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

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To create and export weapons we are using 3ds Max. <br />
 
To create and export weapons we are using 3ds Max. <br />
Create a new layer for each weapon. Everything that will be in the layer will be exported into one granny file. <br />
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Create a new layer for each weapon. <br />
 +
Everything that will be in the layer will be exported into one granny file. <br />
 
<br />
 
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Here an example of dummy set-up in 3ds Max: <br />
 
Here an example of dummy set-up in 3ds Max: <br />

Revision as of 12:07, 2 October 2017

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.


To create and export weapons we are using 3ds Max.
Create a new layer for each weapon.
Everything that will be in the layer will be exported into one granny file.

Here an example of dummy set-up in 3ds Max:

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


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)