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Old 10-02-2011, 01:36 PM
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Gartley Gartley is offline
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Default [Weapon] Sledge Hammer

UPDATE to V1.1




http://www.gamefront.com/files/20890...ammer+v1.1.rar

Nothing really special, a sledge hammer for the 'zerker.

Hits a little harder and slower than the axe.

Instructions in download.

-Assets-

Ok boys and girls, as usual with my mods I like to release the assets when I deem I'm done with them. Have fun and remember, credit where credit is due and if you release a version tell me what has changed and why, this way I learn to. Oh, and remember, the hands are property of TWI so they can't leave this game.

http://www.gamefront.com/files/21191...mmerAssets.rar

-Needed-
Spoiler!
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Last edited by Gartley; 01-17-2012 at 11:47 AM. Reason: Asset Release
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Old 10-02-2011, 02:38 PM
shinmarwan shinmarwan is offline
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ahh the fallout 3. very good job
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Old 10-02-2011, 02:47 PM
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IDK how much anim work you wanna do, but i'd start the top hand higher, slide everything low during the swing - Personally, i'd make this thing have longer reach than any other melee weapon, make it slow, like 6kg. I just wish it wouldn't do teh head slicing anim :/
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Old 10-02-2011, 05:50 PM
sie sie is offline
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Loving the look of this buddy, thanks for giving it a go. You know how much I have wanted one of these in the game. :P

@above comment

He is using the fire axe animation to save some time. It will look fine and realistic enough as well as saving weeks of work. He has as stated edited the swing time and damage compared to the fire axe.

GJ again, zerker needs some blunt weapons not just sharp ones!
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Old 10-02-2011, 06:02 PM
ro_sauce ro_sauce is offline
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reverse the normals on the hammerhead facing the player.
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Old 10-02-2011, 09:59 PM
mooarchanox mooarchanox is offline
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hmm ... it looks strange ... a bit .. i would say. maybe you should make the handle (a stick in hands) a little darker and toned it with brown. add some decals to it (both handle and head) makes it looked ... used i don't know, there is a more propered word but can't think of it
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Old 10-03-2011, 04:12 AM
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Make it explode heads instead of severing them.
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Old 10-03-2011, 04:19 AM
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Quote:
Originally Posted by halbridious View Post
IDK how much anim work you wanna do, but i'd start the top hand higher, slide everything low during the swing - Personally, i'd make this thing have longer reach than any other melee weapon, make it slow, like 6kg. I just wish it wouldn't do teh head slicing anim :/
As sie mentioned, I just piggy backed the axe animations to save me having to do it. Given that this is an average run of the mill sledge hammer, not some sort of warhammer, it's length will be the same as fire axe, 3' there about?

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Originally Posted by sie View Post
Loving the look of this buddy, thanks for giving it a go. You know how much I have wanted one of these in the game. :P
-snip-
Thanks sie, should have something you can use soon.

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Originally Posted by ro_sauce View Post
reverse the normals on the hammerhead facing the player.
Could you expand on why that's needed?

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Originally Posted by mooarchanox View Post
hmm ... it looks strange ... a bit .. i would say. maybe you should make the handle (a stick in hands) a little darker and toned it with brown. add some decals to it (both handle and head) makes it looked ... used i don't know, there is a more propered word but can't think of it
I know what you mean. The wood texture I picked was a bit to light. But then I am asking if any texture guys are interested. As I'm really bad at it.
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Old 10-03-2011, 04:31 AM
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Quote:
Originally Posted by vealck View Post
Make it explode heads instead of severing them.
That's been done now.
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Old 10-03-2011, 06:26 AM
sie sie is offline
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Come on community, someone texture this badboy for him. Going to be a great weapon addition to the community!

Keep it up whisky!
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Old 10-03-2011, 08:40 AM
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I could probably help with a texture, but it could take some time. I don't have an internet connection at home atm.
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Old 10-03-2011, 10:18 AM
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I got that you used the axe anims. which is why i said "idk how much anim work you wanna do". Because right now, theres not much of a reason i see to use this :/ If its damage is higher and is even slower than the axe without any new reach, its not much more powerful.

Is there any way to give it knockback when it hits bodys? That would be a serious advantage and make it worth having.

As for the textures, I thought the handle was the yellow composite i see alot nowadays :P definitely to light of a wood I feel like the head's specular levels and whatnot could be adjusted - the sledge i have has a dusty grey-black head that isn't shiny, or reflective or even really a matte color. Very funky. And i know that probably won't help you at all XD - But having the silvery grey head and black body (when it comes to the head of the hammer) is weird to me.
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Old 10-03-2011, 11:10 AM
FluX FluX is offline
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Have you thought of maybe giving it some kind of "special" attack? Instead of the standard swing to side attack, make the axe alt fire become first and the alt-fire become some sort of area of effect attack. This attack would hit maybe the floor and do a lot of damage to maybe 60 degrees from middle each direction but it takes longer to do?

Dunno if it'll fit but I have always thought of trying to make a "Thor's Hammer" weapon for the berserker.
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Old 10-03-2011, 11:35 AM
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@Halb

Without sounding like I'm making excuses for my texturing a lot of that is the lighting of the engine. Even just using a texture and not a combiner you get massive bloom, it's worse on maps like Mountainpass where light weapons get super bright. If that can be changed some where then it'll be cool if someone could tell me how. I was going for a matt black head with the paint worn away, with an ash(?) handle. It just looks glossy in bright light sources.
And it's meant as an alternative to the axe rather than a whole new weapon playstyle.

@Flux
As cool as that idea is in the realms of OTTnes, I was going with something that fit the KF aesthetic a little better.
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Old 10-03-2011, 12:07 PM
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Gotcha, i know KF lighting is a little harsh, very few maps have a soft lighting system :P
Knock-back tho - that'd be the key to making this fun is knock-back. It'd also help make zerkers a team player - if they can hold a door and blow back enemies for commandos and supports to tear thru, you got a real advantage If knock-back is impossible, is it possible to give this a higher chance to cause the "stun" anims?
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Old 10-03-2011, 12:40 PM
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Quote:
Originally Posted by PiX View Post
I could probably help with a texture, but it could take some time. I don't have an internet connection at home atm.
Just let me know what you need. =)
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Old 10-03-2011, 12:43 PM
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Sounds like he needs an internet connection :P
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Old 10-03-2011, 02:11 PM
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yeah it definitly needs a reskin on the handle but the actually hammer top looks nice. I would suggest maybe getting a blood skin to be used like the other melee weapons do? Sorry if you have that but I couldn't see it. Also from the video it looked like the specimens were getting hit before you actually swang fully at them.
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Old 10-03-2011, 02:15 PM
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I agree with flux - it seems like the hit timing is a tad off. Also, i like the idea of making the overhead chop primary and then the sideswipe secondary fire, hopefully making the sideswipe multi-hit so you can knock 2 or 3 clots or GF back at a time. Also, swang, Flux? Best English fail i've heard in a while - your going to have me saying swang for a week
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Old 10-03-2011, 02:21 PM
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Quote:
Originally Posted by halbridious View Post
I agree with flux - it seems like the hit timing is a tad off. Also, i like the idea of making the overhead chop primary and then the sideswipe secondary fire, hopefully making the sideswipe multi-hit so you can knock 2 or 3 clots or GF back at a time. Also, swang, Flux? Best English fail i've heard in a while - your going to have me saying swang for a week
British getting swang typed instead of swung lol but I am tired. Opps But yeah the idea seems good to make it unique as I don't think you want it to be pretty much the same as the axe.
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