ok i'be be honest i got this idea from the motuc toyline and AA's sword request . they release weapon packs with either recoloured weapons, armours or new weapons. so this got me thinking what about doing something like this for fr
nearly all skinners/meshers skope so what about a few of us get together and weapons pack, be they general guns, blades, staffs or even more specific weapons people have wanted
this could be used for new meshes and such
so anyone interested.
The caveman and desert themed packs I converted have various swords, axes, spears and shields included as seperate nifs to be used that way. For guns, of hand, there's a raygun I've used fro various meshes and the Winter Soldiers's rifle from the MUA mesh. I know there's various guns and rifles on other meshes like Gren's Punisher tha I've used, but I don't know if it would be okay to strip them out into a seperate pack.
I could grab a bunch of different guns and rifles to make a pack from some of the EE3 and Civ 4 meshes, plus a lot of choices from the 3D warehouse.
Sounds like an awesome plan, UE. :thumbup:
There are so many characters which need various weapons and finding them quickly has become a huge challenge.. much less already converted into a FF friendly format.
- CQ
That sounds like a great idea, though to be honest, I have no clue how to take a weapon from a mesh and make it into a separate nif file.
In Blender, I just select the weapon alone, or delete everything but the weapon and export it. For nifscope, I guess you could do something simular, leaving the branch with the bone the weapon is tied to.
Maybe do something like Tommyboy did in his TV meshes, and tie a bunch of items to a male or female basic and then they could be cut and pasted onto different meshes in nifscope
May I suggest combining them all into one nif file with the weapons attached to frequently used nodes?
Or is it better to have them all oriented at a 'zero' position.
Once I'm back to my apartment with a PC I could help collaborate by taking a popular base mesh, and then adding all of the guns/swords/whatever to the appropriate nodes.
For example, similar to Ewzzy's Gni Versatile mesh, I could use a base Gni mesh(hide the male basic body) and add all of the guns and staves to the appropriate nodes.
I could also do a version for Jik's Deadpool.
What do you guys think?
EDIT: I just thought about skinning side of this as well. For example:
If I were to add a bunch of pistols into an all-in-one node, I could remap them all to use one texture file (if they fit).
This would greatly help with file size and extras naming conventions too.
Then, there could be one standard skin for all of the weapons in that specific pack. And skopers would easily be able to swap out weapons without having to worry about the remapping side if things.
That's what I was thinking for attaching them all to a basic mesh, placing them at their nodes.. I'm not familar with the Gni mesh but I was thinking of Gren's Punisher - He has two walk modes, one normal and one with weapons in hand, and he comes with appearing/disappearing right and left guns and a rifle on his back. I'm not at home but I think he also has various fly modes too.
Deadpool or Taskmaster might be good since they have a wide variety of weapons and animations to go with them, though I know that taskmaster is not Blender friendly.
I think the hand weapons and shield could go on a different mesh with animations more appropiate for their use.
The idea of remapping sounds like a great idea.
Edit - I think Tommyboy's is warrior_versatile_t, with a bunch of weapons in hand to pick from.
Some thought ought to go into making a female version as well, though I can't think of one off hand that uses a rifle.
For a Female version, you can just do a body swap with Lord Ehmsidy's "Crymsin" Mesh.
guys i love the idea that this has taken off in a popular but doesnt attaching them to select meshes kill the idea of the whole thing, that it was just a bunch of weapons to be added to any mesh. maybe i'm reading it wrong.
Yeah, I'm kind of with UE on this... the intent was not to create a "Male/Female_Weapons_Versatile" mesh where people can hex weapons on and off, it's just a nif containing swords/guns/knive/whatever that people can hex onto projects they're already working on. If I'm already creating a skope, I don't need the male/female model in there, and if I'm creating a new one, I don't want to hex off 20 weapons for the one I want to use.
This (https://www.mediafire.com/?lqncymig04ach6w) is what UE was suggesting. My demo is a bit rough, admittedly, but it's what he's suggesting.
basically yeah as tomato said
the zip would have folders, guns, swords rifle, knives, staffs. you open each nif and hidden in that are the weapons
eg in the swords folder it would contain. broadsword, cleaver, katanna, sword of omens. etc
the gun folder may contain handgun, six shooter,uzi, ray gun etc
This is an excellent idea! I think boots, helmets wuld be helpful also.
There used to be a weapons pack at NPI...
I think the versatile idea may have come out of the idea that it may be have been easier to open the nif you're working on with nifskope, as well as the versatile nif, and then select the item you want from the versatile and do a branch copy paste from one to the other. The versatile wouldn't be for hexing items on or off, just a source for parts with them already in their proper position.
It sounded like just having the item itself as a seperate nif might have been a little confusing to some people.
The way TUE is looking at would be simpler and I've already made a few items that would work with that. Either way, I think DM's idea of remapping the textures to a common file would be good to cut down on size/
Tommy has several weapons that map to the same place. It does take a little trial and error to match the wire to the weapon you want. Not a lot, really, and the versatility usually makes up for it.
Quote from: daglob on January 17, 2014, 10:52:28 PM
There used to be a weapons pack at NPI...
I really liked Valandar's Weapons Pack, but I never had the right character to skope them on to. :(
Quote from: Sioux City Dynamo on January 17, 2014, 05:34:13 PM
This is an excellent idea! I think boots, helmets wuld be helpful also.
That would be cool. There are already a lot of useful items floating around for skopers, it would be nice to have as many as possible in a single location so you're not going from Mesh to Mesh, or Website to Website to find what you need.
-Helmets
-Boots
-Gloves/Wristbands
-Holsters
-Shields
-Bladed Weapons
-Blunt Weapons
-Large Guns
-Hand Gun
- And the List goes on.
If each Nif file contained those types of objects on a "Rack" like 'Mato put together, then it would feasibly take skopers less time to find what they want.
I haven't started my next project yet and I have some time this weekend - I'll start on this. Shields will be assigned to the left hand or forearm, weapons to the right hand. If you want alternate versions assigned to the left hand or right thigh for a holstered version let me know. I can also set up an alternate version for the rifle types to spine 1 for placing on the back. I'm looking at doing various guns, swords, spears, clubs, maces, shields and rifles. Maybe a few hats/head pieces. Boots and gloves I'll leave to others.
Don't know if this will be useable or not, but there are quite a few weapons here: http://tf3dm.com/3d-models/weapons
Thanks CB
Are there any kfs out there with an animation for a shoulder fired weapon, like a bazooka, stinger, etc ?
Wondering if to include that type or not
If I remember correctly, the "xcom_male_light_rocket" Mesh by Jik located here: http://games.groups.yahoo.com/group/Jikmeshes3/
Quote from: Randomdays on January 18, 2014, 01:43:12 AM
Thanks CB
Are there any kfs out there with an animation for a shoulder fired weapon, like a bazooka, stinger, etc ?
Wondering if to include that type or not
Gren's Warmachine has a few
Thanks Spyder, but I was thinking of something like an old fasioned bazooka animation where its brought up to the shoulder and fired instead of being mounted on the shoulder already.
Quote from: Randomdays on January 18, 2014, 03:52:20 AM
Thanks Spyder, but I wa thinking of something like an old fasioned bazooka animation where its brought up to the shoulder and fired instead of being mounted on the shoulder already.
Ooooooooh!
Then, yeah, Cyber's suggestion works well :P
I believe Punisher_Gren has a grenade/rocket launcher of some kind but I don't think it's of the shoulder launched bazooka type.
- CQ
Quote from: Randomdays on January 18, 2014, 03:52:20 AM
Thanks Spyder, but I was thinking of something like an old fasioned bazooka animation where its brought up to the shoulder and fired instead of being mounted on the shoulder already.
Quote from: Randomdays on January 17, 2014, 11:02:55 PM
I think the versatile idea may have come out of the idea that it may be have been easier to open the nif you're woking on with nifskope, as well as the versatile nif, and then select the item you want from the versatile and do a branch copy paste from one to the other. The versatile wouldn't be for hexing items on or off, just a source for parts with them already in their proper position.
It sounded like just having the item itself as a seperate nif might have been a little confusing to some people.
The way TUE is looking at would be simpler and I've already made a few items that would work with that. Either way, I think DM's idea of remapping the textures to a common file would be good to cut down on size/
Thanks for clearing this up, that's exactly what I had in mind. Although it seems like another idea is akin to that scene in the Matrix, where all the guns appear, and that's pretty darn cool too. I just worry from a skoper's perspective, sometimes you need to mess with rotating weapons and whatnot. If it were just a row of guns in the nif, you might have to play around with the xyz location.
I'm going to set each weapon as a single nif, rotated and placed in the proper position, probably off a male basic. Using a different base would probably need some repositioning
Started work on the pistols. I'll add some more, but for starters I grabbed all the pistol props from "The Movies game"
Pictured below, left to right, top to bottom;
Six Shooter, Camp SF Pistol, Laser Handgun, Futuristic Pistol, SF Laser Pistol
Chinese Pistol, Colt, Luger, Magnum, Uzi, Webley
(http://imagizer.imageshack.us/v2/800x600q90/835/8bii.jpg) (https://imageshack.com/i/n78biij)
For those who use image shack and haven't been there lately, things were very different there when I upped this today.
About halfway done with the pistols. Besides the ones above, I'm adding the flintlock pistol from TF3D - http://tf3dm.com/3d-model/flintlock-pistol-66797.html
Each nif has 2 guns in it, one each assigned and positioned for the right and left hand. I used Gren's Punisher for a base since it has both guns and a rifle in appearing/ disappearing kfs and it worked with male_basic kfs when checked.
Before I wrap the pistols up, are there any other pistols that anyone would like added to the group?
Very nice! This is great! I think this will really save time in making new characters or tweaks to existing characters!!
The 12 pistols mentioned above are done. Starting rifles next.
Each nif will probably have 2 rifles in it, assigned and positioned to the right hand and spine 1 for the back. Using Gren's Punisher for positioning again for the same reason as before.
Rifles prop selections from "the Movies game" , top to bottom, left to right;
sf pulse rifle, WW2 rifle, Winchester , Mauser
futuristic rifle, ak47, Enfield 3 band, M1 rifle,
MP 40 machine gun, sten gun, thomson machine gun, tommy gun
Sawed off shotgun, advanced sf rifle, basic sf rifle, sf blaster
(http://imagizer.imageshack.us/v2/800x600q90/829/qvka.jpg) (https://imageshack.com/i/n1qvkaj)
These are awesome Random.
Did a little testing in game to see if they worked as they should.
Branch swapping the new weapons onto the Punisher mesh, the new weapons appeared exactly where they should and worked perfectly. It looks like the skin only partially appears on the new weapon for some reason.
Branch swapping onto male basic_boots, the weapon appears off of where it should be and position had to be adjusted. Weapon skin appears normal. On the plus side, before adding the weapons, the mesh appeared broken in the character viewer. Adding the weapons settled it down and it appeared normal afterwards
I'm assuming the skin problem on the Punisher has something to do with the glow and reflect tgas that the rest of the skins have and the new weapon doesn't. Someone with more skinning knowledge would have to give some input.
Edit - looks like it might be the lightmap.tga - removing this the new gun appears to have no skin at all.
(http://imagizer.imageshack.us/v2/800x600q90/203/c3s4.jpg) (https://imageshack.com/i/5nc3s4j)
Did you get the skin issue fixed? if you need help, I would be glad to take a look at it.
You should give the guns a completely black lightmap file. That should fix it. But that also remove all reflections too.
Not fixed as yet. I was trying a few more things out with positioning before bed last night. I'll try DM's suggestion when I get home and see if that works.
Rifles are well on the way, adding a few more things like crossbows to it if I can since they'd use the same animations.
Will probably look at swords next.
Those are pretty cool.
Giving the guns a black lightmap didn't work, but changing the male_basic_lightmap to black did.
Doing some more experimenting, assigning the vertexes of the gun to a specific bone isn't necessary so only one gun for each nif is needed, and moving it the center axis and then moving it and rotating it a bit works with the right hand. Assigning it to the left hand or elsewhere would work but would need additional tweaking.
Redoing the pistols at the moment before going back to rifles.
Edit;
Pistols done and uploading.
11 pistols from "The Movies Game"
Silenced pistol from the Bond mesh rigged earlier by me and skoped by DM.
Crossbow from "Fist of the North Star - Ken's Rage"downloaded from TF3DM.com - http://tf3dm.com/3d-model/mamiya-weapons-84499.html
I half sized the crossbow to make it similar to a hand crossbow like DC's Huntress carries.
Flintlock pistol - 3d model with textures from "Assassin's Creed III" downloaded from TF3DM.com - http://tf3dm.com/3d-model/flintlock-pistol-66797.html
Check release thread for location when upload complete.
Rifle pack released with 20 rifles - see the release thread for more info and link. Going to start looking at the swords next.
You ROCK Random, it's been a while since I've done any Skoping, so I'm really looking forward to getting back into it. I'm also really looking forward to trying these weapon packs out.
A HUGE THANK YOU FOR ALL THE WORK, TIME, AND EFFORT THAT YOU'VE PUT INTO THIS PROJECT!!!
:thumbup: :thumbup: :thumbup:
Quote from: Cyber Burn on January 24, 2014, 02:13:36 AM
You ROCK Random, it's been a while since I've done any Skoping, so I'm really looking forward to getting back into it. I'm also really looking forward to trying these weapon packs out.
A HUGE THANK YOU FOR ALL THE WORK, TIME, AND EFFORT THAT YOU'VE PUT INTO THIS PROJECT!!!
:thumbup: :thumbup: :thumbup:
Agreed -- nice work, RD!
Thanks guys. Very much.
I started on swords but looking at things, I 've got a lot of themed groups from Civ 4/5 and EE 2/3 with swords, weapons, shields, helmets, etc. As I do each group I'll be doing the items to the side as well. You'll get a wide variety of items, but it might be a while before you see them.
As eager as I always am to see new content, take your time, I would hate to see you burn yourself out trying to get these things done. Too many of our content creators have left the community because of burnout, I would really hate to see you follow suit.
I don't know when I'm going to get my new External HD back with all my FF stuff, so I will probably have to re-download everything and start from scratch. Between Family, work, and school, my time has been a little more restrictive as of late, but I can at least try to get one or two Skopes done a week in between my other projects.
What a great idea, guys! Of course, being completely artistically inept, there isn't much I can do to help, but I can see this being a tremendous boon to us mod-makers!
Ohh my gosh, that is so neat RD! I LOVE the rayguns! Such weapons packs would make it so much easier to bring specific ideas to life. If I want a particular type of soldier or character, I could have a more accurate pick of weapons. That's really cool.
I wonder how hard these would be to add to the Weapons Master Attribute?