This is a new gunpowder model I made in Blender and textured in Substance Painter. It comes with 2 new effects that use sprite sheets that I made in blender. One shows the fuse sparks and smoke and plays a sound when you light the fuse. The second one plays a explosion sound when it blows and shakes the screen. It also comes with 2 scripts, One for the Onused slot that will make the fuse light when you use the barrel placeable, then after a set time it will explode. The other go's on the OnDamaged slot, it will make the barrel explode if it takes ANY damage. All of the timing, range, damage amounts, and damage type can be changed inside of these 2 scripts. As suggested by Symphony, I made all of the effects visual effects,which means that they must be placed on the model with scripts. This does make it more complex to set up, but it also allows you to use these effects on any other object that has dummys in game including npcs or placeables, you would not be able to do that If they were parented to the model/inside of the models MDL.
There are two files in the download. One has DDS textures and the model MDL and visual effect MDL are compiled. This version will only work on Dev build 1891-1892, as the current stable branch 1886, does not fully support compiled models with tangets yet. It has a tga normal map, I have my reasons for not compressing normal maps into dds, feel free to compress it if you want to.
The other one has TGA textures and uncompiled models that will all work fine in stable 1886. You can also use the dds textures in the 1891-1892 hak if you want, they will work fine in 1886.
As it is ,this is more of a demo that is meant to be used on a new module and it is not set up to work with CEP or project Q yet. To make it work with CEP, project Q or your haks you will have to add the lines in this haks 2da's to the 2da's that your module uses and change the line number that the effects use in the scripts to the line number that they will have in your visual effect 2da.
Please let me know in the comments if you find any bugs or anything not working like it should, or feel free to ask if you need any help getting this to work with your project. You can also reach me on the vault forums or the vault discord channel.
Install Instructions
Place the hak in your Neverwinter Nights/hak folder and there is a README in the scripts folder that will tell you how to set up the scripts.
To whom it may concern, I fully acknowledge that I am not the first person to release a script that makes a object blow up when it is used.
Thank you to Shericall and Daz for helping me with the scripts.
"Sound effects obtained from https://www.zapslpat.com" (Required Attribution/Credit)
The wood on the barrel is a material I found on the substance share website called "Old Planks" https://share.substance3d.com/libraries/73
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Thanks for making this. I look forward to giving it a try. One question, though: the screenshot of the character getting blown backward -- I don't recall that animation -- is that part of the new effect as well?
Excellent model - thanks for uploading it. I was wondering, would it be possible to maybe create a non-exploding variant (a normal barrel)? Your work looks a lot better than the standard versions (obviously) and it would be nice to have some additional options (ideally with open and close animations). Also, I really like the idea of hiding an explosive barrel among a group of regular barrels.
That should not be to hard at all. I could remove the plugs on the top and front and I would also need to make another texture set because I would need to remove the gunpowder around the plugs and on the barrel. Would you like to have a handle on the top, or just make it look like a normal barrel? I can make the top open up to. I might need to model the whole inside, but I may be able to just duplicate and shrink the outside mesh and flip the normals around to make that easy.
That sounds great. I'm not sure if it needs a handle, a traditional barrel would work fine. I hope it's not too much trouble. It might also be a good idea to make some destroyed variants - post explosion debris and the like. They could serve as a kind of warning that exploding barrels might be in the area.
I have started modeling the mesh that opens. Modeling a whole broken apart barrel and making it look good would be a lot of work, but what I could do is like a black spot with some burnt wood and some metal bits around it on the ground. One thing that did bother me about the OC barrels was that there was no handle on them. The one I am making will have a lip on the inside for the top to sit on and it will have a handle. I will have to make a whole new extra texture for the inside, top and handle anyway so I will have plenty of extra uv space to use up. This gunpowder barrel like most real gunpowder barrels does not have a handle because it is like A wine barrel which does not open from the top, they must be tapped or in the gunpowder barrels case, plugged.
Hey, I did start to model the new barrel, but I have decided to put it on hold. To be completely honest, I have really lost faith in beamdog and the future of the enhanced edition of Neverwinter Nights. I may be overreacting about the whole thing, but I have decided to focus completely on learning to code, not NWscript, but to learn to read and write code in general. I had been doing a bit of both modeling and learning to code for a while, but I kept bouncing from one language to another and not really sticking to one and writing code in that one or getting anything done. I am going to really dig into godot engine and that is what I will be doing until futher notice. I learned a lot about modeling and will be able to take that with me and learning to code will only add to what I already know and I think it will be a good thing in the LONG run. I can still be reached on the discord channel and here if anybody wants to ask anything. This does NOT mean I have left the neverwinter nights community, I am just not making any content for neverwinter nights right now.