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Weapon mods and meshes


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Posted

Someone correct me if I have got this wrong. But if you was to create a weapon which is modible, lets say 3 barrels, 3 scopes and 3 stock types you have to create the base model and then a model for every combination of mods you can install?

 

So like over 30 for 1 gun?

Posted

I haven't ever done anything like that, but I *assume* you wouldn't have to make that many models. One for the gun, one for each mod, and then the gun would have data attached to it detailing which mod is installed in which slot (XYZ position, orientation, and which-mod-is-this).

It seems a lot more reasonable doing it that way instead of one model for every combination of mod in every slot. *

 

* Of course, this is Bethesda we're talking about, so "reasonable" might not really be the best way to think about how they'd do things...

Posted

I haven't ever done anything like that, but I *assume* you wouldn't have to make that many models. One for the gun, one for each mod, and then the gun would have data attached to it detailing which mod is installed in which slot (XYZ position, orientation, and which-mod-is-this).

It seems a lot more reasonable doing it that way instead of one model for every combination of mod in every slot. *

 

* Of course, this is Bethesda we're talking about, so "reasonable" might not really be the best way to think about how they'd do things...

 

 

Someone correct me if I have got this wrong. But if you was to create a weapon which is modible, lets say 3 barrels, 3 scopes and 3 stock types you have to create the base model and then a model for every combination of mods you can install?

 

So like over 30 for 1 gun?

 

What Content Consumer said is basically accurate. You don't model 30 full weapons with the choices of possible attachments. You model the individual parts and the game puts them together to draw a full weapon.

 

You start with some sort of base model. Most weapons use the built in dummy receiver which is basically empty but has connection points references to mount the real receiver. Taking a look at the vanilla assets is probably the only way the following will make sense.

 

You model a receiver, or multiple ones that you will use. Assign more connection points to that. You have a child to match up the parent dummy in the weapon record, and then parent ones to match up to the objects you want to attach. Typically being a barrel, magazine, and grip/stock.

 

You then model the other parts.

 

Let's start with a barrel. You design it so when the game draws the receiver and then draws the barrel at the marker point for the connection the barrel will line up as it should. You can then add more connection points for a scope/iron sights and a muzzle break/suppressor. Then you have a grip/stock. Also the magazine. Additionally the muzzle attachment and sight/scope.

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