Difference between revisions of "Creating A Custom Weapon"
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[[Category:Tutorials]] | |||
== Requirements == | |||
{| style="width:75%; class="wikitable" border="5" | |||
|+ Requirements | |||
! Download | |||
|- style="vertical-align:top; | |||
| [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] | |||
|- | |||
! Recommended Experience with Blender, Gimp, Nifskope, and the Garden of Eden Creation Kit. | |||
|} | |||
== Preparing == | |||
You need three meshes. The weapon base, the hammer and the clip. Also get the Required items above. | |||
==Step 1: Blender == | |||
'''''[[User_talk:Prosper#Requirements|Get the required program.]]'''''<br><br> | |||
Open up Blender.<br> | |||
Click on 'Add-> Mesh-> UVSphere'. Set '''segments''' to ''4'' and '''rings''' to ''4''. Click OK.<br> | |||
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> | |||
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> | |||
Click on 'Add-> Mesh-> Cylinder'.<br> | |||
Set '''vertices''' to ''6''.<br> | |||
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> | |||
Repeat the following actions : | |||
*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''' | |||
*click the '''Export Wavefront OBJ Button'''. | |||
*Set it to ''triangulate''. | |||
*Unset it to '''Rotate X90'''. | |||
*Set it to '''Normals'''. | |||
*Click on the ''Export button''. | |||
Do the same for '''Love.obj''' and '''PricesStomper.obj''' | |||
==Step 2: Creating normal maps. == | |||
'''''[[User_talk:Prosper#Requirements|Get the required program.]]'''''<br><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> | |||
Uncheck '''RLE compression''' and set the ''Origin'' to ''Top left''. Save it. | |||
We are now going to do the normal map.<br> | |||
Layer-> Transparency-> Color to Alpha.<br> | |||
Set the color to 000000.Filters-> Map-> Normalmap.<br> | |||
Click on the 3D Preview Button.<br> | |||
Left click and hold the middle of the big white square until it is leaning back.<br> | |||
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> | |||
Switch to the Normalmap window and checkmark Wrap.<br> | |||
Set the Height source to Alpha. Now set the Scale to 6. And the filter to one of the following: | |||
1. 4 Sample – Very grainy. Use for rock or other rough textures. | |||
2. 3x3 – Grainy. Use for scratched metals or other rough textures. | |||
3. 5x5 – Smooth. Use for smooth metals and wood. | |||
4. 7x7 – Smoother. Use for cloth and furniture. | |||
5. 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. | |||
Do the same for _Cube.tga and _PrincessStomper.tga | |||
==Step 3: Converting to DDS == | |||
'''''[[User_talk:Prosper#Requirements|Get the required program.]]'''''<br><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> | |||
Make sure the output format is DirectDraw Surface. | |||
Select the files and '''convert''' them. | |||
*I.tga | |||
*I_n.tga | |||
*Love.tga | |||
*Love_n.tga | |||
*PrincessStomper.tga | |||
*PrincessStomper_n.tga | |||
when that is done, you can exit the program. | |||
==Step 4: Getting a similar nif file == | |||
'''''[[User_talk:Prosper#Requirements|Get the required program.]]'''''<br><br> | |||
Use FO3 Archive Utility to extract '''10mmPistol.nif''' | |||
==Step 5: Nifskope tweaking == | |||
'''''[[User_talk:Prosper#Requirements|Get the required program.]]'''''<br><br> | |||
Open Nifskope.<br> | |||
Load the '''10mmPistol.nif''' you extracted earlier.<br> | |||
View-> Show Blocks in ''List''.<br> | |||
*Select NiHeader. | |||
*Open Strings. | |||
*Set 10MMPistol to '''PrincessStomper'''. | |||
*Find 10MMPistol:0 and set it to '''PrincessStomper:0''' | |||
*View-> Show Blocks in ''Tree''. | |||
*Find and Right-Click-> Block-> Remove Branch on all of the following: | |||
1. | |||
1. Slide | |||
2. Trigger | |||
3. Catch | |||
Select BSFADENODE.<br> | |||
File-> Import-> Import OBJ. and choose OK. Find I.obj and the click the open button.<br> | |||
Select the newly created '''NiNode'''.<br> | |||
Now select the '''NiTriShape''' it has. Mesh-> Stripify.<br> | |||
Select the '''NiTriStripsData'''.<br> | |||
Set '''TSpace Flag''' to 16.<br> | |||
Then Right-Click-> Batch-> Update all tangent Spaces.<br> | |||
Now right click on NiTriStripsData and Right-Click-> Block-> Copy.<br> | |||
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.<br> | |||
Select PrincessStompers:0's '''BSShaderTextureSet''' and for textures set the first to ''textures\I.dds'' set the second to ''textures\I_n.dds'' | |||
<br> | |||
<br> | |||
*Do the same for ''Love'' replacing '''##clip'''. | |||
*Do the same for ''PrincessStomper'' replacing '''##hammer'''. | |||
File-> Save As. Goto Fallout 3's Data\meshes\ and name it PrincessStomper and then click the Save button. | |||
One last thing to do is place all your .dds files in your textures folder of Fallout 3. |