Re: Question about Making new weapons [message #40166 is a reply to message #40165] |
Fri, 18 April 2008 10:36 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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Weapons are easy once the concepts are grasped.
A. There needs to be a helper dummy that is positioned and rotated to where the Hero is to hold it. I believe it's called HDMY_WEAPON_FOCUS_01, though it's been a while since I last looked at a weapon so I'm not entirely sure on this.
B. Not sure what you mean by "bind", but the process is simple enough.
You export a weapon model from the graphics.big using FE.
You import it to your 3D app (in this case, Maya).
You then import your new weapon model.
After making sure the new weapon model is set and rotated at 0,0,0, you rearrange the new model to line up with the Fable weapon model (move/rotate the vertices, not the mesh itself).
Rearrange the helpers as desired, their positions and names will indicate what they're for.
Parent the new model to whatever the parent of the Fable weapon model is (so that they're siblings).
Delete the Fable weapon model and export as directx.
Import into Fable, assign textures, the rest is game.bin stuff.
While it looks like a lot, it's actually quite simple.
Learning resources:
Boom and boom.
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