Making Weapons

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

Moderator: Moderators

Post Reply
User avatar
redgroupclan
High General
High General
Posts: 867
Joined: Thu Jan 24, 2008 11:47 pm
Location: For less cheap gameplay - BF2 v1.1 server "NoEngineersAntiGlitch"

Making Weapons

Post by redgroupclan »

Alright I already know about setting up weapons, placing hp_actives and fires, etc. But the one thing Im unsure about is modeling the weapon. Like..how big am I supposed to make it? How do I get the shapes to even make an acceptable gun? That kind of stuff. What Im thinking so far about size is making it a single square big. Is that right?
Caleb1117
2008 Most Original Avatar
Posts: 3096
Joined: Sun Aug 20, 2006 5:55 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set
Location: X-Fire: caleb1117 ಠ_ಠ

Re: Making Weapons

Post by Caleb1117 »

1 cube on the xsi grid is 1 meter, or 3 feet.

Best thing to do is to import pyc0fred's beta unit bones, and use it for scale.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Making Weapons

Post by Maveritchell »

Caleb1117 wrote:Best thing to do is to import pyc0fred's beta unit bones, and use it for scale.
The best thing to do is just to import a gun and use it for scale.
User avatar
redgroupclan
High General
High General
Posts: 867
Joined: Thu Jan 24, 2008 11:47 pm
Location: For less cheap gameplay - BF2 v1.1 server "NoEngineersAntiGlitch"

Re: Making Weapons

Post by redgroupclan »

Eeeewwwwkkaaayyyy
Caleb1117
2008 Most Original Avatar
Posts: 3096
Joined: Sun Aug 20, 2006 5:55 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set
Location: X-Fire: caleb1117 ಠ_ಠ

Re: Making Weapons

Post by Caleb1117 »

Maveritchell wrote:
Caleb1117 wrote:Best thing to do is to import pyc0fred's beta unit bones, and use it for scale.
The best thing to do is just to import a gun and use it for scale.
Even better.

I'm too used to making furniture and stuff relating more to humans. :P
1z2x3c
3rd Warning
3rd Warning
Posts: 259
Joined: Mon Jul 16, 2007 3:22 am

Re: Making Weapons

Post by 1z2x3c »

1 meter = 3.54 ft

... and is all you need is the hp fire and hp actice?
this is for a gun w/ bullets and granade launcher.... would it be hp fire1
or something for the glauncher?
Caleb1117
2008 Most Original Avatar
Posts: 3096
Joined: Sun Aug 20, 2006 5:55 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set
Location: X-Fire: caleb1117 ಠ_ಠ

Re: Making Weapons

Post by Caleb1117 »

You can add as many hp_fire's as you want, for shooting stuff out of your gun.
Taivyx
2008 Best Games Related Avatar
Posts: 1706
Joined: Thu Jun 07, 2007 3:34 pm
Projects :: Terra Strife - discontinued
Games I'm Playing :: none
xbox live or psn: No gamertag set
Contact:

Re: Making Weapons

Post by Taivyx »

Guys this isn't all he's asking.
He's asking for tips on how to start on making a gun model.

The method I use in Max is really quite simple.
What I do is get a picture of the gun from the internet (side view of the gun), and put it on the texture of a flat plane(surface).
You set that plane up so that it matches up with one of your viewports.
Then, you trace the non-cylinder parts of that weapon using a line or something (in Max it's called a spline).
There should be a function in XSI to extrude that polygon you made using lines you traced into a 3d object.
Repeat for all the non-cylinder parts of the weapon, and of course for the cylinder parts you use cylinders :D

Here's a tutorial that was demonstrated using the Max interface, but just so you can get an idea of what I'm talking about:
http://www.ghostrecon.net/html/mod-gun-models.htm
User avatar
redgroupclan
High General
High General
Posts: 867
Joined: Thu Jan 24, 2008 11:47 pm
Location: For less cheap gameplay - BF2 v1.1 server "NoEngineersAntiGlitch"

Re: Making Weapons

Post by redgroupclan »

Is Max another modeler that Ive never heard about?
Caleb1117
2008 Most Original Avatar
Posts: 3096
Joined: Sun Aug 20, 2006 5:55 pm
Projects :: No Mod project currently.
xbox live or psn: No gamertag set
Location: X-Fire: caleb1117 ಠ_ಠ

Re: Making Weapons

Post by Caleb1117 »

Modeling program.
Grev
Hoth Battle Chief
Hoth Battle Chief
Posts: 3132
Joined: Sun Dec 09, 2007 11:45 pm
Projects :: No Mod project currently.
Games I'm Playing :: Minecraft
Location: A Certain Box Canyon

Re: Making Weapons

Post by Grev »

redgroupclan wrote:Eeeewwwwkkaaayyyy
That post filled my life with relevance. And for making guns, go wild... I cant seem to draw guns, but I can think them up in my head, so think, and try as hard as you can. That or import a current weapon, and edit it to your liking.
Post Reply