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| tutorial:how-to-create-a-trick-weapon [2025/02/26 01:17] – created admin | tutorial:how-to-create-a-trick-weapon [2025/02/26 01:18] (current) – admin | ||
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| - | {{ds3_trick_weapon_1.png}} | + | {{ds3_trick_weapon.png}} |
| Made this a while ago. If you are talking about something similar to sellswords, for example, the first sword is index 200, and the second 201. 202 and 203 are in vanilla used for sheaths, like on onikiri it's 201. | Made this a while ago. If you are talking about something similar to sellswords, for example, the first sword is index 200, and the second 201. 202 and 203 are in vanilla used for sheaths, like on onikiri it's 201. | ||
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| ===== PappaAppa Text Tutorial ===== | ===== PappaAppa Text Tutorial ===== | ||
| 1. Pick a weapon model | 1. Pick a weapon model | ||
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| 2. Pick a second model | 2. Pick a second model | ||
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| 3. Open up the first weapon you want to be the untransformed one - unpack via yabber. | 3. Open up the first weapon you want to be the untransformed one - unpack via yabber. | ||
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| 4. Head into the xml for you weapon and then add another entry for another flver (your second model' | 4. Head into the xml for you weapon and then add another entry for another flver (your second model' | ||
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| 5. Select an id that starts from 200+ so it should look like this: | 5. Select an id that starts from 200+ so it should look like this: | ||
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| 6. Proceed now into the root folder and you will see one flver file, one tpf file. This is where youll want to add your second model. | 6. Proceed now into the root folder and you will see one flver file, one tpf file. This is where youll want to add your second model. | ||
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| 7. Once added make sure you also add the TPF textures into the existing tpf folder and edit the .xml for it as well. Your second model requires the textures paths by unpacking the tpf and adding it via the material option in FLVEREditor. | 7. Once added make sure you also add the TPF textures into the existing tpf folder and edit the .xml for it as well. Your second model requires the textures paths by unpacking the tpf and adding it via the material option in FLVEREditor. | ||
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| 8. Step 7 may be skipped if your doing a BB weapon as they have the same textures as base vs Transformed in that case youll simply set textures paths to the already existing tpf: | 8. Step 7 may be skipped if your doing a BB weapon as they have the same textures as base vs Transformed in that case youll simply set textures paths to the already existing tpf: | ||
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| 10. Now your weapon is setup correctly (may vary depending on how many FLVR you use Todays example is cleary 2 FLVER and 1 TPF | 10. Now your weapon is setup correctly (may vary depending on how many FLVR you use Todays example is cleary 2 FLVER and 1 TPF | ||
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| 11. Repack your weapon. | 11. Repack your weapon. | ||
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| 12. Now go get your c0000 chr file. | 12. Now go get your c0000 chr file. | ||
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| 13. Unpack it via yabber. | 13. Unpack it via yabber. | ||
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| 14. Open the FLVR (inside root folder again). | 14. Open the FLVR (inside root folder again). | ||
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| 15. Locate yourself to the dummy tab | 15. Locate yourself to the dummy tab | ||
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| 16. The reason we are here is because we need to move a dummy poly id far below the map to hide our " | 16. The reason we are here is because we need to move a dummy poly id far below the map to hide our " | ||
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| 17. I will provide my own modified c0000 in the description as well as ? | 17. I will provide my own modified c0000 in the description as well as ? | ||
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| 18. But you must need tp type in the section of the left hand side and hit check. | 18. But you must need tp type in the section of the left hand side and hit check. | ||
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| 19. This will tell you on the right hand side what dummy poly it is. | 19. This will tell you on the right hand side what dummy poly it is. | ||
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| 20. I chose id 260 because it was on the ground already and simply after you have selected your Dummy poly you will then need to apply a large # such ass 100 to the y axis in translation and then hit mod. | 20. I chose id 260 because it was on the ground already and simply after you have selected your Dummy poly you will then need to apply a large # such ass 100 to the y axis in translation and then hit mod. | ||
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| 21. Your dummy poly is now moved. Go ahead and hit json mod to save it. | 21. Your dummy poly is now moved. Go ahead and hit json mod to save it. | ||
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| 22. Repack the folder | 22. Repack the folder | ||
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| 23. ONTO YAPPED! | 23. ONTO YAPPED! | ||
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| 24. Head to weapon absorbparam. Now you need to set your absorption for your primary and secondary models. | 24. Head to weapon absorbparam. Now you need to set your absorption for your primary and secondary models. | ||
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| 26. The 1handed weapon will be the top ids. Set 1h to 21 the next id to 20 and set 2h to 260 if using my c0000 chr, the next section down set 1h id o and 1 both to 260 and set 2h id to 20. | 26. The 1handed weapon will be the top ids. Set 1h to 21 the next id to 20 and set 2h to 260 if using my c0000 chr, the next section down set 1h id o and 1 both to 260 and set 2h id to 20. | ||
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| 27. Give your weapon this new weapon absorbtionparam and you basically done. | 27. Give your weapon this new weapon absorbtionparam and you basically done. | ||