Difference between revisions of "My first: Item - Weapons"

From Divinity Engine Wiki
Jump to: navigation, search
(Created page with "<big>''' Weapons '''</big><br /> <br /> Before we get into the weapon details I want to clarify very briefly how Weapons work in our engine and tackle some basic troubleshoot...")
 
 
(9 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
<big>''' Weapons '''</big><br />
 
<big>''' Weapons '''</big><br />
 +
 +
This article is part of a collection of guides, with a page for every type of item.
 +
 +
{| class="wikitable"
 +
|-
 +
| [[My first: Item | General]]
 +
|-
 +
| [[My first: Item - Scenery | Scenery]] (Rocks, plants, trees, shelves, etc.)
 +
|-
 +
| [[My first: Item - Lootable items | Lootable items]] (Shells, plates, food, gems, etc.)
 +
|-
 +
| [[My first: Item - Interactable animated items | Interactable animated items]] (Levers, doors, etc.)
 +
|-
 +
| [[My first: Item - Interactable socket items | Interactable socket items]] (Chairs, beds, etc.)
 +
|-
 +
| [[My first: Item - Weapons | Weapons]] (The sharp stuff)
 +
|-
 +
|}
 +
 
<br />
 
<br />
 
Before we get into the weapon details I want to clarify very briefly how Weapons work in our engine and tackle some basic troubleshooting. This will hopefully shed some light on the reasons why things are done the way they are done.<br />
 
  
 
The weapons setup consists of:<br />
 
The weapons setup consists of:<br />
Line 9: Line 26:
 
* '''Dummy_FX Dummy_FX1 Dummy_FX2''' : used to add FX to a weapon.<br />
 
* '''Dummy_FX Dummy_FX1 Dummy_FX2''' : used to add FX to a weapon.<br />
 
<br />
 
<br />
To create and export weapons we are using 3ds Max. <br />
+
Create a new layer for each weapon. (Images from 3DS Max. In reality, you'll be working in Maya)<br />
Create a new layer for each weapon. Everything that will be in the layer will be exported into one granny file. <br />
+
Everything that will be in the layer will be exported into one granny file. <br />
 
<br />
 
<br />
Here an example of dummy set-up in 3ds Max: <br />
+
Here an example of a dummy set-up in: <br />
 
  [[File:Weapon.jpeg|none]]
 
  [[File:Weapon.jpeg|none]]
 
<br />
 
<br />
 
Here is how your hierarchy should look:  
 
Here is how your hierarchy should look:  
 
  [[File:Weapon2.jpeg|none]]
 
  [[File:Weapon2.jpeg|none]]
After you do the correct set-up you need to export your weapon to a granny file and set it up in the editor.<br />
+
After you do the correct set-up you need to [[Modding: Maya Exporter|export]] your weapon to a granny file and set it up in the editor.<br />
 
<br />
 
<br />
You can download the example weapon file here:  [[:File:Weapons_REF_A.zip|Weapon example]]
+
You can download the example weapon file here:  [[:File:Weapons_REF_A.zip|Weapon example]]<br />
 +
This file contains all weapon types. The one shown in the image above is the "Dummy_SWORD_1H" layer.<br />
 +
<b> Do not use this file as is for exporting. To ensure correct dummy placement, make sure there is only one weapon in the file, so dummy/bone/layer names are unique!</b>
 +
 
 +
<br />
 +
= See also =
 +
 
 +
{| class="wikitable"
 +
|-
 +
| [[My first: Item | General]]
 +
|-
 +
| [[My first: Item - Scenery | Scenery]] (Rocks, plants, trees, shelves, etc.)
 +
|-
 +
| [[My first: Item - Lootable items | Lootable items]] (Shells, plates, food, gems, etc.)
 +
|-
 +
| [[My first: Item - Interactable animated items | Interactable animated items]] (Levers, doors, etc.)
 +
|-
 +
| [[My first: Item - Interactable socket items | Interactable socket items]] (Chairs, beds, etc.)
 +
|-
 +
| [[My first: Item - Weapons | Weapons]] (The sharp stuff)
 +
|-
 +
|}

Latest revision as of 11:05, 1 February 2018

Weapons

This article is part of a collection of guides, with a page for every type of item.

General
Scenery (Rocks, plants, trees, shelves, etc.)
Lootable items (Shells, plates, food, gems, etc.)
Interactable animated items (Levers, doors, etc.)
Interactable socket items (Chairs, beds, etc.)
Weapons (The sharp stuff)


The weapons setup consists of:

  • Dummy_<weaponname>: is the root of the weapon and used when a weapon is dropped in the world. It is also the root when a weapon is animated and uses a rig, such as a bow or crossbow.
  • Dummy_Attachment: used to attach the weapon to the equipment locators of a character.
  • Dummy_FX Dummy_FX1 Dummy_FX2 : used to add FX to a weapon.


Create a new layer for each weapon. (Images from 3DS Max. In reality, you'll be working in Maya)
Everything that will be in the layer will be exported into one granny file.

Here an example of a dummy set-up in:

Weapon.jpeg


Here is how your hierarchy should look:

Weapon2.jpeg

After you do the correct set-up you need to export your weapon to a granny file and set it up in the editor.

You can download the example weapon file here: Weapon example
This file contains all weapon types. The one shown in the image above is the "Dummy_SWORD_1H" layer.
Do not use this file as is for exporting. To ensure correct dummy placement, make sure there is only one weapon in the file, so dummy/bone/layer names are unique!


See also

General
Scenery (Rocks, plants, trees, shelves, etc.)
Lootable items (Shells, plates, food, gems, etc.)
Interactable animated items (Levers, doors, etc.)
Interactable socket items (Chairs, beds, etc.)
Weapons (The sharp stuff)