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New Zerker Weapon WIP

pie1055

FNG / Fresh Meat
Jul 6, 2011
464
48
0
Bedlam
If you need a coder, im up for it! ;)
Thanks for the offer, however I'm gonna take a stab at it myself first to see what I've gotten myself into. If I hit a wall I'll bring it up :)

bit of an update:
Spoiler!

Now, those are definitely in need of some tweaking. I ask this next question of those who have experience with this sort of thing. Would it be better to work on model/texture problems now or can it be managed later on?
 

FluX

FNG / Fresh Meat
Oct 26, 2010
5,386
231
0
www.fluxiservice.com
Now, those are definitely in need of some tweaking. I ask this next question of those who have experience with this sort of thing. Would it be better to work on model/texture problems now or can it be managed later on?
I'd personally say if you know the problem, do it as soon as just to get it out of the way and wont waste more time on it later as you may hit a "wall" where you have to redo stuff cause you thought you'd leave it.
 

halbridious

FNG / Fresh Meat
Jan 6, 2011
1,770
211
0
Michigan (USA)
Indeed - if you have a problem, fix it. If there's no problem, just a possibility that you need more work, move on if you wish. Never leave a problem unsolved tho.
 

braindead

FNG / Fresh Meat
Aug 22, 2009
918
346
0
Merry Ol' England
I'd personally say if you know the problem, do it as soon as just to get it out of the way and wont waste more time on it later as you may hit a "wall" where you have to redo stuff cause you thought you'd leave it.
agreed

any texture/uvw work should be done prior to importing to the editor, as trying to do it after you have done your animations can be a real pain. especially if you decide to change the model.

I would look at smoothing groups prior to texturing too.
 

pie1055

FNG / Fresh Meat
Jul 6, 2011
464
48
0
Bedlam
Thanks for the advice, everybody! I will continue with renewed vigor and see if I can't get these things to look the way I know they should :p
 

pie1055

FNG / Fresh Meat
Jul 6, 2011
464
48
0
Bedlam
It does have arms, although that pic didn't capture them. I think you see them in only one of the animations so far, but they do exist :p
Spoiler!

And before anyone asks, yes the arms change their texture based upon what character you're using, too ;)
 

BenioX

FNG / Fresh Meat
Jan 20, 2010
2,014
703
0
27
Poland
www.youtube.com
It does have arms, although that pic didn't capture them. I think you see them in only one of the animations so far, but they do exist :p
Spoiler!

And before anyone asks, yes the arms change their texture based upon what character you're using, too ;)
Oh that's awesome! :) I was affraid we use floating FP hands using power of will :D
 

pie1055

FNG / Fresh Meat
Jul 6, 2011
464
48
0
Bedlam
Still in progress, nothing big enough for an update yet/haven't had the most time to work on it lately. Cant give all the secrets away before you guys get your hands on it :p

When it reaches beta I'll post a vid of its first trial run against real live zeds.


One question I've been wondering about; How does one change ones spawning loadout for the purpose of testing a weapon? I assume it has something to do with veterancy/perk files but have yet to look into it.
 

Gartley

FNG / Fresh Meat
Dec 27, 2010
2,347
348
0
UK
www.wildcardproductionstudios.co.uk
I just use a simple mut compiled with the weapon for testing


class MutHammer extends Mutator;

function ModifyPlayer(Pawn Player)
{
Super.ModifyPlayer(Player);
Player.GiveWeapon("WhiskyHammer.WHammer");
}

defaultproperties
{
bAddToServerPackages=True
GroupName="KF-MutHammer"
FriendlyName="Whisky Sledge Hammer Mutator"
Description="You start the game with a Sledge Hammer."
}
 

BenioX

FNG / Fresh Meat
Jan 20, 2010
2,014
703
0
27
Poland
www.youtube.com
I know it's stupid question, yet I dare to be stupid and ask: will you also bother to make some kind of skin for players making them look like Fleshpound? :p