Fable: The Lost Chapters Mod Scene
Fast Uncompromising Discussions. FUDforum will get your users talking.

Home » Fable TLC » Discussion » General Mod Discussion » Question about Making new weapons
Re: Question about Making new weapons [message #40166 is a reply to message #40165] Fri, 18 April 2008 10:36 Go to previous messageGo to previous message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
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.
 
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Previous Topic: Harnesh The Power of Shadownet (A Challenge Thread)
Next Topic: Camera Wiggle?
Goto Forum:
  


Current Time: Mon Jun 10 09:19:12 PDT 2024

Total time taken to generate the page: 0.02754 seconds