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#21
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Haha "Tripwires". Oh the irony. It's not actually ironic but I still find it funny.
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#22
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Quote:
Quote:
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#23
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But I'd much prefer not to have that kind of thing in at all, as without such a system, those rigging up the booby trap would be more enticed to better communicate with their team, or face having some TK's under their belt, as well as dropped honor. And one thing this game needs more of, is more communication between team mates. Added: As an update, I have made a few more modifications to the model since last I put up a screen shot. I have refined the design of the wing nut, smoothed the edges a bit more, as well as curved the ends. I also improved the texture that was used on the Wing Nut and begun working on the belt ring on the bottom. But I've also been pretty busy and haven't put up a screen shot yet. Once I finish up the belt ring, I'll throw up an updated screenshot.
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Last edited by Cpt-Praxius; 04-30-2012 at 07:23 AM. |
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#24
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lol I'd say no tripwires. I've played lots of Project reality and even with marked mines on the map, 3D VIOP and the ability to crawl past them about 70-90% of the insurgents TKs are by mines and grenade traps.
People seem to like to run around not looking where they are headed. Last edited by leathery; 04-30-2012 at 02:32 PM. |
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#25
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Assault's would have the 4 second ones.... recon and MG's would have the 1 second ones for tripmines, and the 10 second ones could be for Commander/Squad Leaders.... still thinking about it though, but that way, it would limit the amount of players being able to lay down tripmines.
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#26
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In the German Army placing mines or booby-traps is a speciallity of engineers, so if you want to reduce the numbers of red-cap handgrenades, you could assign them to the engineer class instead of machine gunners. If the loadout is too heavy, make it an option to choose either a satchel or a booby trap grenade. Of course it is a good idea to give them to recon too.
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#27
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By the way, there is a detail regarding the sound: the Eierhandgranate 39 used in Stalingrad (produced later than 23.05.1942) had the fuse type Brennzünder 40. The important difference to the fuses produced before that date was that when the cord was pulled there was an audible bang from the firing pin hitting the percussion cap. When the cord was pulled, the firing pin was pulled back until a predetermined breaking point was reached and then propelled by the striker spring to the percussion cap. This feature was introduced so that the soldiers knew that the ignition of the delay began and they could start the count down depending on the type of delay.
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#28
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Just as an update, this project is on temporary hold.... perhaps only for a short time.
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#29
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Cool, no rush.
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#30
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Alright, after giving the last update a trial run in the last week and determining if Classic was going to take over all the servers in my area & leaving me with nothing I'd enjoy, I no longer feel concerned that I would be working on a model for a game I wouldn't play anymore (or enjoy anyways)..... so the modeling is back on the next chance I get to load up Maya.
There are a few glitches and bugs since the last patch, but nothing serious that won't get fixed later on. I'll update this thread again the next time I have something new to show. The Molotov Cocktail and a few other weapons are still planned to be worked on after this project..... so long as I don't hit a road block in this project
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#31
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Good to see that! A friend of mine is a historian, so if you have any questions regarding details...
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#32
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![]() Model M39 Grenade (Beta) Complete I say Beta because I may do some minor tweaking later on, but as far as I'm concerned, the look and details needed for this model are done. I could have finished this a few months back, but I dilly dallied.... and just got back to it about an hour ago. Now to the Molotov Cocktail.....
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#33
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I would work on the metal a bit more. It resembles plastic a bit too much right now, between the specularity and the flat grey. Also, maybe rework the color of the body? The color you are using doesn't really resemble what was used for those grenades. I'd be happy to help if you are open to the idea.
Cheers! Looking good!
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#34
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Are you also working on coding that in the game?
If so, good luck. We should create a charity to supply Cpt-Praxius with energy drinks and diapers
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Workers of TWI forums, unite!
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#35
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I increased the shine on the screw cap and... holster ring? But I will be re-working the screw cap later on and modifying the texture of the bottom rings later on..... which is why I noted this as "Beta" currently. My plan is to start working on the Molotov next and when that is at the same stage at this project, I'm going to make my attempt in bringing both into the SDK and see what happens. My experience is more with Modeling/Textures/Animating and very little code experience, so I'll be doing some reading ![]() If all of that goes well, then I'll finalize the models & textures. If I'm successful with these two projects, I'll move onto firearms like the PPD-40, MP-41 (cuz I like those two SMG's from RO'past) the Mosin-Nagant M1938 Carbine & Gewehr 98 rifles. I know the MP-41 was in limited stock during RO2's timeline..... but we can just call it a "Prototype"
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Last edited by Cpt-Praxius; 08-01-2012 at 10:05 PM. |
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#36
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I'd love to see Tripwires in RO2..... 'nuff said.
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#37
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If I can figure out how to program it, the red caps would be tripwires for marksmen and MG classes, as the red caps were kind of an insta-boom with no timer..... and those two classes would do best with tripwires.
Though for team mates, I'd probably make them glow like satchel objects so they can see them as they approach... in some game modes that is.
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#38
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Hey Prax,
Have you seen this video: Red Orchestra 2: Rising Storm - 4 Exclusive Multiplayer Maps - YouTube ? While it is highly intriguing overall, please look at 2:26 in particular. I think you may be able to ask the RS team members for help programming your German IED 'nades. Cheers, Fafnir_6 |
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#39
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Are you still working on them?
I would love to see them in game! |
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#40
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After christmas i can animate it if you want
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