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Postby Doc-Pyton » Wed Sep 30, 2009 4:27 pm

http://www.youtube.com/watch?v=3Y2YmaBu8VI

It is spinning back after rotation ...
We got the same problem when animated our chargergun ...
my coder found a way for a clean rotation together with tzork ...
maybe u should ask him and create a "real" improvement to that weapon ...

want some example of what i mean ... ? ... look here :

http://www.youtube.com/watch?v=zSSYl4MEjys

A clean rotation ... fasting up, slowing down ... and not spinning back ... what u can see in this vid is caused by the rotation speed ... ... like that effect ...
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Postby paperclips » Wed Sep 30, 2009 7:17 pm

Doc-Pyton wrote:chargergun
nom nom nom.
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Postby Sepelio » Wed Sep 30, 2009 10:27 pm

Chargergun would be nice mounted on a vehicle.
Possibly not the worst mapper in the world.

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http://xeno.planetnexuiz.com/blog/?author=5
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Postby Doc-Pyton » Thu Oct 01, 2009 5:31 am

Chargergun would be nice mounted on a vehicle.

Some chaingun ... made like ours maybe ...

but the Idea behind the chargergun was not to create some useless chaingun copy ...
It was invented by me to be a "non-Ammo" Weapon ...
I wanted it to be interesting in the way of use ->
Like u were able to see, its shooting down its ammo at high rate ...
In Addition to that it needs a bit time to get the full firing speed ...
in the second Fire mode we wantet it to charge ammo very slow ...
So the player have to make a decision if he wants to charge this gun, or switch to another ...
Cause of the pretty fast Gameplay this should lead to interessting situations ...
But if i thing on some weapon like that mountet on some vehicle ... Hm ... wouldn be the same ...


but like i said before ... we did never finish a releaseable version of it ... <_< ... like most of my projects ... >_< ...

However ... what i wantet to tell u guy's is, that tZork should be able to help u out with the rotation animation ...
In any case u need two models, ... the gun, and its rotating part ...
thats the way we did it ... Maybe there's another way, but this is the one we got working ...
( The gun shouldn get a rotation animation in the third person view - cause of the gamespeed that wouldn be needet )
All what u need is to get the rotating part spawned and then put a script on it, that rotates it everytime u shoot the gun ...
Sounds easy, but i remember we got problems with spawning the model ...
It was a bit tricky to get that thing spawned only one time ...
I wish i could just post the source code for that script, but unluckywise i lost it ... sorry ...
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Postby FraNcoTirAdoR » Thu Oct 01, 2009 9:38 am

Doc-Pyton wrote:but the Idea behind the chargergun was not to create some useless chaingun copy ...
It was invented by me to be a "non-Ammo" Weapon ...


Non-ammo weapon? You mean it doesnt consume ammo? Then I will just spin it up on my base in ctf and start the "terminator-chaingun-walk" :D

OFF: I like that there is something unique in the animation, and there is a chargeup weapon, but please ffs, not another spamweapon... Cryink, hagar, hlac, machinegun and this weapon, its just way too many imo.
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Postby Doc-Pyton » Thu Oct 01, 2009 2:59 pm

no ...

An Easy Example ...
U get the weapon with ... lets say about 50 ammo ... right ? ...
when u fire the gun now ... u will neet a few seconds till its empty ...

And then is the interessting moment ... to recharge the weapon up to 50 ammo again ... u need to hold the secondary fire ( charge mode ) for at least double the time u needet to get it empty ... u cant shoot while ure charging the gun ...

So u see what i wantet the weapon to be ?

With "non-Ammo" i mean that there wouldn be any ammo to find in the levels ...
The only way to use the weapon is to waste some time to charge it up first ...
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Postby toneddu2000 » Thu Oct 01, 2009 4:09 pm

Nooo :shock: !I've seen only now this video:
tZork wrote:http://www.youtube.com/watch?v=J9AAbjWbZA4

And this is because my stupidity and laziness didn't never permit myself to look at this thread(because is too on top! :D ). So what could I say:Wow tZork!You're a genius!Please, LET ME COLLABORATE with you for this thing. Because I could help you in the zombie model creation and because it's a month that I try to insert a monster in Nexuiz, as you can see here!http://www.alientrap.org/forum/viewtopic.php?t=5448

P.S:Am I wrong or I saw a ragdoll implementation into the video?
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Postby FraNcoTirAdoR » Thu Oct 01, 2009 4:14 pm

Doc-Pyton wrote:no ...

An Easy Example ...
U get the weapon with ... lets say about 50 ammo ... right ? ...
when u fire the gun now ... u will neet a few seconds till its empty ...

And then is the interessting moment ... to recharge the weapon up to 50 ammo again ... u need to hold the secondary fire ( charge mode ) for at least double the time u needet to get it empty ... u cant shoot while ure charging the gun ...

So u see what i wantet the weapon to be ?

With "non-Ammo" i mean that there wouldn be any ammo to find in the levels ...
The only way to use the weapon is to waste some time to charge it up first ...


Nice idea. Would be more unique than hlac for sure :P
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Postby tZork » Thu Oct 01, 2009 4:35 pm

toneddu2000 wrote:Nooo :shock: !I've seen only now this video:
tZork wrote:http://www.youtube.com/watch?v=J9AAbjWbZA4

And this is because my stupidity and laziness didn't never permit myself to look at this thread(because is too on top! :D ). So what could I say:Wow tZork!You're a genius!Please, LET ME COLLABORATE with you for this thing. Because I could help you in the zombie model creation and because it's a month that I try to insert a monster in Nexuiz, as you can see here!http://www.alientrap.org/forum/viewtopic.php?t=5448

Well that zombie model is preddy much done, just need to find the time ti finish the code for it. But different monsters could be interesting too, or zombie variations ;)

P.S:Am I wrong or I saw a ragdoll implementation into the video?

Yes your wrong, but its intended to fool you :P Morphed who did the model and animations made a pile of different death / hurt animations depending on where the damage comes from (front, left, behind etc) and then the code selects the appropriate animation.

Doc-Pyton's chain/charge-gun uses a segmented model approach, eg two models and one is attached to the other and spun by code. it dies this because it needs variable spin speed. The mortar on the other hand is animated in the model itself. the akward effect you see at the end of the animation is dp lerping the last and the first animation frames. to avoid this you need to set the EF_TELEPORT_BIT effect flag when the last frame is played.
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<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby toneddu2000 » Thu Oct 01, 2009 7:16 pm

tZork wrote:But different monsters could be interesting too, or zombie variations :wink:

Ok, I'll try to do something!
tZork wrote:Yes your wrong, but its intended to fool you :P Morphed who did the model and animations made a pile of different death / hurt animations depending on where the damage comes from (front, left, behind etc) and then the code selects the appropriate animation.
ohh.. well done!:D Very smart method! I've always thought about such a method like this!
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