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my 1st mod - long vibro axe from swg!! (skiff guard axe)


klingon

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As a player of SWG i have to say that thats pretty accurate! Only funny thing is the axe portion is supposed to be on the other side and upsidown when he/she is holding it take a look around in the game to see what i mean. It looks great though!!

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Originally posted by Prime

Does something this big look OK with the animations?

 

Looks K I L L E R man :) :)

 

Very nice work, Can't wait to see this finished and in "my" game..lol That must be very hard to do a custom model. I opened Maya and my eyes crossed at editing creating them. :)

 

Very talented man.

 

Like Prime asked will it look good with animations?

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TY everyone, i am almost done with the texture but i wanna know if theres a tutorial on how to make stuff shiny anywhere? i cant find any?

 

darth melignous and prime, ya it looks oki guess, its not really that big its as big as a force pike (thats what it replaced).

 

durge ur right it was upside down lol, i fixed it now

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For Shiny, you will have to edit the .2da of your weapon so that its Envmap reads CM_Baremetal.

The Baremetal underlay will show through depending on the opacity of your overlayed texture. You will also have to create a .txi for the weapon.

 

I am not sure if a Tutorial exists for that, but I know a few people here can help you further.

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I just downloaded it and tried out - it looks fantastic in game! However, it would be cool if it was a shinier black color instead of the flat dark gray - also making it a custom item might be a good idea as well :)

 

overall I think its an awesome start!!!!!

 

also - you shoul make other weapons from swg :)

 

like the 2 handed and 1 handed swords - you could use the 2 handed in your main hand and the 1 handed could be balanced for your other hand.

 

also, the powerhammer would be awesome - and possibly the swg version of a scyth (or a real scyth)

 

so many melee possibilities!

 

 

I'd really like to see the 2handed and 1handed versions of swords - that would rock to have one in each hand.

 

 

anyway, excellent work!

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I'm not too sure a VK could be done. You have to model your weapon after something in the game already, like a sword or a polearm. There would be no animations for the VK - unless you could figure out how to equip the weapon and then have your character fight unarmed - with a weapon equipped.

 

I dunno - might be possible for unarmed fighting - or it might not be.

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ok, here's what you do.

 

you need to extraect the "uti" file for the force pike and we'll base our item off of this - since that what you did already.

 

fire up kotor tool and go to "BIFs->templates.bif->Blueprints, Item->w_melee_14.uti"

 

extract that to the folder with your model files.

 

now, rename w_melee_12.uti to something like w_longvibroaxe.uti and open it up with the "File->Open GFF Files..." option in kotor tool.

 

from here you want to modify a few things.

 

change Template ResRef to "w_longvibroaxe" or something like that

 

and change Tag to the same thing (in this case "w_longvibroaxe")

 

change the model variation to "2"

 

now go to the properties tab, if you like - you can modify and add properties to your weapon here.

 

next go to the Description tab, here you can change the name from "force pike" to "Long Vibro Axe" or whatever you want, also in the "Identified Description" box you can add a description for your weapon.

 

the last tab is the comment tab - I usually leave this blank - but you can put a comment in there if you like.

 

now - save the uti file and close the editor.

 

 

thats step1. Next you have to change some stuff with your model files.

 

Remember how we changed the model varaition to "2" instead of 1 - this is because we want the item to use your custom model (which will be varaition 2)

 

so, now you have to rename your model from "W_ForcePike_001" to "W_ForcePike_002"

 

you should do this for all 3 of your files.

and make sure the model is pointing to the new texture file instead of the old one - otherwise it will just be a while vibro axe in the game :)

 

Lastly, you should make a custom icon for your item.

 

what I would do here is get the original force pike icon from kotor tool (ERFs->Texture Packe->swpc_tex_gui.erf->I->iw_forcepike.tpc)

extract that as a tga file - and edit it to be an icon of your long vibro axe. Now rename this from "iw_forcepike_001.tga" to iw_"forcepike_002.tga" sine we are using model varaition "2" for your new model.

 

 

and if all goes well, you can now use the giveitem cheat to get your item in game.

 

(ie. "giveitem w_longvibroaxe" - if you named your uti file w_longvibroaxe.uti)

 

 

I hope this helps, and if anybody sees any mistakes I made in my quick walk through - please correct me!

 

:)

 

----I almost forgot, also write up a quick little readme to stick in your zip file that you distribute :)

 

even though most people dont read it - its nice to have (put some instructions on how to get the thing in game and stuff - ie. the giveitem cheat)

 

happy modding :)

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