Some Problem with animating some chaingun ...

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Postby Sgt Nova » Mon Oct 01, 2007 5:16 pm

I really nice animation^^
It looks like someone had much work to animate the barrel....

mfg Sgt Nova
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Postby bengreenwood » Mon Oct 01, 2007 8:15 pm

I like that chargergun video. Would be cool to have some kind of massive belt of ammo, and have your character pulling back that lever when you fire. You could have loads of casings coming flying out the side of the gun, too!

I think it'd be better to have a bigger muzzle flash effect, and maybe replace the green projectiles with tracers or some weird kind of laser bolts. The current projectiles just don't look cool enough for the gun.
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Postby iSuck » Mon Oct 01, 2007 10:01 pm

I thought someone said that there was an issue with the darkplaces engine that didn't allow for more than 9 weapons. Was that a joke or something, or is this "mod" just going to be an MG reskin?

It's very nice. Right now I'm working on the rig for a Tarydium Stinger model. I'm jealous of how easily you got this to work. Does it involve any armatures/bones? or is it completely manual mesh anim?
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Postby Doc-Pyton » Wed Oct 03, 2007 4:33 am

Who said that the Dark Places engine isnt able to hold more than 9 weapons ???
whoever said that ... was just not able to manage this ...

We had a problem at the beginning too with some switchingbug ... but with a little help from Lord Havoc we ged rid of that problem ...
We can add as much weapons as we want too ...

And this chaingun here ... isnt just a replacement ... its a fully independet pulsegattlin ...

The Animation u can see in the vids of this weapon is all codebased ... we got help with that from tZork ...

Its easy if u know how ... that spinning part is just a second model ... attached at bone01 ... by the way ... we reconized that everytime we want to attach somethin to any other bone it will be spawned right into our faces ... anyone knows why that happens ?

Its not a real matter ... finally everythin that belongs to the weapons can be attached to bone01 ...
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Postby KadaverJack » Wed Oct 03, 2007 5:34 am

Doc-Pyton wrote:Who said that the Dark Places engine isnt able to hold more than 9 weapons ???
whoever said that ... was just not able to manage this ...

Which ammo type is displayed in the hud for each weapon is hardcoded in the engine, but other than that there's no limitation to the number of weapons that i'm aware of.
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Postby Doc-Pyton » Wed Oct 03, 2007 6:08 am

"Which ammo type is displayed in the hud for each weapon is hardcoded in the engine"

What does that mean ? ... On this shots that chaingun is using the standart bullet ammotype yes ... but we're up to add its own amotype ... like i said before ... this weapon is goin to get some selfchargin ammo ...

When the weapon is picked up its loadet with 75 or 100 shots or somethin like this ... and it will charge slowly all the time ... so the use of that weapon is limmited ... everytime its empty u will have to survive long enough till the charge is enough to use the weapon again ...

We're just in concept how much ammo the weapon will have on pickup and the chargetime ... however ... when the mod is finished all this things will be cvars i think ... so everyone can make the balancing things by himself if its needet ... but till that mod is finnished much water will go down the Main ... like we say here ... ;)
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