacy_T0r0

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Incursio's alternative Weapons
« Reply #14 on: July 16, 2013, 04:12:32 pm »


               DDS in nwn is different from standard DDS, and if you got that covered I think in nwnexplorer , there's an option to display with DDS instead of tga, if memory serves.