imported>Illyism |
imported>Illyism |
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| [[Category:Tutorials]]
| | Coming Soon |
| == Tutorial: Making a custom weapon ==
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| __TOC__
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| [[Tutorial:Creating_A_Custom_Weapon#Requirements|Read the Requirements Below first.]]
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| === Tutorial ===
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| ====Step 1: Blender ====
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| '''''[[Tutorial:Creating_A_Custom_Weapon#Requirements|Get the required program.]]'''''<br><br>
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| Open up Blender.<br>
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| Click on 'Add-> Mesh-> UVSphere'. Set '''segments''' to ''4'' and '''rings''' to ''4''. Click OK.<br>
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| In your view the newly added mesh will not be visible. This is because it is covered up by the cube. However the mesh should be already selected and a set of arrows should be visible.<br>
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| Left-Click on the ''green arrow'' and hold the mouse button down and move your mouse till your mesh is exactly above your cube.<br>
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| Click on 'Add-> Mesh-> Cylinder'.<br>
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| Set '''vertices''' to ''6''.<br>
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| Left-Click on the ''green arrow'' of your newly created mesh and hold the mouse button down and move your mouse till it is exactly below your cube.<br>
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| Repeat the following actions :
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| *Switch to Edit Mode.
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| *Left-Click Mesh-> UVUnwrap-> Unwrap (Smart Projections).
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| *Click OK.
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| *Switch the Window type to '''UV/Image Editor'''.
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| *Left-Click UVs-> Scripts-> Save UV Face Layout...
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| *Set '''size''' to 256.
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| *Click OK.
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| Now click on the Save UV (tga) button.
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| *Switch the Window type back to 3D View.
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| *Switch the mode to Object Mode.
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| *Select the cube by Right-Clicking on it.
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| *Switch to ''Edit Mode''.
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| *Left-Click Mesh-> UVUnwrap-> Unwrap (Smart Projections).
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| *Click OK.
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| *Switch the Window type to '''UV/Image Editor'''.
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| *Left-Click UVs-> Scripts-> Save UV Face Layout...
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| *Set size to 256.
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| *Click OK.
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| Now click on the Save UV (tga) button.
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| *Switch the Window type back to '''3D View'''.
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| *Switch the mode to Object Mode.
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| *Select the last mesh by Right-Clicking on it.
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| *Switch to Edit Mode.
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| *Left-Click Mesh-> UVUnwrap-> Unwrap (Smart Projections).
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| *Click OK.
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| *Switch the Window type to '''UV/Image Editor'''.
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| *Left-Click UVs-> Scripts-> Save UV Face Layout...
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| *Set size to 256.
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| *Click OK.
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| Now click on the Save UV (tga) button.
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| *Switch the Window type back to '''3D View'''.
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| *Switch the mode to Object Mode.
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| You are done with exporting the textures. Now you are going to export all the meshes.
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| Left-Click on File-> Export-> Wavefront (.obj)... Name it '''I.obj'''
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| *click the '''Export Wavefront OBJ Button'''.
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| *Set it to ''triangulate''.
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| *Unset it to '''Rotate X90'''.
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| *Set it to '''Normals'''.
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| *Click on the ''Export button''.
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| Do the same for '''Love.obj''' and '''PricesStomper.obj'''
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| ====Step 2: Creating normal maps. ====
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| '''''[[Tutorial:Creating_A_Custom_Weapon#Requirements|Get the required program.]]'''''<br><br>
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| 2. Open up GIMP.<br>
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| Open _Sphere.tga. Texture it how you want. When you're done with texturing, '''Save''' the file '''as''' ''I.tga''.<br>
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| Uncheck '''RLE compression''' and set the ''Origin'' to ''Top left''. Save it.
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| We are now going to do the normal map.<br>
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| Layer-> Transparency-> Color to Alpha.<br>
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| Set the color to 000000.Filters-> Map-> Normalmap.<br>
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| Click on the 3D Preview Button.<br>
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| Left click and hold the middle of the big white square until it is leaning back.<br>
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| Click on the Rotate light button. Now click in the top left corner of the big white square and drag until your cursor is in the middle of it.<br>
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| Switch to the Normalmap window and checkmark Wrap.<br>
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| Set the Height source to Alpha. Now set the Scale to 6. And the filter to one of the following:
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| 1. 4 Sample – Very grainy. Use for rock or other rough textures.
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| 2. 3x3 – Grainy. Use for scratched metals or other rough textures.
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| 3. 5x5 – Smooth. Use for smooth metals and wood.
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| 4. 7x7 – Smoother. Use for cloth and furniture.
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| 5. 9x9 – Very Smooth. – Use for polished metal and gems.
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| When you have done that click the Ok Button. File-> Save As. Set the name to I_n.tga and uncheck RLE Compression and make sure the origin is Top left. Click the Save button.
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| Do the same for _Cube.tga and _PrincessStomper.tga
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| ====Step 3: Converting to DDS ====
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| '''''[[Tutorial:Creating_A_Custom_Weapon#Requirements|Get the required program.]]'''''<br><br>
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| Open DDS Converter 2.1.<br>
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| Click on the Options button. Set the DXTc format to '''DXT3'''. Checkmark Build mipmaps and set the number to '''9'''. Click OK.<br>
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| Make sure the output format is DirectDraw Surface.
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| Select the files and '''convert''' them.
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| *I.tga
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| *I_n.tga
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| *Love.tga
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| *Love_n.tga
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| *PrincessStomper.tga
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| *PrincessStomper_n.tga
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| when that is done, you can exit the program.
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| ====Step 4: Getting a similar nif file ====
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| '''''[[Tutorial:Creating_A_Custom_Weapon#Requirements|Get the required program.]]'''''<br><br>
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| Use FO3 Archive Utility to extract '''10mmPistol.nif'''
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| ====Step 5: Nifskope tweaking ====
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| '''''[[Tutorial:Creating_A_Custom_Weapon#Requirements|Get the required program.]]'''''<br><br>
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| Open Nifskope.<br>
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| Load the '''10mmPistol.nif''' you extracted earlier.<br>
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| View-> Show Blocks in ''List''.<br>
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| *Select NiHeader.
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| *Open Strings.
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| *Set 10MMPistol to '''PrincessStomper'''.
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| *Find 10MMPistol:0 and set it to '''PrincessStomper:0'''
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| *View-> Show Blocks in ''Tree''.
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| *Find and Right-Click-> Block-> Remove Branch on all of the following:
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| 1.
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| 1. Slide
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| 2. Trigger
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| 3. Catch
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| Select BSFADENODE.<br>
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| File-> Import-> Import OBJ. and choose OK. Find I.obj and the click the open button.<br>
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| Select the newly created '''NiNode'''.<br>
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| Now select the '''NiTriShape''' it has. Mesh-> Stripify.<br>
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| Select the '''NiTriStripsData'''.<br>
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| Set '''TSpace Flag''' to 16.<br>
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| Then Right-Click-> Batch-> Update all tangent Spaces.<br>
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| Now right click on NiTriStripsData and Right-Click-> Block-> Copy.<br>
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| Then Right-Click on '''NiNode''' and Block-> Remove Branch.
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| Finally find the ''I:0'' NiTriStrips. Select it's ''NiTriStripsData'' and Right-Click-> Block -> Paste Over.<br>
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| Select I:0's '''BSShaderTextureSet''' and for textures set the first to ''textures\I.dds'' set the second to ''textures\I_n.dds''
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| <br>
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| <br>
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| *Do the same for ''Love'' replacing '''##clip'''.
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| *Do the same for ''PrincessStomper'' replacing '''##hammer'''.
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| File-> Save As. Goto Fallout 3's Data\meshes\ and name it PrincessStomper and then click the Save button.
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| One last thing to do is place all your .dds files in your textures folder of Fallout 3.
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| === Requirements ===
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| {| style="width:75%; class="wikitable" border="5"
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| |+ Requirements
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| ! Download
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| |- style="vertical-align:top;
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| | [http://www.blender.org/download/get-blender/ Blender]
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| |-
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| | [http://www.gimp.org/downloads/ Gimp]
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| |-
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| | [http://nifelheim.dyndns.org/~cocidius/normalmap/#download Gimp Normal Map Plugin]
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| |-
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| | [http://eliteforce2.filefront.com/file/DDS_Converter;29412 DDS Converter]
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| |-
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| | [http://www.sendspace.com/file/h84nzl Nifskope]
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| |-
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| | [http://fallout3nexus.com/downloads/file.php?id=34 FO3 Archive Utility]
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| |-
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| ! Recommended Experience with Blender, Gimp, Nifskope, and the Garden of Eden Creation Kit.
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| |-
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