Weapons? -1 reply

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Guest

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#1 9 years ago

Playing the game (Dark Crusade), I've noticed that several weapon models appear to be identical to each other, such as the plasma guns, chain-swords and power swords, and I'm wondering, are these things included in the character model files, or do they come separately in their own files?

I was wondering if it was possible to, say, take the Chaplains Crozius Arcanum mace-thingy and give it to the Force Commander... Or give the Force Commander's meltagun to the tactical Space Marine soldiers as an alternative to the original plasma gun. Can this be done? Or is it just wishful thinking on my part? I'd rather not have to re-model the entire thing just to shift the weapon. Modeling is NOT my thing.

Alternatively, is there any way to change weapon projectiles? I can't find anything useful that seems to refer to projectiles in the weapon attribute files. Sure, there's this one field for it, but it seems to largely unused. The field "fired_projectile" only seems to be used for some artillery units or for the Eldar D-Cannon. Or for the actual grenades in "abilities".

And finally, is there a tutorial for how to add your own sounds and voices to the game? The Official Audio Tool (of suckage) that comes with Relic's mod tools s.u.c.k.

Or maybe it's me that sucks, but in any case, I haven't gotten the d*amn thing to work so far... I had a few funny ideas about making a crazy Chaos Sorcerer... Any other tools/methods to implement your own audio-files?

I've looked around a bit, but I haven't been able to get a clear answer in the (two, so far) tutorials I've looked at. Thus, I hope there'll be some nice guy here who can point out something useful.

Be gentle, it's my first time here, I haven't a full handle on all the rules and niceties and all that crap... Don't flame the innocent newbie! He'll, I mean, I'll learn soon enough.




Maxxta

Tyranid Earth Invasion

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9th April 2009

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#2 9 years ago

no, all the models have their weapons made into them, altho to save time when relic is making a new model they would copy the weapon from one model and add it into the new model, but if u wanted to add the weapon to force commmander then u would need 3dsmax




Guest

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#3 9 years ago

Damn. I suspected as much, but felt I had to ask. Any idea where I can find 3dsmax? Is it a commercial or a free program?




Junk angel

Huh, sound?

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29th January 2007

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#4 9 years ago

very very commercial. But you might check on how the blender plugins have developed now. Blender is an open source alternative to max.




nemitis

ONE MAN ARMY

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14th September 2008

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#5 9 years ago
Junk angel;4894779very very commercial. But you might check on how the blender plugins have developed now. Blender is an open source alternative to max.

I actually wouldn't go with Blender. Although it's possible to use it, there is a lot more things you have to do, file converting doesn't always work, and it can get pretty frustrating to get something done with it. Relic obviously didn't have Blender in mind when the thought about mod compatability.




Guest

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#6 9 years ago

Thanks for the help, guys. Much appreciated. I'll just have to keep looking... Maybe there is some useful 3rd party program that'll work as an alternative out there.




Junk angel

Huh, sound?

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29th January 2007

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#7 9 years ago
I actually wouldn't go with Blender. Although it's possible to use it, there is a lot more things you have to do, file converting doesn't always work, and it can get pretty frustrating to get something done with it. Relic obviously didn't have Blender in mind when the thought about mod compatability.

Well yeah but there's a difference between a program that costs nill and one that costs a few hundred bucks even with a non-commercial student license.




Sl4sh

UPGRADING TO PRO

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15th June 2006

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#8 9 years ago

Don't get your hopes up! You can atleast try the 30-day trial thing they have. Saves you the money and hassle of buying a copy.

Autodesk - Autodesk 3ds Max - Product Trial




Guest

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#9 9 years ago

Speaking of weapons; is there anyone who knows how to make .events files? Many of the more interesting visual effects only exist as lua files in the art/fx folder, and, well, those don't seem to work with area_effect_events. Tried about three times, and in the last attempt I added the whole path (example: art/fx/necron/scarab/death_shock_combo), but no luck.

Seems to me as if .events are needed, unfortunately. I have no idea how to make them, as Corsix's Mod Studio (v.0.5.5) can't open those. When using notepad, as an alternative, all I get is a terrible mess that just doesn't make any sense.




Guest

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#10 9 years ago

Events are attached in the Object Editor. Unfortunatly you need to export the model to get the SGM file to open it in the Object Editor. They need to be attached to a marker linked to the mesh. sl4sh recommended, that you should try the 30 day trial, I agree, what you are wanting to accomplish isn't modelling per se. If you DL a trial, get 7 or 8. You'll also need Brother Santo's tools, to import your models and animations. You can by all rights DL the trial versions of a few versions, which will basically give you 120 days of modding. Max 2008 and 9 will, need another exporter, that is on Relic forums as well. In 120 days you could export all the models and have them saved somewhere for future modding though.




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