From what little I know of such things, it's looking pretty good. It's purely a chopping weapon, meant for splitting skulls & lopping off the upper extremities when the skull is moved out of the way. Very heavy, and tiresome to hold on high like that for very long. A figure eight is enscribed in the air when the blade is swung in battle, like a continuous motion, with the X in the middle being aimed at someone's head.
@Lord_Spike: Thanks. Sounds like that's probably an acceptable hold then. Well I have a first screnie on the hungarian axe. The texture is misaligned that alwasy takes me a while to sort out. But something else seems off that I can't quite put my finger on. I would think the scale is off, but I compared it closely to imported Great Axe and Glaive models in Max. On a more serious note once I get the kinks worked out of the model does someone with a better grasp of the rules have any suggestions for stats. I'm assuming the wapons manual doesn't list a Hungarian Axe but I'm hoping the are similar weapons listed we can draw a reasonable basis from. Some stats on the Axe *here* although my model has a 40" handle rather than the standar 45".
Cuchulainn can you explain more exact what problems you have with textures? May be plugin works wrong....
I'm not really sure yet, which makes it hard to explain. It appears to only carry some of the texture info through export, but seems to change each time I export. So far I've created my models as an editable mesh than applied and tweaked a UV Map Modifier then export. I'll detail the results I've seen so far. 1st time the texture showed up scaled correctly but without the 90 rotation I'd applied in max. I just rotated the tga 90, saved and it all worked. 2nd time it showed up exactly like in max complete with rotation data. 3rd time it seemed to completely ignore the tile/mirror info in the UV modifier. I had to keep altering the tga untill it worked on the model without the modifier. I also noticed that when I scale or rotate the mesh in max, save, then export. It completely ignores the scale or rotation. If I import the model rotate it 90, export it, then import it again it's back to it's original rotation. With the axe I made it huge then scaled it down and exported, it ignored the scaling, the exported model was huge. I found that for rotation if I enter the Element sublevel, select the individual elements and rotate them (most weapons only have one), then export them, it works. Haven't tried that yet for scaling but I'll let you know. With all that said I'm a complete noob at 3Ds Max and modelling in general, the kukri was my first model, so maybe I'm just doing something wrong. Cuchulainn.
Hmm. Based on what it says at that link: I would say it would be best represented as a version of the dwarven war axe.
the kukri is perfect - allyx you're right about the slash the throat thing but that would only apply to rogues in ToEE otherwise its just a good ol' swing. I'd stat the hungarian axe as either a greataxe or a dwarven waraxe.
yes but as stated in the linked page... Handling Characteristics This axe handles very well. As is to be expected, most of the weight is centered out towards the head. This would make a sword extremely slow, but an axe is not used the way a sword is. The hands are typically placed one-quarter to one-third of the way up the handle from the butt. This, in effect, shortens the swing and allows for faster swings and recovery times. This axe is nicely balanced. It can be used with a one- or two-handed grip but is very difficult to recover when used one-handed [that difficult to recover is the bit where I see need for the extra feat]. When swung using two hands, very powerful blows can be generated.
Well, remember that the way the waraxe is supposed to work is that using it two-handed it counts as a martial weapon. It only counts as exotic (and requires the feat) if you want to use it in one. Which, as Cujo points out, syncs up perfectly with the idea it's harder to use the hungarian axe with one hand.
@Cuchulainn, It seems I found a problem with scale,rotate... I didn't save world transformation for model. Will fix it in new version
OK Here's the new Axe. I set it up as a dwarven war axe so with MWP it's 2 handed and with EWP DWA it's 1 handed. I gave it 1d12 damage like the Great Axe as it seemed aprpriate. I also set it to Slashing and Piercing damage as the top of the axe is designed to be a thrusting point like a spear. If this seems like overkill to those with level heads let me know and I'll tone it down. I'm open to sugestions for a name, since as Alyx pointed out most Dwarves aren't from Hungary. I was thinking something like Balsorig Dwarven War Axe. Thanks. You're right that would work just fine, but I'm a bit obsesive and wanted the model imported at the correct size. I found a way to do it, and Leksey's got the plugin fixed now. Ground, Idle, and Combat 2/1 handed.
Swing 2/1 handed. Cuchulainn. EDIT--- Just wanted to mention you can kill the top and bottom traders without provoking a response from the Jade Empress.