It still looks nice though, and I for one rarely use the block move anyway. When you're happy with it (or give up trying to fix everything), send it my way if you want it included in the HMDK.
It still looks nice though, and I for one rarely use the block move anyway. When you're happy with it (or give up trying to fix everything), send it my way if you want it included in the HMDK.
Is the hammer two objects?
You gotta delete all the backfacing polys. All the polys the player will never see.
Block with the original sword, the hand ends up behind the handle. I fixed it pretty good for my weildable Croms Blade, but I had to do some serious editting to the hand, cutting faces into parts to get rid of the offending parts but not get holes up front.
Major pain.
Looks to me like you have one poly left in the bottom/back part of hammer causing the 'dark' triangle spot, maybe one on the side above that too.
You need to slice the handle about an inch down the shaft, turn a couple edges and delete polys from that top cut around the back so it doesn't stick thru the hammer head.
The empty spot looks like a face you've already deleted to get the normal view correct. You need to patch it in with small faces that don't mess up the other view. (the red triangles are my guess as to where you'd need to add them.)
mmm, diagrams.
![]()
That's pretty good, I think it'll hardly be noticeable while playing.
If nobody ever complained about Garretts fingers being behind the handle with the original sword and blackjack I don't see why they'd mind that.
And the fingers are proper.
Okay this is a new experience: Trying to fix one thing fixes another as well!
I thought I'd done the best I could with the polys, so I then thought I'd see if I could make a better texture and UV map it correctly.
I suddenly realised that UVMapper lets you select and move vertices. This makes it much easier to reshape faces so that the texture is drawn properly. It helps to look through the menus doesn't it?
Thus ensued some serious UV mapping![]()
And UVMapper doesn't have an Undo function!
Anyway, there's now an okayish texture. The important thing is that it's easy to replace it. Previously I'd just used the one from the Hammerite mesh texture. Now it uses two textures - one for the shaft and one for the head.
Here are two screenshots
Held Normally:
Blocking:
Look at it! The polys are rendered properly!
I know there's still a dark spot but nobody will notice that.
Now who wants to smash someone's head in with a big metal hammer?
Anyone?
This is awesome, Robin! Thanks! I will also make a version for the HMDK where the arm is a Hammerite's so people can make missions where you either play as a Hammer or as Garrett undercover. I already have Hammerite arms for the other melee weapons.
I look forward to using this arm in the first mission of The Idol, where you're undercover in a Hammer complex.
Hey Yandros, I have gotten out of school, and between modding for two other games I have been experimenting with making fully armoured units for Thief. I tried at a Gothic Plated Hammerite Infantry Man, but I had some problems.
http://i200.photobucket.com/albums/a...9-01-15-01.jpg
http://i200.photobucket.com/albums/a...9-01-04-09.jpg
http://i200.photobucket.com/albums/a...9-00-59-87.jpg
http://i200.photobucket.com/albums/a...8-58-21-98.jpg
It was just a quick throw together to see if it would work, and would need a lot of work :P, but I found something out when I did: I will need a new model. :P Not only are they mapped pretty poorly (which results in stretching and is hard to put plate on), but it is not shaped correctly.
If your interested in it, I'll do a good job on it and make it look as pretty as possible, but it won't be very good. I think it would be a lot better if I had a new model to work with though. If someone could make it and map it for me using my specifications, I would REALLY appreciate it. If you are interested in doing more also, you could create some more models so that we can have a whole line of armoured hammerite units. (including heavy crossbowmen)
I was experimenting with armoured units for a Thief mod I was thinking of making, but after skinning my ass off, I realized that I just couldn't come up with anything decent without good models, so I called it off. Since I am no longer trying to do that, I can do some for you.
Stealth Thief
Last edited by StealthThief; 8th Jun 2007 at 18:59.
Thanks, but this project is officially closed, meaning it's done aside from the docs. If I keep taking on more stuff, I may never get it released.![]()
lol, thnx.
Stealth Thief
And that hammer arm I did needs a better hammer texture... The one I included was just something I threw together in a few minutes. The proper texture should be just like the original, but with a higher resolution.*
I'd be happy to redo the UV mapping, if necessary, if a better texture could be found.
*Not too high res though, because sharp textures tend to look a bit sparkly, and you don't want to distract the player from what they're wielding their hammer against.
You could use the hammer textures from the EP?
If you gave me something to work with I could take a try I guess. :P
Stealth Thief
The one in the EP isn't the original, but better. The one in the EP is different.
I have a few technical questions for the experts as I try to finish this thing up.
1. Where is the limb model specified for arrows? What I did for the sword and blackjack arms is created children of the Sword and Blackjack archetypes which only change Inventory > Limb model so that using the hammer-skinned arms is as simple as using the new archetype. It also means it's probably possible to change them within the same mission as Garrett dons or removes a Hammerite disguise. However, I can't figure out how to do it for the bow arm and all the arrow archetypes, as I can't find the limb model prop anywhere. I fear it's hardcoded into some of the arrow scripts and that certain archetype names are required, which will mean that I can't do this for arrows.
2. Should the hammer arm that R Soul made be implemented as a sword type (multiple swings) or a blackjack (one)? I would assume the former but thought I'd get some feedback.
Perhaps it's the basic 'arm' model.
I just looked at it in-game. The model has an arrow attached to the arm
Last edited by marshall banana; 30th Jun 2007 at 06:34.
The model name used is 'bowsite'.
It's set on the arm itself, probably by the weapon interface (inaccessible even to scripts).
There is only one arm model - the arrow objects are put into place by the engine's weapon interface.
I managed to rig together a setup to change the arm model by using NVNewWeapon and NVRelayTrap.
You need a metaproperty, M-HammerBowArms for example. Give it the Shape->Model of the desired arm model and the NVRelayTrap script.
Design note: NVRelayTrapOn="InitArm"; NVRelayTrapTDest="[Me]"; NVRelayTrapTOn="[-5.00]MiscStim"
(Insert your own stim and intensity)
Receptron:
MiscStim, -5.05 to -4.95, set property, Me, M-HammerBowArms, ModelName
Then add this to the arrow archetypes:
Script: NVNewWeapon
Design Note: NVWeaponMeta="M-HammerBowArms"
You could add that script and design note to a metaproperty so that they can be easily added/removed ingame.
Thanks, NV - NVRelayTrap to the rescue again!
I was hoping not to require custom scripts for any parts of the HMDK, but this is a very small part that most people won't use.
Wow, just in time, Yandros. This'll be perfect for what I'm working on.
Actually, I think I'm going to go the simpler route. I'm going to have the hammer arms as same-named substitutes for the original textures and let the player choose to include them or not. If they want to get fancy and have the arm change textures in mid-mission (like I plan to do in the first mission of The Idol) they can ask or search here. I will include a link to NV's post above in the docs, though, to get them started. I am including both normal and Hammer-skinned arms for R Soul's hammer-wielding arm, however.
I can't wait to see some new missions using your HMDK. And, if you missed my email, the answer is "yes, please use Hammer7."
Don
I got it, and it's in. The Kit should be going to the testers today.
yes![]()
let them hammers see the light of day![]()