Medieval Weapons Pack...

Thanks guys, I really appreciate the positive feedback and REALLY glad you guys are happy with the purchase. Sorry for not replying sooner, I haven’t looked in this post for a while… :slight_smile:

@awilliams1701 - Yeah, you know, I was in two minds about even including the crossbow or the bow, just because of this reason, the complexity to deal with them is much higher than a sword. But I think it’s better to have the choice. So, I hope you get it working, would be great to see it in action. I didn’t really get a to go and do a fully working blueprint and all that.

TechLord - You can actually see some weapons in my last video I posted fairly recently. That’s pretty much the weaponry in the game now. Actually 3 weapons… 1 for player and 2 for types of enemy… :slight_smile: For the game I need to keep the scope small, even though somehow it keeps growing on me, but yeah, as far as weapons goes, I try and hold back a bit because new weapons means new animations, and it snowballs from there. But anyway… you know… :slight_smile:

Thanks again!!.

I actually finally fixed the issue with the arrows jumping off the weapon. It looks like it comes right off the crossbow now. Only issue is I haven’t figured out how to aim the weapon to match the randomly selected vector from the “cone of inaccuracy” so if it picks a sharper angle the arrow appears to bend on its trajectory. I have some ideas to test out this weekend.

Cool man, good to hear, hope you get the aiming thing also sorted out.

saw this pack a while ago, looks like an awesome pack and def something i could use for my prototype. The only thing that has stood between me and this purchase are animations…

Its frustrating that there’s a lack of fps and tps anims for this sort of stuff. Gun animations are a dime a dozen, is stupidly overpriced $23 for one sword swing? Terrible.

After having failed porting over kubold’s movement anim set from unity to ue4, retargetting didn’t wanna work so that counts out buying his sword and shield anim set for unity and bringing it over…

If anyone has any suggestions lemme know so I can purchase this and get over this annoying hiccup.

-Kodokye

Amazing work. Me and my team are looking to put a game together, so these weapons will suit us perfectly.

I am using this!

Really cool to see it in action… :slight_smile: Thanks for posting that .

Thanks guys, really appreciate the support!.

Man these look awesome! are the equipable in game if you but from the market place? if so I will be buying them :slight_smile: 2-3 shield to go along with them would be awesome maybe a Buckler, Kite and Tower Shield

If you mean whether they are scripted in any way, no they are not set up with blueprints… etc. So, you do need to set it up as per your game requirements. It’s only models, textures and materials. For the bow and crossbow there are some basic animations included as well.

As for shields, yeah, I may end up doing something like that in the future, but no specific plans right now.

This is my video with the crossbow in action for most of it. Its a remake of an old 1996 game that just recently showed up on steam.

That’s really cool awilliams1701, Thanks for posting the video here. It’s really cool to see it in action… :slight_smile:

I love Pitwoosh … 8-}

I’m busy working on a texture pack for my weapons pack. I basically just wanted to modify them enough to make them fairly different from the stock textures. So I’m doing some color theme changes and adding details and also tweaking materials just a bit.

So this is all just done in Photoshop. It’s done directly off the textures that I included in the original pack. So it’s an example of what you can do without needing anything else, other than what’s included in the original weapons pack.

I still have to work on the weapons not shown in the shot, but with these, I felt like, it works, the theme carries fairly well so I will continue and finish this texture pack in this theme.

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@Obihb - Those look really awesome! Nice work. What are your plans for the texture pack?


As an aside, I think some of the collision volumes could use work, mainly the ones like the swords where the volume covers the hilt and thus becomes too wide for the rest of the sword (the double bladed axe has this too but from the axe blade end). Not a huge deal to fix on the user’s end, but having those broken into two volumes so that it covers the visible mesh a little more closely would be a nice improvement (makes it easier to use them directly as physics hit volumes for combat).

Edit: Don’t let the minor nitpick about the collision make you think I don’t like the pack, it’s awesome :slight_smile: It’s not really a big deal to me as I don’t mind going through and just doing the auto-gen convex (set to 2 bodies or whatnot) for the ones that need it. I just think it would ultimately improve the pack. Great work!

Thanks, yeah, for the textures, I plan to release them free. I’m pretty much trying to extend the life of the pack just a little bit. It’s much less work to do some textures than new models and I thought I’d take some time on the side and work on something. Not sure if anyone would use them but I figure it also shows how easily the weapon can be modified for anyone not really sure about that. Since I did make them as basically a “base” to be modified to make them more unique after the fact. And since they will be free, you can grab them anyway and check them out, if you don’t want to use them, it doesn’t cost anything.

As for the collision models, sure, I understand. I considered the final included collision quite a bit. I ended up with “keep it simple”. Since collisions can add up rapidly, I did not want my weapons to be the culprit, out of the box, so to speak. I tested them for physics and they work quite well… generally… , considering collision mesh do not “hug” the model. I kinda figured that if anyone wanted more accurate collisions, it would be in maybe more rare cases, and possibly only someone would even care about, if they knew how to deal with it anyway, and if not, I’d get feedback on that, and I will help out based on that.

I mean, for physics, I’d personally keep it simple in general, unless there’s a case where otherwise required, and for hit detection, I’d add a capsule to the blade, or whatever. So I went with this simpler setup for default collision mesh. I did see on the forum people had problems with collision on rocks, or something, from one of the marketplace packs and it kind got me worried about doing such simple collision. But I thought, I would just deal with it based on feedback. It’s my first pack and feeling out the community needs or requests, you know.

Considering I got no feedback about collisions so far, other than your post here, I’ll probably keep it as is for now. If more people have any problems with it, I’ll start looking at updating it on the actual pack itself.

Sorry, don’t want to ramble on about collisions, just want to say that I did consider it, I don’t just through it in there. I know you said you generated some auto collisions, but if you need anything there, just PM me, I’ve got no problem helping you out there.

My game calls for the crossbow to have electric and poison arrows. This is the electric version. I was considering a green texture on the shaft for the poison one. I haven’t decided.