Note: This is an old page that has been updated/formatted, you can view the original here.

Weapons: Part 1

Author: EvanC

In this tutorial we will change the model of the bryar weapon, Using JED. To do this you will need JED 0.81, an ungob program and a text editor(wordpad is probably best).

Open up res2.gob in your ungob program. Go to the 3do directory and export bryv.3d0 and bryg.3d0. Now start up JED. Make a simple weapon model like this:

Notice how it is compared to the player model? Your weapons should be about that size. Now what you need to do is make the 3do. Rotate the sector/model by pressing F9. Make it so that the model points downwards. Export the model as a 3do called "yourmodel". Using Wordpad open up the model. About 16 lines down you should see:

INSERT OFFSET 0 0 0

Change it to:

INSERT OFFSET  -0.001547   0.009132  -0.000272

Now go down untill you find this:

MESH 0

NAME yourmodel0

RADIUS   0.081138

Change it to this:

MESH 0

NAME K_Rhand

RADIUS   0.081138

Now go to the very bottom of the page and delete the very last line. Replace it with this:

     0:  0x0000 0x00001        0       -1      -1        -1             0   0.000000   0.000000   0.000000   0.000000   0.000000   0.000000   0.000000   0.000000   0.000000  K_Rhand

Now save your model as bryg.3do, which replaces the old model. Now we have to make the POV model. This is the one that you see from inside the player. Open up yourmodel.3do . Again, change the line:

INSERT OFFSET   0 0 0

into:

INSERT OFFSET   0.004646   0.021351  -0.011998

Now here is the hardest part. What you will need to do is paste this into the top of yourmodel.3do, Just below "MESHES 1" :


MESH 0
NAME K_Rforearm
RADIUS 0
GEOMETRYMODE    4
LIGHTINGMODE    3
TEXTUREMODE 1

VERTICES 0


TEXTURE VERTICES 0


VERTEX NORMALS


FACES 0


FACE NORMALS


MESH 1

NAME K_Rshouldr

RADIUS   0.073759

GEOMETRYMODE    4
LIGHTINGMODE    3
TEXTUREMODE 0


VERTICES 0

TEXTURE VERTICES 0

VERTEX NORMALS

FACES 0

FACE NORMALS

Now under that you should see:

MESH 0
NAME yourmodel0

Change it to:

MESH 2
NAME K_Rhand

Now go up to "MESHES 1" and change it to "MESHES 3" After that you need to go to the very bottom and delete the bottom line. Replace it with this:

     0:  0x0000 0x00001       -1       -1       3        -1             1   0.000000   0.000000   0.000000   0.000000   0.000000   0.000000   0.000000   0.000000   0.000000  $$$DUMMY
     1:  0x0000 0x00001        0        3       2        -1             1   0.012023  -0.000456  -0.032048   0.000000   0.000000   0.000000  -0.000074   0.000000  -0.014126  K_Rforearm
     2:  0x0000 0x00001        2        1      -1        -1             0   0.000886   0.003522  -0.031342   0.000000   0.000000   0.000000  -0.000928   0.000000  -0.005522  K_Rhand
     3:  0x0000 0x00001        1        0       1        -1             1   0.015342  -0.025281   0.041360   0.000000   0.000000   0.000000   0.007833   0.000000  -0.013829  K_Rshouldr

Now go up a few lines untill you see "HIERARCHY NODES 1" Change it to "HIERARCHY NODES 4". Now save this model as "bryv.3do". Put the models into your JK/resource/3do directory and run JK. From internal mode you should see:

And from external mode you should see:

As you can probably tell this model doesn't look much like weapon of any kind. It was made purely for the purpose of this tutorial. For your own weapons you'd probably want to make a model that's a little bit better looking than that.

This was part 1 of the weapons tutorial. Part 2 will deal with simple modifications of the weapon cog to change sounds, projectiles and more.

NOTE: This method of making weapon 3dos is not the only way. FIXXER,Pot-head and JonathanC each told me a different way that they made weapon 3dos. This method is similar to the way LEC probably made the origanal JK weapons.

Evan C