OSP 3D Art Open Source Project - Weapons

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im having the same problem as well, nothing is showing up in my brf editor. either green or black or all white, but i cant get the textures to show up, any ideas as to why this is?
 
I am putting together a new package with Luigi's new stuff and Talak's weapons.
Then I will release it in one .brf-archive to avoid conflicts.
 
I'm having a problem with RR_Raptor65's swords. When I try to use his swords it only shows up in the game as the hilt alone or the blade alone. For example, I enter "rrr_duke_brhil.1" into my item_kinds1 line and it will only show the hilt, while if I enter "rrr_duke_brhil.2" it only shows the blade. Just wondering if anyone knows how I can get the entire sword.
 
I know other people have asked this but no one has answered it. Were can I get, or make a item_kinds list for the weapons I want?

And please don't ignore me. If its to hard to explane, give me a link that shows how to do it.
 
HELP ME ERROR BLUNT-WEAPON
95145045.jpg

AND ERROR OSP_POLEARM AND SWORD
29185827.jpg
 
Not_a_club.jpg

That’s not a club,

Meet_kanabou2.jpg

Meet_kanabou3.jpg

This is a club.  This game is no longer lacking in the 2-handed club market. 

Gentlemen,
Meet the Kanabō.  This is the weapon worthy of the mythological Japanese Oni (a Japanese demon).  Historically, samurai used the Kanabō to break incoming horses legs, shatter arms, break weapons, and in general, crack anything it touches. 

I am a devote believer in Open Source everything and always share whatever I make.  However, I cannot take all the credit for this weapon, all I did was the texturing and write the tuples.  Amade generously spent his time modeling the weapon based on pictures I submitted in the Re: Props, weapons, armor: make a request thread.  So if you want to use this weapon in your mod, feel free, but please give Amade and myself some credit. 

He did an excellent job, just check out the details of the studs and spikes.  You would think it would be a disaster for weak CPU’s but he spent a lot of time with the details.  The weapon has a tri count of 1,122, with 2 LODS for far distant viewing at 284 and 52.  I compressed it in the correct .dds format with mipmaps to also save processing power.  So you get a weapon with lots of detail and no lag.  Historically the weapons were 4 foot in length, this one is modeled at 4 ft and has a in game length of 122 to match. 

There are 8 versions so your troops do not look like the star wars clone army.  A wooden and iron version both studded or spiked with or without a ring (used for hanging on wall).  Find a style that works for you and get to cracking some skulls in. 

In addition to the versions above, there is a hard and smooth version of the studs and spikes in the .brf file.  I prefer the hard edges (shown in screenshots) and believe it gives the weapon more definition.  However, you may like the smooth edges so I left them in. 

The guy modeling is wearing the samurai armor because this weapon was made for the Japanese Heaven and Earth mod and for an Asian mercenary guild in Sword of Damocles V5

Bismark will be adding these to his OSP weapon pack for everyone to download (I don’t have the bandwidth).  The mod developers will be getting an email. 

Click the spoiler below for more screenshots:

kanobou_iron_spiked_hard.jpg

kanobou_iron_spiked_hard2.jpg

Kanobou Iron Spiked with ring

kanobou_iron_spiked_no_ring_hard.jpg

Kanobou Iron Spiked without ring (holds like a polearm)

kanobou_iron_stud_hard.jpg

Kanobou Iron Studded with ring

kanobou_wood_spike_hard.jpg

Kanobou Wooden Spiked with ring

kanobou_wood_stud_hard.jpg

Kanobou Wooden Studded with ring (held like a polearm)

kanobou_wood_stud_no_ring_hard.jpg

Kanobou Wooden Studded without ring

2-handed_look.jpg

Kanobou Wooden Studded without ring (held like a 2-handed weapon)


Click on the spoiler below for the Tuples or item editor code (use whatever you like depending on your skill level):
Insert into the module_item.py (Abundance is set low)

["kanobou_wood_stud_ring", "Studded_Wooden_Kanobou", [("kanobou_wood_stud_ring", 0)], itp_merchandise|itp_bonus_against_shield|itp_type_polearm|itp_spear|itp_primary|itp_wooden_parry|itp_wooden_attack|itp_two_handed|itp_cant_use_on_horseback, itc_poleaxe,
400, weight(6.00)|abundance(20)|difficulty(13)|spd_rtng(60)|weapon_length(122)|thrust_damage(30, blunt)|swing_damage(40, blunt), imodbit_cracked|imodbit_balanced|imodbit_heavy ],
["kanobou_wood_stud", "Studded_Wooden_Kanobou", [("kanobou_wood_stud", 0)], itp_merchandise|itp_bonus_against_shield|itp_type_polearm|itp_spear|itp_primary|itp_wooden_parry|itp_wooden_attack|itp_two_handed|itp_cant_use_on_horseback, itc_poleaxe,
400, weight(6.00)|abundance(20)|difficulty(13)|spd_rtng(60)|weapon_length(122)|thrust_damage(30, blunt)|swing_damage(40, blunt), imodbit_cracked|imodbit_balanced|imodbit_heavy ],
["kanobou_wood_spike_ring", "Spiked_Wooden_Kanobou", [("kanobou_wood_spike_ring", 0)], itp_merchandise|itp_bonus_against_shield|itp_type_polearm|itp_spear|itp_primary|itp_wooden_parry|itp_wooden_attack|itp_two_handed|itp_cant_use_on_horseback, itc_poleaxe,
450, weight(6.25)|abundance(20)|difficulty(13)|spd_rtng(56)|weapon_length(122)|thrust_damage(30, blunt)|swing_damage(42, blunt), imodbit_cracked|imodbit_balanced|imodbit_heavy ],
["kanobou_wood_spike", "Spiked_Wooden_Kanobou", [("kanobou_wood_spike", 0)], itp_merchandise|itp_bonus_against_shield|itp_type_polearm|itp_spear|itp_primary|itp_wooden_parry|itp_wooden_attack|itp_two_handed|itp_cant_use_on_horseback, itc_poleaxe,
450, weight(6.25)|abundance(20)|difficulty(13)|spd_rtng(56)|weapon_length(122)|thrust_damage(30, blunt)|swing_damage(42, blunt), imodbit_cracked|imodbit_balanced|imodbit_heavy ],
["kanobou_iron_stud_ring", "Studded_Iron_Kanobou", [("kanobou_iron_stud_ring", 0)], itp_merchandise|itp_bonus_against_shield|itp_type_polearm|itp_spear|itp_primary|itp_two_handed|itp_cant_use_on_horseback, itc_poleaxe,
500, weight(7.25)|abundance(15)|difficulty(14)|spd_rtng(54)|weapon_length(122)|thrust_damage(32, blunt)|swing_damage(44, blunt), imodbit_rusty|imodbit_balanced|imodbit_heavy ],
["kanobou_iron_stud", "Studded_Iron_Kanobou", [("kanobou_iron_stud", 0)], itp_merchandise|itp_bonus_against_shield|itp_type_polearm|itp_spear|itp_primary|itp_two_handed|itp_cant_use_on_horseback, itc_poleaxe,
500, weight(7.25)|abundance(15)|difficulty(14)|spd_rtng(54)|weapon_length(122)|thrust_damage(32, blunt)|swing_damage(44, blunt), imodbit_rusty|imodbit_balanced|imodbit_heavy ],
["kanobou_iron_spike_ring", "Spiked_Iron_Kanobou", [("kanobou_iron_spike_ring", 0)], itp_merchandise|itp_bonus_against_shield|itp_type_polearm|itp_spear|itp_primary|itp_two_handed|itp_cant_use_on_horseback, itc_poleaxe,
550, weight(7.50)|abundance(15)|difficulty(14)|spd_rtng(50)|weapon_length(122)|thrust_damage(32, blunt)|swing_damage(46, blunt), imodbit_rusty|imodbit_balanced|imodbit_heavy ],
["kanobou_iron_spike", "Spiked_Iron_Kanobou", [("kanobou_iron_spike", 0)], itp_merchandise|itp_bonus_against_shield|itp_type_polearm|itp_spear|itp_primary|itp_two_handed|itp_cant_use_on_horseback, itc_poleaxe,
550, weight(7.50)|abundance(15)|difficulty(14)|spd_rtng(50)|weapon_length(122)|thrust_damage(32, blunt)|swing_damage(46, blunt), imodbit_rusty|imodbit_balanced|imodbit_heavy ],


__________________________________________________________________________________________________________

If you are a item editer kind of guy:

itm_kanobou_wood_stud_ring Studded_Wooden_Kanobou Studded_Wooden_Kanobou 1  kanobou_wood_stud_ring 0  342327300 4222124650663680 400 270338 6.000000 20 0 0 0 13 40960 60 0 122 0 542 552
0

itm_kanobou_wood_stud Studded_Wooden_Kanobou Studded_Wooden_Kanobou 1  kanobou_wood_stud 0  342327300 4222124650663680 400 270338 6.000000 20 0 0 0 13 40960 60 0 122 0 542 552
0

itm_kanobou_wood_spike_ring Spiked_Wooden_Kanobou Spiked_Wooden_Kanobou 1  kanobou_wood_spike_ring 0  342327300 4222124650663680 450 270338 6.250000 20 0 0 0 13 43008 56 0 122 0 542 554
0

itm_kanobou_wood_spike Spiked_Wooden_Kanobou Spiked_Wooden_Kanobou 1  kanobou_wood_spike 0  342327300 4222124650663680 450 270338 6.250000 20 0 0 0 13 43008 56 0 122 0 542 554
0

itm_kanobou_iron_stud_ring Studded_Iron_Kanobou Studded_Iron_Kanobou 1  kanobou_iron_stud_ring 0  341934084 4222124650663680 500 270340 7.250000 15 0 0 0 14 45056 54 0 122 0 544 556
0

itm_kanobou_iron_stud Studded_Iron_Kanobou Studded_Iron_Kanobou 1  kanobou_iron_stud 0  341934084 4222124650663680 500 270340 7.250000 15 0 0 0 14 45056 54 0 122 0 544 556
0

itm_kanobou_iron_spike_ring Spiked_Iron_Kanobou Spiked_Iron_Kanobou 1  kanobou_iron_spike_ring 0  341934084 4222124650663680 550 270340 7.500000 15 0 0 0 14 47104 50 0 122 0 544 558
0

itm_kanobou_iron_spike Spiked_Iron_Kanobou Spiked_Iron_Kanobou 1  kanobou_iron_spike 0  341934084 4222124650663680 550 270340 7.500000 15 0 0 0 14 47104 50 0 122 0 544 558
0

 
Holy **** cow! Those textures are a helluva lot more AWESOME than the one you showed me the other day!

Can you send me the textures please?  :mrgreen:

 
Not a modder so I'll pass on this one...I don't even know how to put the items in item_kinds.. :mrgreen:

Anyway, NICE SCREENIES... :cool:
 
Here is some more screens with the diameter reduced.  I like it much better this way.  I'm not going to post all the variations again but you get the idea. 

75%25%20kanobou_iron_spiked_hard.jpg


75%25%20kanobou_wood_stud_hard.jpg


Bismark, the weapon and even the tuples are is ready to include in your pack.  Shoot me a PM with your email and I will include it. 

 
ok... so it seems people have figured out on their own how to rotate the weapons in brfedit... but noone is sharing the info on how... i still cant rotate them...

any help?

EDIT: ok so i figured it out...
what you do if this happens to you is the following:

pick the model you need to rotate.
press export, then save it as an .obj file (does that automatically)
delete the model from the .brf file.
press import, pick the .obj file you just saved, then uncheck the Y/Z swap on the window that comes up.
save the .brf file.
 
Do we need to tinker with the item_kinds or we just simply copy and paste to the appropriate folder and add "load_mod_resource = OSP_(WeaponType)" to module.ini....???

Thanks in advance guys... :cool:
 
exactly...

just open the item file with the itemeditor and pick what weapon you want to change the model for and then change the mesh name...

you could also add new items, but thats about 1% more difficult to do, but im too lazy to describe how hehe...
 
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