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| Programs used to create / script weaponry http://www.runestorm.com/forums/viewtopic.php?f=6&t=15683 |
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| Author: | Gordon Freeman [ Thu Sep 28, 2006 10:20 am ] |
| Post subject: | Programs used to create / script weaponry |
I don't know whether this is the right place to post this. Inspired by Xavious ( and the RS guys ) i want to create some weapons for JW and/or BW. My question is what kind of program do you guys use to create those weapons and scripts. It's not my intention to create a rip of from JW and BW . I just want to make some weapon packs for those who want some add-ons or some other weaponry for JW / BW . !!!!! ( Only if it is allowed by the RS Guys ) !!!!!
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| Author: | Captain Xavious [ Thu Sep 28, 2006 3:34 pm ] |
| Post subject: | Programs used to create / script weaponry |
Well, I don't know about BW, but for JW I just took a modeling program (Maya), made a model, imprted it to UEd as a static mesh (with the exporter it came with in the special edition of UT2004), and basically copied the one of the codes (using UDE) from junk wars and changed a few things to make it use my staticmesh. PM me if you want more help, although so far I'm not completely sure how to do things to make it completely custom, but I'm figuring it out. |
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| Author: | Sgt. Kelly [ Thu Sep 28, 2006 5:38 pm ] |
| Post subject: | Programs used to create / script weaponry |
Based on what I've done on the older Unreal Engine, I think you can create a new class below one of Rune Storms' weapon classes and edit it from there. |
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| Author: | Captain Xavious [ Thu Sep 28, 2006 7:49 pm ] |
| Post subject: | Programs used to create / script weaponry |
For junk wars, they aren't really weapon classes, but I'm not sure about BW, never checked it yet. |
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| Author: | ShadowBlade [ Fri Sep 29, 2006 12:39 am ] |
| Post subject: | Programs used to create / script weaponry |
hey Reux.. well... u wanna rip stuff? zat mean u want to make things based on BW stuff, or make for the mod? |
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| Author: | Gordon Freeman [ Fri Sep 29, 2006 4:22 am ] |
| Post subject: | Programs used to create / script weaponry |
Well actually i meant making weapons for either junkwars or ballistic based on my own stuff not on the BW stuff . And that the rights for those weapons are in hands off the creators of BW and JW ( meaning you guys may change anything at the weapon ) . In other words i want to make custom stuff for the mod ( if its ok for you guys else i'll just stick to creating maps for some good ballistic fights) |
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| Author: | DarkCarnivour [ Fri Sep 29, 2006 5:52 am ] |
| Post subject: | Programs used to create / script weaponry |
Well to make stuff, you'll need a modeller (max, maya, etc), a texture editor (PSP, PhotoShop, etc), a scripter (WordPad or UDE) and of course UnrealEd to import the content. For Junkwars, you just sub-class the JunkObject class with your own in your own package and set the default properties. Easy! (well as easy as any such thing gets, anyway...)
For BW weapons, you need to subclass a bunch of stuff and set a lot of properties. You'll need some coding knowhow... Luckily, our mods were designed with expansion in mind and as such it is possible (and relatively easy) for other modders to make their own Ballistic and Junk Weapons, using all the base code of the two mods. The hard part is the content... |
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| Author: | Sgt. Kelly [ Fri Sep 29, 2006 4:16 pm ] |
| Post subject: | Programs used to create / script weaponry |
DarkCarnivour wrote: Well to make stuff, you'll need a modeller (max, maya, etc), a texture editor (PSP, PhotoShop, etc), a scripter (WordPad or UDE) and of course UnrealEd to import the content.
For Junkwars, you just sub-class the JunkObject class with your own in your own package and set the default properties. Easy! (well as easy as any such thing gets, anyway...)For BW weapons, you need to subclass a bunch of stuff and set a lot of properties. You'll need some coding knowhow... Luckily, our mods were designed with expansion in mind and as such it is possible (and relatively easy) for other modders to make their own Ballistic and Junk Weapons, using all the base code of the two mods. The hard part is the content... So you can't just make a new class under the A73 and say... make a red version? |
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