Building a new Weapon model for your character
by iHugMedia · 01/13/2005 (9:54 pm) · 10 comments
In this tutorial we will create a simple pistol. Start a new file in Max.
Step 1) Create a 'Dummy' object. These are under the 'Helpers' section of the 'Create' toolbar. Place it anywhere in the model and name it 'Shape'.
Step 2) Create a second Dummy object. Name it anything you want.
Step 3) Create a third dummy object. Name this will be a LOD identifier. Name it Detail128. You can add multiple levels of detail to an object by adding more of these with different numbers. The numbers are the detail level.
Step 4) Add a shape to the grid. Make this the Barrel of your weapon. I had a simple Cylinder shape:
(the pink one). Name it 'Barrel128'
Step 5) Add a handle (the green cylinder). Call it 'handle128'
Step 6) Now select Detail128 and the Dummy object you named, and select the "Select and Link" button on the top toolbar. Then press the "Select by Name" button. Link these to the 'Shape' object.
Step 7) Select the Barrel and the Handle and link them to the Dummy object you named yourself.
Step 8) Create a box around the weapon and name it 'Bounds'. Adjust the Pivot point of it to where you want the player to hold the weapon. Rotate it so that Blue faces upward and Green faces the front. The Pivot adjustment is under the Hierachy tab. Select the 'Pivot' function as in the picture below:

Step 9) Once properly adjusted, Save the file and use the DTS Exporter Utility and export it to the directory "starter.fps/data/shapes/crossbow/" and overwrite weapon.dts. (make a backup first).
Test the weapon. If you can't see it, you have either made it too big or too small. This can be fixed by using the "Scale" function in Max. If the game crashes, then my Tutorial didn't work for you.
For the Original tutorial, please visit www.garagegames.com/articles/dhannah/tutorials/simpleweapon.html.
Step 1) Create a 'Dummy' object. These are under the 'Helpers' section of the 'Create' toolbar. Place it anywhere in the model and name it 'Shape'.
Step 2) Create a second Dummy object. Name it anything you want.
Step 3) Create a third dummy object. Name this will be a LOD identifier. Name it Detail128. You can add multiple levels of detail to an object by adding more of these with different numbers. The numbers are the detail level.
Step 4) Add a shape to the grid. Make this the Barrel of your weapon. I had a simple Cylinder shape:
(the pink one). Name it 'Barrel128'Step 5) Add a handle (the green cylinder). Call it 'handle128'
Step 6) Now select Detail128 and the Dummy object you named, and select the "Select and Link" button on the top toolbar. Then press the "Select by Name" button. Link these to the 'Shape' object.
Step 7) Select the Barrel and the Handle and link them to the Dummy object you named yourself.
Step 8) Create a box around the weapon and name it 'Bounds'. Adjust the Pivot point of it to where you want the player to hold the weapon. Rotate it so that Blue faces upward and Green faces the front. The Pivot adjustment is under the Hierachy tab. Select the 'Pivot' function as in the picture below:

Step 9) Once properly adjusted, Save the file and use the DTS Exporter Utility and export it to the directory "starter.fps/data/shapes/crossbow/" and overwrite weapon.dts. (make a backup first).
Test the weapon. If you can't see it, you have either made it too big or too small. This can be fixed by using the "Scale" function in Max. If the game crashes, then my Tutorial didn't work for you.
For the Original tutorial, please visit www.garagegames.com/articles/dhannah/tutorials/simpleweapon.html.
About the author
Pretentious arts student
#2
01/15/2005 (3:37 am)
Try to make tutorial how export Character with Animation...
#3
01/19/2005 (3:18 pm)
The images arn't working.
#4
01/23/2005 (8:01 pm)
I will either wait for the XSI exporters or try to make on emyself in the near future. Since XSI comes with the best price (500USD) i preffer it to Max or Maya. For the moment I am busy with other aspects pf my games.
#5
04/12/2005 (2:47 pm)
I don't know why the images aren't working... hmm... It may be my webhost. I've had a lot of trouble with them recently.
#6
01/03/2006 (12:09 am)
I am not able to open the "Crossbow.max" in 3dmax5. It shows me an error message "an error has occurred and the application will now close". So can any one tell me the problem. And this is made with which version?
#7
The scale is 1 unit == 1 Torque meter.
I'm writing a new Max 8 tutorial on environments and object creation ATM.
01/20/2006 (5:51 pm)
Crossbow.max was made in Max 5 I think. Maybe your crossbow.max file is corrupted?The scale is 1 unit == 1 Torque meter.
I'm writing a new Max 8 tutorial on environments and object creation ATM.
#8
06/15/2006 (9:04 am)
could someone post the approximate dimensions of the crossbow (X-#, Y-#, Z-#)? Currently using MAX7, and each time I open the crossbow.max file, MAX crashes. (also using Torque RTS if that matters)
#9
05/20/2007 (5:08 pm)
when max crashes it should ask you to save a backup copy of the file. save it and then load it up from recent files and it should work.
#10
I overwrite the crossbow ,
I wish to know how make a animation of fire or reload work in the new weapon?
07/06/2007 (11:03 pm)
Hi , I pick up a model weapon m249 of CS and export to Torque with 3ds max , I overwrite the crossbow ,
I wish to know how make a animation of fire or reload work in the new weapon?
Torque 3D Owner Apparatus
Another tip. In max you are not able to see the nodes (mount points etc) unless you don't create another dummy in the scene. After you have done a new and useless dummy in you rscene, the other dummies will show up. make sure you delete this useless dummy afterwards.
Also type a search for DTS nodes in the forums to understand what you need for your weapon to work. Good luck.