Difference between revisions of "Creating A Custom Weapon"
→Preparing
imported>Illyism (New page: == Tutorial: Making a custom weapon == __TOC__ Read the Requirements Below first. === Tutorial === ====Step 1: Blender ==== Open up Blender.<br> Click on 'Add-> Mesh-> UVSphere'. Set '''s...) |
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[[Category:Tutorials]] | |||
== Requirements == | |||
*[http://www.blender.org/download/get-blender/ Blender] | |||
*[http://www.gimp.org/downloads/ Gimp] | |||
*[http://nifelheim.dyndns.org/~cocidius/dds/ Gimp DDS plugin] | |||
*[http://nifelheim.dyndns.org/~cocidius/normalmap/#download Gimp Normal Map Plugin] | |||
*[http://eliteforce2.filefront.com/file/DDS_Converter;29412 DDS Converter] | |||
*[http://www.sendspace.com/file/h84nzl Nifskope] | |||
*[http://fallout3nexus.com/downloads/file.php?id=34 FO3 Archive Utility] | |||
== Preparing == | |||
You need three meshes: the weapon base, the hammer and the magazine. Also get the required items above. Experience with Blender, Gimp, Nifskope, and the Garden of Eden Creation Kit is recommended. | |||
==Step 1: Blender == | |||
'''''[[#Requirements|Get the required program.]]'''''<br><br> | |||
Open up Blender.<br> | Open up Blender.<br> | ||
Click on 'Add-> Mesh-> UVSphere'. Set '''segments''' to ''4'' and '''rings''' to ''4''. Click OK.<br> | Click on 'Add-> Mesh-> UVSphere'. Set '''segments''' to ''4'' and '''rings''' to ''4''. Click OK.<br> | ||
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*Set it to '''Normals'''. | *Set it to '''Normals'''. | ||
*Click on the ''Export button''. | *Click on the ''Export button''. | ||
Do the same for '''Love.obj''' and ''' | Do the same for '''Love.obj''' and '''Elv.obj''' | ||
==Step 2: Creating normal maps. == | |||
'''''[[#Requirements|Get the required program.]]'''''<br><br> | |||
2. Open up GIMP.<br> | 2. Open up GIMP.<br> | ||
Open _Sphere.tga. Texture it how you want. When you're done with texturing, '''Save''' the file '''as''' ''I.tga''.<br> | 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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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. | 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. | ||
Do the same for _Cube.tga and | Do the same for _Cube.tga and _Elv.tga | ||
==Step 3: Converting to DDS == | |||
'''''[[#Requirements|Get the required program.]]'''''<br><br> | |||
Open DDS Converter 2.1.<br> | Open DDS Converter 2.1.<br> | ||
Click on the Options button. Set the DXTc format to '''DXT3'''. Checkmark Build mipmaps and set the number to '''9'''. Click OK.<br> | 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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*Love.tga | *Love.tga | ||
*Love_n.tga | *Love_n.tga | ||
* | *Elv.tga | ||
* | *Elv_n.tga | ||
when that is done, you can exit the program. | when that is done, you can exit the program. | ||
==Step 4: Getting a similar nif file == | |||
'''''[[#Requirements|Get the required program.]]'''''<br><br> | |||
Use FO3 Archive Utility to extract '''10mmPistol.nif''' | Use FO3 Archive Utility to extract '''10mmPistol.nif''' | ||
==Step 5: Nifskope tweaking == | |||
'''''[[#Requirements|Get the required program.]]'''''<br><br> | |||
Open Nifskope.<br> | Open Nifskope.<br> | ||
Load the '''10mmPistol.nif''' you extracted earlier.<br> | Load the '''10mmPistol.nif''' you extracted earlier.<br> | ||
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*Select NiHeader. | *Select NiHeader. | ||
*Open Strings. | *Open Strings. | ||
*Set 10MMPistol to ''' | *Set 10MMPistol to '''Elv'''. | ||
*Find 10MMPistol:0 and set it to ''' | *Find 10MMPistol:0 and set it to '''Elv:0''' | ||
*View-> Show Blocks in ''Tree''. | *View-> Show Blocks in ''Tree''. | ||
*Find and Right-Click-> Block-> Remove Branch on all of the following: | *Find and Right-Click-> Block-> Remove Branch on all of the following: | ||
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Now right click on NiTriStripsData and Right-Click-> Block-> Copy.<br> | Now right click on NiTriStripsData and Right-Click-> Block-> Copy.<br> | ||
Then Right-Click on '''NiNode''' and Block-> Remove Branch. | Then Right-Click on '''NiNode''' and Block-> Remove Branch. | ||
Finally find the '' | Finally find the ''Elv:0'' NiTriStrips. Select it's ''NiTriStripsData'' and Right-Click-> Block -> Paste Over.<br> | ||
Select | Select Elv:0's '''BSShaderTextureSet''' and for textures set the first to ''textures\I.dds'' set the second to ''textures\I_n.dds'' | ||
<br> | <br> | ||
<br> | <br> | ||
*Do the same for ''Love'' replacing '''##clip'''. | *Do the same for ''Love'' replacing '''##clip'''. | ||
*Do the same for '' | *Do the same for ''Elv'' replacing '''##hammer'''. | ||
File-> Save As. Goto Fallout 3's Data\meshes\ and name it Elv and then click the Save button. | |||
One last thing to do is place all your .dds files in your textures folder of Fallout 3. | |||
==See Also== | |||
*[[Basic Guide: From Modeling Program to the GECK]] | |||