Origamiboy Posted May 12, 2014 Share Posted May 12, 2014 Would it be possible to add physics to make weapons like flails nunchucks etc, using this? Link to comment
OmgItsaGhost! Posted May 12, 2014 Share Posted May 12, 2014 Definitely would be cool to add whips to the game Link to comment
b00marrows Posted May 12, 2014 Share Posted May 12, 2014 Blaab said Yoo had a play around with a flail at some point. But I don't think much came of it... hopefully someone else has some better news on this subject. EDIT: I think the initial setup of a flail or whip would make a pathway for other weapons. HINT! HINT! Link to comment
OmgItsaGhost! Posted May 13, 2014 Share Posted May 13, 2014 Blaab said Yoo had a play around with a flail at some point. But I don't think much came of it... hopefully someone else has some better news on this subject. EDIT: I think the initial setup of a flail or whip would make a pathway for other weapons. HINT! HINT! I have no idea how this stuff works so if I say something impossible, please excuse me, but is it possible to use what is used for tails and make flailing weapons from that? Link to comment
dobmc Posted May 13, 2014 Share Posted May 13, 2014 Definitely would be cool to add whips to the game *slaps you in the face with this* Link to comment
Niobia Posted May 14, 2014 Share Posted May 14, 2014 I'd LOVE Nunchucks! I'd so make a Bruce Lee follwer in a heart beat. Link to comment
Origamiboy Posted May 14, 2014 Author Share Posted May 14, 2014 I know about the so-called combat cross... Im looking for something that has actual weighting and physics. For example a visible chain and ball on my weapon that respond to physics, and the damage is based on physics not (nessecarily) weapon damage. Something where no matter what attacking animation is used the chain follows that animation path due to swinging physics Link to comment
dobmc Posted May 14, 2014 Share Posted May 14, 2014 I know about the so-called combat cross... Im looking for something that has actual weighting and physics. For example a visible chain and ball on my weapon that respond to physics, and the damage is based on physics not (nessecarily) weapon damage. Something where no matter what attacking animation is used the chain follows that animation path due to swinging physics Sorry I know this is your thread, but I wasn't talking to you when I posted that link. As for your idea of damage based on physics, not sure if anyone tried that at all. Meaning that theres a good chance that the feature won't even be implemented at all. Also you've gotta be careful of the lengths of whip/chain you're using. Too long and you've got a mess, too short and you have a pointless weapon. Anyways I agree on the nun-chuck. Other than that all I can think of are physic-based weapon decorations. Link to comment
b00marrows Posted May 15, 2014 Share Posted May 15, 2014 Anyways I agree on the nun-chuck. Other than that all I can think of are physic-based weapon decorations. you dare forget about the flail??? MONSTER! Link to comment
Origamiboy Posted May 15, 2014 Author Share Posted May 15, 2014 Someone get on this pliss Link to comment
seetruck-2000 Posted May 15, 2014 Share Posted May 15, 2014 Don't forget about the Spawn chains or even the Ghost Rider chains. Would be cool if the had a mind of their own ?? Link to comment
delilah Posted June 9, 2014 Share Posted June 9, 2014 i made a flail today... looks good in 3ds max and the havok preview... total shit in game. also had a lot of trouble exporting the nif. kept telling me i needed at least one bone... in game all i get is the head at a fixed distance from the shaft and the chain is missing. Link to comment
delilah Posted June 10, 2014 Share Posted June 10, 2014 yeah, but i will work on it. at one point it was "impossible" to make a flaming sword. then some one figured out how to do it using the regular old torch. Link to comment
Origamiboy Posted June 10, 2014 Author Share Posted June 10, 2014 Well incase you didn't know all of the links need to be assigned to bones, the bones of the weapon Link to comment
delilah Posted June 12, 2014 Share Posted June 12, 2014 Well incase you didn't know all of the links need to be assigned to bones, the bones of the weapon can you explain that a little more? i dont normally work with weapons. BTW, here is a short vid of how the flail should look/behave. https://www.youtube.com/watch?v=zhwdjPx1B9M&feature=youtu.be more than likely, the constraints need a little tweaking, but that wont matter if i cant get it to work in game. and if you think you can get everything linked up correctly, let me know and i will send you the files. Link to comment
Insunaji Posted June 12, 2014 Share Posted June 12, 2014 Couldn't you just use the resources from the ball and chain trap that is already in the game? would be good for a base model. Only thing I'm worried about with a flail is the damage distribution, would the swing cause the damage, or would the flail ball impact cause the damage? If its the impact damage from the flail wouldn't you need to set up a damage exception for the PC so it doesn't damage you when your walking around / swinging it? Link to comment
delilah Posted June 13, 2014 Share Posted June 13, 2014 i never thought of using the trap... but still... i dont normally work with weapons so i have no idea how the games handles damage. i could look into using the trap resources, but the issue still remains: how to get it to work as a weapon? i posted earlier that the "flailL i made works in game and acts like the hammer i used as its template. the only difference being that the head is fixed and the chain is not visible. i suppose looking at the traps nodes/bones could help us understand how to get the chain to behave properly EDIT: i just took a look at the nif for the macetrap. again, im not familiar with how weapons work, i would think that it might be easiest to use the trap as the weapon, but scale it down to the right dimensions. i have some classwork i need to get done but i can play with it a bit more this weekend. trapmace01.nif Link to comment
delilah Posted July 24, 2014 Share Posted July 24, 2014 i have some interesting news regarding my attempts to create an HDT mace/flail... i have tried everything i can think of to try to get it to work and have not been able to get a working weapon... however, i was (sorta) able to get a working "armor". hdt seems to work fine for armor stuff but not so much for weapons. what i was able to do was to get the chain part of the flail to jiggle and track the hand as a weapon would. the mace handle and the mace headm for some reason, are once again lockinto position at the players side as if they are tracking the com bone and not the hand. anyways, the concept is to make the mace as an armor piece; you can set it to whatever slot you like so as not to interfere with the normal armor pieces. the next step is to have an invisible weapon (actually really easy to do). this would dictate the stats and combat animations of the mace or flail. lastly, a script would need to equip the armor whenever the player "readies" the invisible weapon, and remove it when the player "sheathes" it without a better understanding of how bethesda makes the traps work, the mace trap is not helpfull. i will toy with it a little more but i am starting to get disenfranchised with skyrim again and may take another break from it for a while Link to comment
b00marrows Posted July 27, 2014 Share Posted July 27, 2014 i have some interesting news regarding my attempts to create an HDT mace/flail... i have tried everything i can think of to try to get it to work and have not been able to get a working weapon... however, i was (sorta) able to get a working "armor". hdt seems to work fine for armor stuff but not so much for weapons. what i was able to do was to get the chain part of the flail to jiggle and track the hand as a weapon would. the mace handle and the mace headm for some reason, are once again lockinto position at the players side as if they are tracking the com bone and not the hand. anyways, the concept is to make the mace as an armor piece; you can set it to whatever slot you like so as not to interfere with the normal armor pieces. the next step is to have an invisible weapon (actually really easy to do). this would dictate the stats and combat animations of the mace or flail. lastly, a script would need to equip the armor whenever the player "readies" the invisible weapon, and remove it when the player "sheathes" it without a better understanding of how bethesda makes the traps work, the mace trap is not helpfull. i will toy with it a little more but i am starting to get disenfranchised with skyrim again and may take another break from it for a while Good to see some progress. That's an interesting issue...strange.. I would suggest giving a longer look at trying to fix it before trying to go around it, you might have missed something silly. One thing i think i remember asking before was for sheathe's/sheathed weapons to have hdt. i think that would be cool. maybe give that a try? Link to comment
delilah Posted September 12, 2014 Share Posted September 12, 2014 One thing i think i remember asking before was for sheathe's/sheathed weapons to have hdt. i think that would be cool. maybe give that a try? i saw a mod today that does exactly that... http://www.nexusmods.com/skyrim/mods/57408 hope that is what you were looking for. sorry its been so long posting here... but i have had classes, and i just got a new rig, so i have had a lot of stuff to set up on it. but, it runs at warp speed compared to my last machine... and dual video cards... bigger hdd... 6 CORES!!! mmm... Link to comment
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