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#1
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UPDATE 17/04/12
Ugh, again I'm sorry for the long delay on getting fixes on this. Some of the bugs just had me stumped. BUT!! I think I have it all nice and shiny and working. Better late than never right? Right? Anyway, changes/fixes: V1.6 -Now has charging bar. -Fixed Ammo bug where gun shared ammo pool with pump shotgun. -Removed perk progression for support specialist. -Moved mutator that gave you the gun on spawn to a separate package. Well there is the latest version. As per the norm gimme a shout if you find any problems, I'd like to get this in for white listing. http://www.mediafire.com/?grv5y9g8mqpwco4 As usual feed back on problems, bugs etc is appreciated. In Game Test of MediShotgun for Killing Floor - YouTube Original Post:
Spoiler!
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Whisky's Workshop ![]() "As you can see here, I'm -ALL ON MY F***ING OWN! Guys where the hell are you?!" Last edited by Gartley; 04-17-2012 at 06:43 AM. Reason: Update |
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#2
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hate to say it, but someone already started this - the post should still be on page one of this forum. You should hook up and collaborate or we'll have 2 models of the same gun
But your model looks pretty good. And i'm happy to see that the medic shotty is getting attention - its one of the things i really wanna see implemented
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#3
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I already did reply to this in the other thread, but I'll say again, it looks great and it's on the right track! I just think that the overall model needs to be shorter.
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#4
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it appears that the other model is now on page 2 of the forum, sorry.
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#5
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That'd be why I didn't spot it. Although search turned up nothing as well which is odd. But thanks for the heads up. I'll go have a nose.
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Whisky's Workshop ![]() "As you can see here, I'm -ALL ON MY F***ING OWN! Guys where the hell are you?!" |
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#6
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ya- the forum search doesn't work very well.
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#7
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Well I think I've reached a happy stage with the model, for now. As this is my first model (other than tutorials) I don't think I've done to badly. The next stage (for me anyway) is going to be the texture. Then onto animation and coding. Not sure what order I'm -supposed- to work in but this is the one making most sense to me.
![]() Regards, Whisky
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Whisky's Workshop ![]() "As you can see here, I'm -ALL ON MY F***ING OWN! Guys where the hell are you?!" |
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#9
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I'm sorry but I don't understand what you are saying. Google Translate isn't that good. I might as well also point out that this is an English speaking forum, it would be helpfull if you could try and use english where possible.
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Whisky's Workshop ![]() "As you can see here, I'm -ALL ON MY F***ING OWN! Guys where the hell are you?!" |
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#10
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guns grip could use some smoothing and thinning, it looks kinda painful to hold right now
also, the trigger and guard and most of the other square bits could use a chamfer or two - as long as your not exceeding excess amounts of polys, smoothing things down is always more win than not smoothing. Very few things in life have true "corners". But you're off to a great start, looks good.EDIT: is there a hole in the barrel? if not, i prefer to have one there myself - some people texture it in, but it never looks as good, IMO.
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#11
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Quote:
Halb, the weapon you see in 1st person is separate from the 3rd person animation, and with 3rdp anims it's always best to have a much lower poly version than the 1st, but I do understand what you mean. It's just from a lag point of view, it's always best to preserve as much of the visible model and cut out whatever is never visible. @Gartley Here is a quick methodical tip for when you are creating weapons: Depending on what type of weapon it is, in this case a shotgun, create very basic max files of the following Fire Reload Select Deselect Idle and I do mean very basic, they only have to be 1 frame each for now and import them into a package in the editor Then create a class package and make your weapon class files and point to the imported animations. Create a test map and place a pickup in it, (a simple room with 1 light will do) Run the map from the editor Now it is a case of changing the animations and re-importing them, until you are happy with each one. Then you can close the editor and change the class files to suit your needs. Eventually it will be a case of adding/amending animations and code as required by the weapon. Hope it helps |
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#12
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Quote:
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#13
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@braindead
Thanks for the tips. I'll give them ago this evening. @halb As I'm still learning I want to get something together that can be used. This way I achieve something that can then be refined as time moves on. Otherwise if I give into my otherwise perfectionist nature the project would never be completed.
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#14
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I understand
Good textures will edit alot of low poly modeling anyway. That may be one of the reasons i'm such a perfectionist when modeling - i can't texture worth anything. I hate photoshop and stuff
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#15
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Ok, texturing...
BLAHA! Hated this stage, I'm not an artist by any stretch. This is my attempt. If any texture artist out there wants to redo it then please feel free to get in touch and I'll send you the files.
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Whisky's Workshop ![]() "As you can see here, I'm -ALL ON MY F***ING OWN! Guys where the hell are you?!" |
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#16
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Ok, lets see if it fails posting this for a 3rd time, eh?
1) LOOKS NICE, great job so far 2) I can't stand the yellow do-dad. IDK why, just doesn't jive with me But i do like the worn texture on it.3) could you add a stamped texture to the grip to make it look a little more realistic? like this, maybe: (nvr mind, see attachment instead) Keep up the good work!
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#17
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Quote:
Last edited by braindead; 04-03-2011 at 03:49 PM. |
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#18
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I forgot one thing: Find yourself a coder! I wanna see this ingame soon!!
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#19
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Nice job on the texture
.Few things to consider : Try baking AO maps, many uses and adds alot of extra depth to your texture. http://www.laurenscorijn.com/article...clusion-baking The lighting you painted in is great but consider toning it down on the diffuse and bringing it out more on the specular texture, kind of make the engine do a little more work and the texture less. Its just my opinion but with a good cubemap it would look great and react to light a little better instead of being full on
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#20
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Thanks for the feedback and tips guys, I really apreciatate it.
Quote:
Also get what you mean with the grip. I'll give it ago. Lets see how long it will take me to get to the next stage.
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