Quote:
Originally Posted by Kewl Munky
I was hoping you were showing how to put a whole new model into the game, because I had a weapon from another game in mind. Is there a way to put a completely new weapon in?
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Set up the model hierarchy and helpers as required for FE import and Fable use. You can look at other weapons for reference.
The hierarchy is easy. For static models,
- Scene-Root
- Orphan_Helpers
The helpers are a little more complex, and will most certainly require using an original weapon model for reference so that you know where they go and what rotations to use.
A sword will most likely have these helpers:
HDMY_WEAPON_FOCUS_01, the helper that determines where and at what angle the Hero holds it from.
HDMY_AUG_01, the helper that determines where and in what direction the augment effects will be emitted from.
HDMY_AUG_02, though I believe this was meant to be where the emitted particle effects were supposed to go to, I don't see it as necessary. However, it's absence will cause some problems.
HDMY_WALL_MOUNT_DUMMY, I'm assuming this determines where and at what angle the weapon is sheathed, mounted or placed on counters.
HDMY/HPNT_TARGET_CURSOR_POINT, same as previous, I don't really know; I just try to line these two up as it would be in an original Fable weapon model.
HPNT_weapon_pos_a and HPNT_weapon_pos_b, the helpers that make a line of impact when swinging the sword; anything that comes between these two helpers when the sword is swung will get damaged.
More complex models will utilize HDMY_AUG_03 and HDMY_AUG_04, which will require some more work in their augmentation CDef. Others will have different names for things, various little changes here and there.
More often than not though, if you've already got the models and textures, you can ask someone to make it a weapon in Fable since the creative end is done already.