TF on 30/5/2006 at 01:36
Well like NV said they're not jointed meshes, so advanced animations are out, they're objects but they can have simple object joints with which you can translate a part of the weapon, on firing.
FunkyG on 30/5/2006 at 01:36
Quote Posted by RocketMan
Na....sorry
Hahah! very witty indeed.
Anyway I've decided that i'm going to make this an "Weapon Refurbishment Pack" as nameless_voice has stated, so I'm going to remodel the laser pistol to look like the original. However, as i go along i'll put models of my own design in to a "Weapon Redesign Pack" (probably for my own pleasure than others...) that way everyone is happy.
FunkyG on 30/5/2006 at 01:38
Quote Posted by TF
Well like NV said they're not jointed meshes, so advanced animations are out, they're objects but they can have simple object joints with which you can translate a part of the weapon, on firing.
Intriguing...
How does one go about doing this... any tuts or examples?
Livo on 30/5/2006 at 04:30
Quote Posted by Assidragon
I thougth the pistol had a "reload" state, which you could simply enable in DromED? (TF's mod didn't do that anyway?)
Do you mean enabling working slides on the regular pistol? I think TF posted pictures of them, but I don't know if he enabled it in his mod or not.
FunkyG; I'd probably try and keep the look of the original SS2 model. It looks pretty good IMO. Will you be adding in the uniform sleeve on the left arm?
This sounds like sacrilege, but I personally don't think the original SS2 assault rifle was very interesting from a purely visual viewpoint. I liked the chunky nature of it, but not much else about it.
ZymeAddict on 30/5/2006 at 05:17
Personally, I don't understand why anyone would get uptight about making the weapons look different. Given the fact that most of the originals are truthfully not that great or distinctive (such as the pistol, laser pistol, shotgun, and especially the assault rifle which looks out of date even today) I would be more than happy to see almost all of them completely redone - as long as the end result isn't too crazy or stupid looking.
I mean really, is there anything about the original weapons that warrants trying to keep them as the simmilar as possible?:confused:
FunkyG on 30/5/2006 at 06:32
well, there is the fact that i'm doing this in honour of the greatest game i've ever played. As much as the original weapons were somewhat lacking in the design department they are what we all played through the game with. There is a kind of connection there... stronger than you, stronger than me, stronger that polygon limits, stronger than shotgun animations!
...
Ahem...
*wipes tear from eye*
:p
TF on 30/5/2006 at 07:25
How much the movable weapon parts translate is defined with the game's level&more editor, though said parts must be separate sub-objects and need to have specific names inside the model. I can't remember their names though, try to check out how they did it with the original pistol and shotgun. ATEK_H.bin and SHOTGUN_H.bin if i recall, found in ss2/obj.crf, where the crf is just a renamed zip archive.
Also yes, i enabled the pistol and shotgun animations in yonder Secmod with a little help from Zygo.
FunkyG on 30/5/2006 at 14:37
Ok, now... he's my version of the PSIamp, created completely from scratch so dont worry about that Eldron. The lines on this version correspond with the ones on the original PSIamp as far as i can tell.
No textures yet... just basic max colors to show what is what.
Poly count hovering at around 1100. Havent tried it ingame yet.
What do you think?
(
http://i70.photobucket.com/albums/i101/funkyG85/psiamp1.jpg) PsiAMP mk II
Assidragon on 30/5/2006 at 14:46
I'm sorry, but that doesn't look so different from the original to justify 1100 polys. :/
RocketMan on 30/5/2006 at 16:16
I think the hand is superbly done....if you could combine that hand with eldron's plug and ball texture.....you'd have the perfect psi-amp....well i think so anyway.
[Edit] I think its a good hand model cuz out of all the ones i've seen so far it seems most anatomically correct. However one thing I did notice is that the knuckle at the base of the thumb (not the pivoting knuckle but the one further down that joins to the palm) isn't defined enough. It should be more angular, the knuckle sticking out more to make like a 10 degree angle with the bone going to the thumb joint. Maybe I just have bony hands lol :) and of course the tip of the thumb should be round but i think that's just a low poly glitch or something. [/Edit]