[WIP] WH40K Boltgun

Post » Tue May 17, 2011 11:40 am

This model was first started back when I was still playing UT3 I was going to put it into game, but I lost interest as the game died off. Then Fallout 3 came out and I saw the first Boltgun released, hated how the model was constructed. So I set off on updating my model to a higher res, now FNV is out and with the options to mod your weapons to give them different abilities/change how they work I am now setting off on getting all of the assets I have created into game. The base mesh comes in at 4420 tris. I have gotten the gun in-game with working sound as I had a very hard time trying to figure out why my sound wouldnt work. Apparently I either needed to fix a spelling error or I needed to apply attenuation the sound files as they were imported to the GECK. Either way it works now.

http://img143.imageshack.us/img143/4387/boltgunside.jpg
http://img143.imageshack.us/img143/7551/boltgunperspective.jpg
http://img339.imageshack.us/img339/8060/screenshot5gj.jpg
The in-game screencap is of a pre-model fix, I have since fixed where it sits in the PC's right hand, and added the missing piece to the front of the weapon.

Things I still need to model.

Targeter/Scope
Ammo Box/Drum
Duplus X twin sickle clips strapped together
Projectile
Bolter Crate/Box
Ammo Box
Clip per Ammo type, I want to have at least five types.
Kraken Pattern Penetrator Rounds, Hellfire Rounds, Inferno Bolts, Metal Storm Frag Shells, Standard Bolt
Add partial bolts the the tops of clips as there is nothing there now.

Things I still need to fix/do.

Re UV map it as there is no way to properly texture it in its current state.
Reload animation needs fixed as it sits now geometry moves in ways its not supposed to.
Textures
Optimize Mesh/Lower tri count
Replace placeholder weapon sounds

Some of things I would like to do are going to be dependent on what I can do in the GECK, like the various bolt rounds, the Ammo Box/Drum, the Duplus X, and various ammunition types applied to said parts.
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Kyra
 
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Post » Tue May 17, 2011 8:20 am

Looks great, keep it up!

As a loooooooong time 40K player I'm all yours if you need someone to try out your mod. :)
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celebrity
 
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Post » Tue May 17, 2011 6:16 am

Nice, what upgrades were you planning (other than scope/whichever of the clip upgrades you pick)?
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RUby DIaz
 
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Post » Tue May 17, 2011 12:47 am

Personally I don't think it fits into the Fallout universe, but obviously I haven't seen it with the texture on. Good luck in any case!
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Agnieszka Bak
 
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Post » Tue May 17, 2011 12:11 pm

Looks great, keep it up!

As a loooooooong time 40K player I'm all yours if you need someone to try out your mod. :)


Sweet I'll keep that in mind.

Nice, what upgrades were you planning (other than scope/whichever of the clip upgrades you pick)?


Well I would love to find a way to do the Combi-Bolter versions but that would most likely require scripting and that right now is well out of my league.
I also wanted to do a Bayonet version but it would also require scripting or at least I think it would.

Personally I don't think it fits into the Fallout universe, but obviously I haven't seen it with the texture on. Good luck in any case!


It indeed does not fit. But I like that it doesnt fit. Spices things up a bit. But who knows maybe I'll make a version of the bolter that would fit into the Fallout Universe.
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lolly13
 
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Post » Tue May 17, 2011 2:28 am

Update time

Got the Reloading Animation fixed, and I scaled the mesh down so it wouldn't dominate the screen as much.
To fix the reloading animation I had to re copy the weapon over the G3assualtrifle.nif found in the Fallout-Meshes.bsa, I then had to create ##SightingNode, that wasnt so hard a simple Copy and Paste Branch fixed that.
I finished adding the Bolt round to the top of the clip so when you reload you'll see an exposed round.
Right now I'm in the process of creating a custom projectile for the weapon, I am also researching how to make a custom muzzle flash so going to dive back into the ole bsa archives to find what I need to make it work.
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J.P loves
 
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Post » Tue May 17, 2011 8:36 am

There's one annoying thing about implementing boltguns- if you use an explosion on the projectile and it's not Hitscan, the projectile itself deals no damage- just the explosion. If you want explosion FX on hit with it you can make it hitscan or I've got an explosion impact effect nif we were using on WARP I can send you.
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Alexandra Ryan
 
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Post » Tue May 17, 2011 9:14 am

Yeah I knew about the whole explosion thing. I dont like what the game does when explosions go off, the whole camera shaking thing really bothers me, but I havent gone through and tested all the explosions yet. If I dont find anything I like, I will definitely ask. Right now I want to focus on getting the weapon to at least alpha test stage.
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Brandi Norton
 
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Post » Tue May 17, 2011 8:01 am

Where can I find this mod, its not on Nexus or maybe im not searching right. what is the overall mod name?
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marie breen
 
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Post » Tue May 17, 2011 12:15 am

Where can I find this mod, its not on Nexus or maybe im not searching right. what is the overall mod name?


Its not even close to being done yet. Give me a couple of days by then I should have an alpha test ready.
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willow
 
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Post » Tue May 17, 2011 6:15 am

A quick question for you veterans of modding, is it possible to lower the forward hand grip. I dont like that the PC's left hand is phasing halfway up the gun. If its not possible, I'll just deal with it.

http://img20.imageshack.us/img20/1235/screenshot80.png


http://img20.imageshack.us/img20/7886/screenshot7pf.png


http://img691.imageshack.us/img691/2168/screenshot601.png

Still trying to get the custom projectile to work.
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Ice Fire
 
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Post » Tue May 17, 2011 4:40 am

Update Time:

I finally got the custom projectile to sort of work, I think I may need to use the Missile as a base to go from, because of what I want the round to do as it soars across the landscape.
I also started to texture the gun I got tired of looking at UV lines when ever I was doing in-game tests. I svck at texturing and since I am using a 3d painting program I can see how bad my uv's are then I can go in and fix them so I dont get weird stretching. I am also working on getting a custom muzzle flash in-game. I tried messing with the hand grip positions in the GECK but I didnt see any change when In-game so maybe the weapon I am using as a base doesnt support that. So I guess I am stuck seeing the PC's hand sticking halfway up into the gun.
So if I no longer have RL issues the weapon should be ready for open testing here before the 25th.....I hope.
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Annick Charron
 
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