Adding a bow ingame.

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musketear

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Hi guys, i wish to put a bow i made ingame, i succeeded but whenever my men shoots it, they are pulling an invisible string and the model string does not move. I am a bit confused whether new bows need to be rigged. I really appreciate it if someone could redirect me to a tutorial on adding bows ingame. Or maybe impart some of their knowledge to me. :mrgreen: The bow i mentioned is actually quite long ago. A year ago i think.

P.S: I am a dummy with the module system, i could only add weapons using simple editing and i am super heavily dependent on brfedit. My reason for this thread is that i want to make a mod that actually follows a dialogue of one of the heroes who is a crossbowmen. He sort of stated what each faction's best troops supposedly are even though they are not ingame, so i decided to make this mod that actually contains the troops the heroes said. For example, the rhodoks pikemen, the swadian knights i think, the vaegirs archers (maybe) The Nords footmen. The khergits horse archers. Even though most of these units are ingame, they are not as strong and effective as they are supposed to be. So please help. And i know that this P.S thingy is not supposed to be long. :mrgreen:
 
Ok...I just recently added a bow so here is how I did it.  I opened brf edit and found a native bow.  I then exported an .obj file for each frame.  Remember there are several frames for bows.  I wrote down the timing for each frame.  I then opened the bow I had made and imported the native bow and lined everything up, then exported my bow as bow_1.obj.  Then I deleted the native bow and imported the next frame of the native bow and curved my bow to match the pull of the native.  I then exported that bow as bow_2.obj.  You just keep repeating it till your done.  It's not too hard as I think there are only 3 different frames (some are duplicates).
Then you go into brf edit, load your bow as normal, then load the same bow again, but click on replace selected mesh, then check append.  Then repeat for each frame entering the correct timing when it's asked for.
I got strange results the first time, and finally figured out that the bow string (and only the bow string) has to be untriangulated for some reason.  I hope this makes sense.  There is probably a tutorial on it somewhere if you seach.

Good luck
Rosha

 
thanks, so you meant you exported the each frames of the native bow into wings3d or some other software then make the necessary changes to the custom bow by following each frame of the native bow? i'll bow to you if this works. :mrgreen: So many bows, Bow-wow, wow and bow bow tie tie a bow take a bow bowing Bow stern stern bow. Gosh.. I guess i have to fixxxxx mmmmy typing syyyyystem!  :mrgreen:
 
Rosha if you had problems with the mesh turning out to be a mess in the second frame its usually because you added something to the model in the second frame.  If you do anything other than move vertices then the mesh turns into the tangled mess. Brf will give you a warning if the models don't have the same vertices count. EDIT and apparently if you have selected parts of the mesh in wings this can happen as well. So either select all the faces or none of them (spacebar).  I haven't had that problem myself but others have.
 
sorry for bumping it but i tried hours untriangulating the string and triangulating the string but it always end up in a tangled mesh. anyone would care to do a tutorial on this? :mrgreen:
 
Well I still cant find third animation of any bow... I alredy have normal one, the one where it is holstered / over shoulder, but I cant find pulled one  :neutral:
 
eh.... i thought the holstered one and the pulled one are two different mesh? like khergt_Bow_carry (holstered bow) and Khergit_Bow (Pulled bow)? :???:
 
musketear said:
eh.... i thought the holstered one and the pulled one are two different mesh? like khergt_Bow_carry (holstered bow) and Khergit_Bow (Pulled bow)? :???:

where do you find these frames?? I searched the brf edit but couldn't find it.
 
6a00e398a22f57000301101647a5a4860c-pi
export.

6a00e398a22f57000301101647a5a7860c-pi
export.

6a00e398a22f57000301101647a5ab860c-pi
export.

etc...


hope it helps you :smile:.
 
here.. PENUUH MMUUUUUTTER JEEELLEEH SPPUUM FIDDLING TIIMEEE!! MWAAAHAAAHAAAhahahahaha sorry for the slow motion, i could not resist it. :mrgreen:
Anyway, here it is. I did not get it at first glance but then i took cross referencing between my own bow and the native bow with pulling animation and found this out.
9rfkkraufhm3slvx4b7.jpg
edit: Quote to sibylla.
Oppps... Guess i typed too slow. hehehe
 
musketear said:
here.. PENUUH MMUUUUUTTER JEEELLEEH SPPUUM FIDDLING TIIMEEE!! MWAAAHAAAHAAAhahahahaha sorry for the slow motion, i could not resist it. :mrgreen:
Anyway, here it is. I did not get it at first glance but then i took cross referencing between my own bow and the native bow with pulling animation and found this out.
9rfkkraufhm3slvx4b7.jpg
edit: Quote to sibylla.
Oppps... Guess i typed too slow. hehehe
Ohhh S**** Sorry for double posting. I originally wanted to insert a spoiler for my the post above and accidentally ended up pressing quote. Sorry Sorry Sorry! :neutral:
Edit: Inserted it in.
 
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