Fallout New Vegas
The High Roller

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Radioactivelad

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I'm pretty surprised nobody (to my knowledge) has made a gaudy gold-plated Tommy Gun as a unique weapon. What could be more Vegas than that?
I don't really know much about texturing beyond the basics. Does anyone know how I could give the gold a shinier look? Do I need to do something with the normal map?

Gameplay wise it's going to deal additional damage based on the number of Casinos you're banned from.

10 comments

  1. Ghost8919
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    You'll want to make the metal and wood into two separate meshes, and add "textures\effects\ShinyBright_e.dds" to the second to last textures entry in the BSShaderTexturesSet in Nifskope for all the metal meshes. It's what Bethesda used to make the alien weapons chrome, and the unique alien weapons gold in Fallout 3. Obsidian uses it on a few guns in New Vegas too.

    If you want suggestions to make it more unique, perhaps engravings, an alternate color to the wood/synthetic furniture, remove the stock, glow sights, etc? I've made a few weapons and could assist if you'd like.
    1. Radioactivelad
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      The furniture actually is a different color, the normal smg is orange-ish and this is a cherry mahogany. (The first color that came to mind when I thought of "Posh Wood.")

      Do you have any tips or know any guides about "separating" the metal and wood parts? I've only recently got a handle on basic armor mashups and there's so many little gotchas with this kind of stuff.
    2. Ghost8919
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      Just a bit of knife cuts in Blender is all that comes to mind. I cut along the seam where the wood and metal meet on the model and separated them into two different meshes. Separating the meshes is necessary so the wood doesn't shine too, assuming you want it to be chrome-y like the alien weapons in Mothership Zeta. Note, it won't look shiny in Nifskope, only in the GECK and in game.

      Here's what I had in mind when I made my suggestions, BTW. I didn't put too much time into the engraving, though.

    3. zedas
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      You don't necessarily have to separate the meshes. You could potentially use an environment mask texture so the game knows what part of the diffuse texture to show the environment map on. You also need to make sure that the 'environment mapping' flag is set in Shader Flags and 'environment map light fade' flag is set in Shader Flags 2 (this stops environment mapped stuff from glowing weird at night). I would also suggest trying "bronze_e.dds" for the environment map, With the right texture underneath it can look a lot like shiny gold.
    4. Ghost8919
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      I guess I still have a lot to learn then. Thank you kindly. Radioactive, listen to Zedas, not me. I assumed you had to separate the meshes because Obsidian did for the Compliance Regulator; which is why I separated parts of my meshes for the Laser Gyro I put on Elder Lyon's laser pistol. I guess I didn't need to, which is good to know for future projects.
    5. zedas
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      Heh we all know bits and pieces. I personally know pretty much zip about Blender and how to export properly for these games. I wish I did.

      Edit: Bodged up a quick example of what they might look like.
      Environment mask
      Spoiler:  
      Show

      In game
      Spoiler:  
      Show
    6. madstan
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      I, like Zedas, know little about blender but have used the normal, environmental and glow maps defined in ElderScrolls/FallOut models to apply multiple variations in reflectivity and effects on the same mesh with a single set of _n.dds, _e.dds, and _g.dds map images.  Some fiddling is inevitably necessary to adjust things to your preferences, but a useful tip is to learn and utilize the layering system in GIMP or PS to overlay multiple layers of the file so you can keep things straight when adjusting transparency, snipping out, or building up sections of a map to get variance in reflectivity/glow on the model's different "parts." (i.e. using multiple layers of the same section to increase opacity of a part of a map, highlight a section of your "working layer" and adjust the opacity of only that segment of the layer, as well as keeping one layer as a base reference)  Save the master template to the native GIMP/PS format, then cut out the extra and reference layers before you flatten/merge your image and save the .dds file.

      A couple of my bookmarked references for experimenting with norm/enviro/glow mapping.  Hopefully some of these are useful to you.
      https://geckwiki.com/index.php/TextureSet
      https://forums.nexusmods.com/index.php?/topic/165322-environment-mapping-in-fallout-3/
      http://wiki.tesnexus.com/index.php/How_to_add_glow_maps
      https://dreamlight.com/how-to-create-normal-maps-from-photographs/
      https://docs.gimp.org/2.10/en/gimp-filter-bump-map.html  (in GIMP:  bump map = normal map)

      The gold tommy gun looks swank, btw :)
  2. lolwutyyy
    lolwutyyy
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    You could use the gold texture from millenias C96 mod seeing as he's letting people use his assets now!
  3. ChristGrinderAvenue
    ChristGrinderAvenue
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    Checkout the Jackpot gold anti-material rifle. That is the texture you're looking for.
  4. KrackinWise212
    KrackinWise212
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    The extra dmg being tied to casino bans is a top tier idea.