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The MediShotgun

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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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.

render.jpg


Regards,

Whisky
 
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guns grip could use some smoothing and thinning, it looks kinda painful to hold right now :p 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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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.

1st person wise this really is not a good idea, as you never see the front of the gun, so it's needless rendering on the engine's part.

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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1st person wise this really is not a good idea, as you never see the front of the gun, so it's needless rendering on the engine's part.

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.

I guess ur right, but that kind of thing has always irked me. I tend to be a perfectionist when i model - i tried modeling a handgun but gave up due to the intense amount of detail - i couldn't bring myself to texture it in. I do know that low-poly is better, but... gah, i can't help myself. i love a good model :p
 
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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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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!

Agree totally with suggestions but other than that Gartley, great bloody job!! for your first ever weapon, this is a bang on job, that shadows and lighting are all in the right place. well done :)
 
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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/articles/ambient-occlusion-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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Thanks for the feedback and tips guys, I really apreciatate it.

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.

I was going for a compressed gas cylinder type of thing, but I understand what you mean. It is a bit bright so I might tone it down.

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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