2010-03-23, 01:13 AM
The best way to make a custom weapon is to choose a similar style weapon to what you want to make as your base .prf file.
In other words, if you want a quick stabbing weapon...use either the dagger (if its short) or the rapier if its longer. If you want a slashing weapon, any of the regular swords will do.
You will want to create your weapon model first...then name the model something that is similar to the naming conventions of the current weapons. For instance, rather than naming it swordtest12345.mdo name it like i_800.mdo...that way when you go to use the hex editor you can simply replace the item model that the .prf references without worrying about breaking the file. If you are good with hex editing you could obviously name it anything you want.
now...the kicker. Weapons (and hand armor for that matter) require a second .mdo file that needs to be at a sideways orientation. This second model is used as the in game 'animation' so its orientation is important. Without just creating one and testing it over and over there is no way to know exactly what position it needs to go into...so when you get to that point let me know and I will send you some model files in .mqo format that you can use as a guide.
In other words, if you want a quick stabbing weapon...use either the dagger (if its short) or the rapier if its longer. If you want a slashing weapon, any of the regular swords will do.
You will want to create your weapon model first...then name the model something that is similar to the naming conventions of the current weapons. For instance, rather than naming it swordtest12345.mdo name it like i_800.mdo...that way when you go to use the hex editor you can simply replace the item model that the .prf references without worrying about breaking the file. If you are good with hex editing you could obviously name it anything you want.
now...the kicker. Weapons (and hand armor for that matter) require a second .mdo file that needs to be at a sideways orientation. This second model is used as the in game 'animation' so its orientation is important. Without just creating one and testing it over and over there is no way to know exactly what position it needs to go into...so when you get to that point let me know and I will send you some model files in .mqo format that you can use as a guide.
- Todd DuFore (DMPDesign)
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