Difference between revisions of "Talk:Weapon"
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I hope I've been to some help here and that someone will eventually correct anything that I've said wrong. --[[User:Brainz|Brainz]] 07:27, 16 June 2006 (EDT) | I hope I've been to some help here and that someone will eventually correct anything that I've said wrong. --[[User:Brainz|Brainz]] 07:27, 16 June 2006 (EDT) | ||
hey i am making a sword its model is a slauterfish and i have damage range ect. set but when i load the data file and play the weapon cant be picked up can some one tell me how to make it so i can pick it up -sirstab | |||
== Weapon Speed == | |||
I've done some testing to see exactly how actual attack speed is determined. From my testing, it seems to be somewhere between 2.3 and 2.5 seconds subtracted by the speed of the weapon, and slightly altered by the specific attack animation used. | |||
While I don't have the exact numbers, it seems that you can assume a weapon with a speed of 1.5 will have a 1 second shorter attack animation than a weapon with 0.5 speed. This is supported by the fact that setting a weapon's speed too far above 2, actually somewhere around 2.3-2.5, will cause it to freak out and return negative values. | |||
Also, in a script I'm using in a mod I managed to determine pretty accurately the time an attack should hit by using (2.4 - Weapon Speed) / 3. If you count the duration of the attack animation with GetSecondsPassed from the frame it starts, by the time it reaches the number generated by the formula the attack should have hit. | |||
This is good for simulating attacks with PlayGroup. --[[User:Ronyn|Ronyn]] 19:25, 30 May 2009 (EDT) | |||
:My own testing seems to indicate that weapon speed is a divisor on the speed of the animation. E.g., the standard attack appears to have a default swing of about 0.5 seconds; with a 2.0 weapon this would be 0.25 seconds, with a 0.8 weapon it would be .625 seconds, etc. I haven't been extremely rigorous with this, but it's generated consistent results for me so far. --[[User:Tejón|tejón]] 01:26, 10 June 2009 (EDT) | |||
== Weapon Reach == | |||
This has been annoying to test because GetDistance is from the model's origin point, which can be nowhere near the point of collision, especially on the Z axis. The best option I could come up with was turning off Rohssan's AI so she didn't mind me smacking her upside the head repeatedly. Anyway: my impression is that the formula for reach is roughly '''64 + (64 * WeaponReach)''' distance units. The constant 64 might vary by actor size/model, I haven't tested that. Also, if this is accurate, unarmed strikes appear to have a reach of 0.4. --[[User:Tejón|tejón]] 01:26, 10 June 2009 (EDT) | |||
:Seems reasonable; a humanoid with Height of 1.0 would be 128 units tall. The arm, then, would be a bit less than 64 units long. Give a little bit of a lunge in the attack, add on the length of the weapon - makes sense. | |||
:[[User:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">D</span>ragoon <span style="font-family: Oblivion, Daedric Runes; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]] 12:56, 11 June 2009 (EDT) |
Latest revision as of 11:56, 11 June 2009
Well, I want to make weapons. How do you do it? the article just tells you the different types
- It assumes you're able to use the right mouse button, and click new (or edit, if you wish to have a base item to edit, just give it a new ID for it to be 'new') --MaXiMiUS 00:54, 20 April 2006 (EDT)
How are u supposed to create a graphic for it?
I'm kind of frustrated. I would like to make a sword, but I have no idea where to begin. Is there a model somewhere that I can copy and change, or do I have to start from scratch? I am a complete novice at this, so please explain patiently.
Is there a place I can get the item DDS and NIF files from? Also, if I want to make my own items how do I place them in the world/containers?
Perhaps someone can correct me if I'm wrong, but to do your own weapons (models that is) you'd need at least two programs - in both cases you'll have some posibilities:
- First you'll need some program (or perhaps plugin) to extract the 3D-model (as a OBJ-file) from the NIF-file (the format Oblivion uses for it's models). Here you'll have plenty of posibilities:
- For Maya there is a plugin that you can use to export NIF-files straight to Maya: maya_nif_plugin
- For Blender (an opensource 3D-modeling program) there also is a plugin you can use to export the NIF to it: blender_nif_scripts
- For other 3D-modeling programs you'll have to use a harder approach. There's a program named NifSkope that let's you modify data in a NIF-file and also export/import OBJ-files to/from the NIF. My guess is it would be a good place to start reading here NIF File Format Library and Tools
- For extracting a NIF-file from Oblivions container-files (that's just what I'd like to call them; BSA-files) you could at least use Oblivion Mod Manager (this program ofcourse does so much more too)
I hope I've been to some help here and that someone will eventually correct anything that I've said wrong. --Brainz 07:27, 16 June 2006 (EDT)
hey i am making a sword its model is a slauterfish and i have damage range ect. set but when i load the data file and play the weapon cant be picked up can some one tell me how to make it so i can pick it up -sirstab
Weapon Speed[edit source]
I've done some testing to see exactly how actual attack speed is determined. From my testing, it seems to be somewhere between 2.3 and 2.5 seconds subtracted by the speed of the weapon, and slightly altered by the specific attack animation used. While I don't have the exact numbers, it seems that you can assume a weapon with a speed of 1.5 will have a 1 second shorter attack animation than a weapon with 0.5 speed. This is supported by the fact that setting a weapon's speed too far above 2, actually somewhere around 2.3-2.5, will cause it to freak out and return negative values. Also, in a script I'm using in a mod I managed to determine pretty accurately the time an attack should hit by using (2.4 - Weapon Speed) / 3. If you count the duration of the attack animation with GetSecondsPassed from the frame it starts, by the time it reaches the number generated by the formula the attack should have hit. This is good for simulating attacks with PlayGroup. --Ronyn 19:25, 30 May 2009 (EDT)
- My own testing seems to indicate that weapon speed is a divisor on the speed of the animation. E.g., the standard attack appears to have a default swing of about 0.5 seconds; with a 2.0 weapon this would be 0.25 seconds, with a 0.8 weapon it would be .625 seconds, etc. I haven't been extremely rigorous with this, but it's generated consistent results for me so far. --tejón 01:26, 10 June 2009 (EDT)
Weapon Reach[edit source]
This has been annoying to test because GetDistance is from the model's origin point, which can be nowhere near the point of collision, especially on the Z axis. The best option I could come up with was turning off Rohssan's AI so she didn't mind me smacking her upside the head repeatedly. Anyway: my impression is that the formula for reach is roughly 64 + (64 * WeaponReach) distance units. The constant 64 might vary by actor size/model, I haven't tested that. Also, if this is accurate, unarmed strikes appear to have a reach of 0.4. --tejón 01:26, 10 June 2009 (EDT)
- Seems reasonable; a humanoid with Height of 1.0 would be 128 units tall. The arm, then, would be a bit less than 64 units long. Give a little bit of a lunge in the attack, add on the length of the weapon - makes sense.
- Dragoon Wraith TALK 12:56, 11 June 2009 (EDT)