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AutoAxe Mesh

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mr01
Posts: 21
Joined: Sat Nov 23, 2013 8:29 pm

AutoAxe Mesh

Post by mr01 » Thu Nov 28, 2013 6:02 am

I'm not good with remaking meshes and hopefully someone here can do this. The autoaxe's mesh does not match the 2handed automatic melee attack animation that new vegas uses. The autoaxe's blades are to the left of where the game's crosshair is located.  This results in the weapon hitting too far to the right (i.e. it is really wierd to see the spinning blade hitting the enemy but the blood effect/damage is actually to the right of the blade, where the crosshair is located).


Looking at the chainsaw's mesh, the devs used the autoaxe's body but put the blades to the right to match where the cross hair is located. Since i'm not good with blender, I hope that someone here can remake the mesh so that it is repositioned correctly with the animation that new vegas uses.


 



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Damn.

Post by JaxFirehart » Thu Nov 28, 2013 6:06 am

Damn.



mr01
Posts: 21
Joined: Sat Nov 23, 2013 8:29 pm

well...an alternative

Post by mr01 » Thu Nov 28, 2013 6:13 am

well...an alternative solution would be to import the animations that FO3 uses for 2handedmelee automatic weapons (i.e. attackspin) and remake it as a separate and new animation for New Vegas. Then it is just a matter of setting the Autoaxe to use that attack animation. However, I've never imported or messed around with animations; therefore, I am not even sure if this is doable.


Something has got to change and it is either the mesh or the animation....or else it is just going to be a misaligned autoaxe.



Thatchor
Posts: 389
Joined: Tue Oct 15, 2013 10:31 pm

Can the engine accept new

Post by Thatchor » Thu Nov 28, 2013 4:34 pm

Can the engine accept new animations? I know JoeFoxx's Weapon Animation Replacer adds new grip positions, but I don't know if it's the same thing. Importing the original animation would obviously be ideal, but if it's not possible, I feel a new mesh would be in order. I'm just starting to learn Blender so it'd be out of my league for now. Maybe in a couple weeks if we do want to take that path.


Edit: Is there any unused animation slots (sorry, don't know what else to call them) in New Vegas? We could also import it into one of those if there is. I'll play with it later, but I just installed Windows 8 so I need to set up my NV first.



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

there COULD be, especially

Post by JaxFirehart » Thu Nov 28, 2013 5:56 pm

there COULD be, especially for Automatic Melle weapons, I'm actually not certain on how the animation system works exactly.



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LT Albrecht
Posts: 182
Joined: Wed Sep 19, 2012 8:50 pm

yes it can. You just slap it

Post by LT Albrecht » Thu Nov 28, 2013 11:48 pm

yes it can. You just slap it in an empty slot for that weapon type (i.e. reload a is different for 1hand pistol, 2handautomatic, 2handrifle, 2handenergyrifle... etc) and make sure the nif is set up right. nobody's added cutom melee animations so any slot not used by the base game is open season.


trollolololololol





 



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

That is very handy Thanks LT

Post by JaxFirehart » Thu Nov 28, 2013 11:53 pm

That is very handy


Thanks LT



Thatchor
Posts: 389
Joined: Tue Oct 15, 2013 10:31 pm

Good to know. I'm learning so

Post by Thatchor » Fri Nov 29, 2013 12:52 am

Good to know. I'm learning so much here at TTW. :D



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