Difference between revisions of "3ds Max/NifSkope: Custom Weapons"

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To begin with:
To begin with:
This tutorial assumes you are aiming to make a 2 handed sword.  Other weapon types are possible with this method (with the possible exception with bows), but require a bit more tweaking.  I personally use 3ds Max 8.  I will also assume you are using Photoshop when I talk about texturing.
This tutorial assumes you are aiming to make a 2 handed sword.  Other weapon types are possible with this method (with the possible exception of bows), but require a bit more tweaking.  I personally use 3ds Max 8.  I will also assume you are using Photoshop when I talk about texturing.




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Save the file in your meshes directory, such as C:\Program Files\Bethesda Softworks\Oblivion\Data\meshes\weapons, and go into the CS and place it.  You can place it by right clicking under Weapons and choosing New. Remember to give it health, make it a 2 handed sword (or whatever), speed, reach, damage, and weight.  And of course assign it the NIF you just made.  Load up a cell, drag drop your weapon in, and run a Havok sim (World>Run Havok Sim).  Save your new plugin and test it out.
Save the file in your meshes directory, such as C:\Program Files\Bethesda Softworks\Oblivion\Data\meshes\weapons, and go into the CS and place it.  You can place it by right clicking under Weapons and choosing New. Remember to give it health, make it a 2 handed sword (or whatever), speed, reach, damage, and weight.  And of course assign it the NIF you just made.  Load up a cell, drag drop your weapon in, and run a Havok sim (World>Run Havok Sim).  Save your new plugin and test it out.


== Blender Method ==
== Blender Method ==
Anonymous user