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== Tutorial: Making a custom weapon == | |||
<pre> | |||
'''Needed''' | |||
Blender 2.48a - Download Place: http://www.blender.org/download/get-blender/ - Main Website: | |||
http://www.blender.org/ | |||
Gimp 2.6.3 - Download Place: http://www.gimp.org/downloads/ - Main Website: http://www.gimp.org/ | |||
Gimp Normal Map Plugin 1.2.2 Download Place: http://nifelheim.dyndns.org/~cocidius/normalmap/#download Main | |||
Website: http://nifelheim.dyndns.org/~cocidius/normalmap/ | |||
DDS Converter 2.1 - Download Place: http://eliteforce2.filefront.com/file/DDS_Converter;29412 | |||
Nifskope-1.0.18.4332 - Download Place: http://www.sendspace.com/file/h84nzl - Main Website: | |||
http://niftools.sourceforge.net/forum/view...?f=4&t=2037 | |||
FO3 Archive Utility - Download Place: http://fallout3nexus.com/downloads/file.php?id=34 | |||
Recommended | |||
Experience with Blender, Gimp, Nifskope, and the Garden of Eden Creation Kit. | |||
The Tutorial | |||
1. Open up Blender. You will have a cube. Click on Add-> Mesh-> UVSphere. Set segments to 4 and rings to 4. | |||
Click OK. 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. Left-Click on the | |||
green arrow and hold the mouse button down and move your mouse till your mesh is exactly above your cube. | |||
Click on Add-> Mesh-> Cylinder. Set vertices to 6. 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.Switch to Edit Mode. | |||
Left-Click Mesh-> UVUnwrap-> Unwrap (Smart Projections). Click OK. Switch the Window type to UV/Image | |||
Editor. Left-Click UVs-> Scripts-> Save UV Face Layout... Set size to 256. Click OK. Now click on the Save | |||
UV (tga) button. | |||
Switch the Window type back to 3D View. Switch the mode to Object Mode. Select the cube by Right-Clicking | |||
on it. Switch to Edit Mode. Left-Click Mesh-> UVUnwrap-> Unwrap (Smart Projections). Click OK. Switch the | |||
Window type to UV/Image Editor. Left-Click UVs-> Scripts-> Save UV Face Layout... Set size to 256. Click | |||
OK. Now click on the Save UV (tga) button. | |||
Switch the Window type back to 3D View. Switch the mode to Object Mode. Select the last mesh by | |||
Right-Clicking on it.Switch to Edit Mode. Left-Click Mesh-> UVUnwrap-> Unwrap (Smart Projections). Click | |||
OK. Switch the Window type to UV/Image Editor. Left-Click UVs-> Scripts-> Save UV Face Layout... Set size | |||
to 256. Click OK. Now click on the Save UV (tga) button. Switch the Window type back to 3D View. Switch the | |||
mode to Object Mode.You are done with exporting the textures.Now you are going to export all the meshes. | |||
Left-Click on File-> Export-> Wavefront (.obj)... Name it I.obj and then click the Export Wavefront OBJ | |||
Button.Set it to triangulate. Unset it to Rotate X90. Set it to Normals. Click on the Export button. Select | |||
the cube mesh by Right-Clicking on it. Left-Click on File-> Export-> Wavefront (.obj)... Name it Love.obj | |||
and then click the Export Wavefront OBJ Button.Set it to triangulate. Unset it to Rotate X90. Set it to | |||
Normals. Click on the Export button.Select the cylinder mesh by Right-Clicking on it.Left-Click on File-> | |||
Export-> Wavefront (.obj)... Name it PrincessStomper.obj and then click the Export Wavefront OBJ Button.Set | |||
it to triangulate. Unset it to Rotate X90. Set it to Normals. Click on the Export button. You are now | |||
finished with Blender! | |||
2. Open up GIMP.File-> Open. Select _Sphere.tga and click on the Open button. Texture it how you want. When | |||
done with texturing File-> Save As. Set the Name to I.tga and click on the Save button. Uncheck RLE | |||
compression and set the Origin to Top left. Click on the Save button. We are now going to do the normal | |||
map. Layer-> Transparency-> Color to Alpha. Set the color to 000000.Filters-> Map-> Normalmap. Click on the | |||
3D Preview Button. Left click and hold the middle of the big white square until it is leaning back.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. Switch to the Normalmap window and checkmark Wrap. Set the Height source to | |||
Alpha. Now set the Scale to 6. And the filter to one of the following: | |||
# 4 Sample – Very grainy. Use for rock or other rough textures. | |||
# 3x3 – Grainy. Use for scratched metals or other rough textures. | |||
# 5x5 – Smooth. Use for smooth metals and wood. | |||
# 7x7 – Smoother. Use for cloth and furniture. | |||
# 9x9 – Very Smooth. – Use for polished metal and gems. | |||
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. | |||
Open up GIMP.File-> Open. Select _Sphere.tga and click on the Open button. Texture it how you want. When | |||
done with texturing File-> Save As. Set the Name to I.tga and click on the Save button. Uncheck RLE | |||
compression and set the Origin to Top left. Click on the Save button. We are now going to do the normal | |||
map. Layer-> Transparency-> Color to Alpha. Set the color to 000000.Filters-> Map-> Normalmap. Click on the | |||
3D Preview Button. Left click and hold the middle of the big white square until it is leaning back.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. Switch to the Normalmap window and checkmark Wrap. Set the Height source to | |||
Alpha. Now set the Scale to 6. And the filter to one of the following: | |||
# 4 Sample – Very grainy. Use for rock or other rough textures. | |||
# 3x3 – Grainy. Use for scratched metals or other rough textures. | |||
# 5x5 – Smooth. Use for smooth metals and wood. | |||
# 7x7 – Smoother. Use for cloth and furniture. | |||
# 9x9 – Very Smooth. – Use for polished metal and gems. | |||
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. | |||
File-> Open. Select _Cube.tga and click on the Open button. Texture it how you want. When done with | |||
texturing File-> Save As. Set the Name to Love.tga and click on the Save button. Uncheck RLE compression | |||
and set the Origin to Top left. Click on the Save button. We are now going to do the normal map. Layer-> | |||
Transparency-> Color to Alpha. Set the color to 000000.Filters-> Map-> Normalmap. Click on the 3D Preview | |||
Button. Left click and hold the middle of the big white square until it is leaning back.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. Switch to the Normalmap window and checkmark Wrap. Set the Height source to Alpha. Now set | |||
the Scale to 6. And the filter to one of the following: | |||
# 4 Sample – Very grainy. Use for rock or other rough textures. | |||
# 3x3 – Grainy. Use for scratched metals or other rough textures. | |||
# 5x5 – Smooth. Use for smooth metals and wood. | |||
# 7x7 – Smoother. Use for cloth and furniture. | |||
# 9x9 – Very Smooth. – Use for polished metal and gems. | |||
When you have done that click the Ok Button. | |||
File-> Save As. Set the name to Love_n.tga and uncheck RLE Compression and make sure the origin is Top | |||
left. Click the Save button. | |||
File-> Open. Select _Cylinder.tga and click on the Open button. Texture it how you want. When done with | |||
texturing File-> Save As. Set the Name to PrincessStomper.tga and click on the Save button. Uncheck RLE | |||
compression and set the Origin to Top left. Click on the Save button. We are now going to do the normal | |||
map. Layer-> Transparency-> Color to Alpha. Set the color to 000000.Filters-> Map-> Normalmap. Click on the | |||
3D Preview Button. Left click and hold the middle of the big white square until it is leaning back.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. Switch to the Normalmap window and checkmark Wrap. Set the Height source to | |||
Alpha. Now set the Scale to 6. And the filter to one of the following: | |||
# 4 Sample – Very grainy. Use for rock or other rough textures. | |||
# 3x3 – Grainy. Use for scratched metals or other rough textures. | |||
# 5x5 – Smooth. Use for smooth metals and wood. | |||
# 7x7 – Smoother. Use for cloth and furniture. | |||
# 9x9 – Very Smooth. – Use for polished metal and gems. | |||
When you have done that click the Ok Button. | |||
File-> Save As. Set the name to PrincessStomper_n.tga and uncheck RLE Compression and make sure the origin | |||
is Top left. Click the Save button. | |||
You are now finished with Gimp! | |||
3. Open DDS Converter 2.1. Click on the Options button. Set the DXTc format to DXT3. Checkmark Build | |||
mipmaps and set the number to 9. Click the Ok Button. Make sure the output format is DirectDraw Surface. | |||
Select I.tga. Click the convert button. When that is finished you Select I_n.tga and convert it to. | |||
Then Love.tga and then Love_n.tga and then PrincessStomper.tga and finally PrincessStomper_n.tga. | |||
You are now finished with the DDS Converter! | |||
4. Use FO3 Archive Utility to extract 10mmPistol.nif | |||
5. Open Nifskope. Load the 10mmPistol. View-> Show Blocks in List. Select NiHeader. Open Strings. Set 10MMPistol to PrincessStomper. Find 10MMPistol:0 and set it to PrincessStomper:0 and View-> Show Blocks in Tree. Find and Right-Click-> Block-> Remove Branch on all of the following: | |||
##Slide | |||
##Trigger | |||
##Catch | |||
Select BSFADENODE. File-> Import-> Import OBJ. and choose OK. Find I.obj and the click the open button. Select the newly created NiNode. Now select the NiTriShape it has. Mesh-> Stripify. Select the NiTriStripsData. Set TSpace Flag to 16. Then Right-Click-> Batch-> Update all tangent Spaces. Now right click on NiTriStripsData and Right-Click-> Block-> Copy. Then Right-Click on NiNode and Block-> Remove Branch. Finally find the PrincessStomper:0 NiTriStrips. Select it's NiTriStripsData and Right-Click-> Block -> Paste Over. | |||
Select PrincessStompers:0's BSShaderTextureSet and for textures set the first to | |||
textures\I.dds | |||
set the second to | |||
textures\I_n.dds | |||
Select BSFADENODE. File-> Import-> Import OBJ. and choose OK. Find Love.obj and the click the open button. Select the newly created NiNode. Now select the NiTriShape it has. Mesh-> Stripify. Select the NiTriStripsData. Set TSpace Flag to 16. Then Right-Click-> Batch-> Update all tangent Spaces. Now right click on NiTriStripsData and Right-Click-> Block-> Copy. Then Right-Click on NiNode and Block-> Remove Branch. Find the NiNode called ##Clip. Then find the NiTriStrips ##Clip:0 and select it's NiTriStripsData and Right-Click-> Block -> Paste Over. Select ##Clip:0's BSShaderTextureSet and for textures set the first to | |||
textures\Love.dds | |||
set the second to | |||
textures\Love_n.dds | |||
Select BSFADENODE. File-> Import-> Import OBJ. and choose OK. Find PrincessStomper.obj and the click the open button. Select the newly created NiNode. Now select the NiTriShape it has. Mesh-> Stripify. Select the NiTriStripsData. Set TSpace Flag to 16. Then Right-Click-> Batch-> Update all tangent Spaces. Now right click on NiTriStripsData and Right-Click-> Block-> Copy. Then Right-Click on NiNode and Block-> Remove Branch. Find the NiNode called ##Hammer. Then find the NiTriStrips ##Hammer:0 and select it's NiTriStripsData and Right-Click-> Block -> Paste Over. Select ##Hammer:0's BSShaderTextureSet and for textures set the first to | |||
textures\PrincessStomper.dds | |||
set the second to | |||
textures\PrincessStomper_n.dds | |||
File-> Save As. Goto Fallout 3's Data\meshes\ and name it PrincessStomper and then click the Save button. | |||
You are now done with Nifskope! | |||
One last thing to do is place all your .dds files in your textures folder of Fallout 3. | |||
The tutorial is over with now. I would like to say that I left out a couple things. 1. I didnt explain how to redo the collision and 2 you may need to resize your nif. | |||
If you enjoyed this tutorial and want me to add in a part about how to use the GECK to make a plugin that uses your new Weapon please tell me. | |||
</pre> |