( Renamed ) Doc's Weaponthread :

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Postby ai » Thu Dec 20, 2007 1:34 pm

Doc-Pyton wrote:By the way why should i write AT Corp on it ? - Of Course that would be the Doc-Corp ;) or Pyton-Weapon-Systems ^^ ...

AT as in Alientrap, this dev team who created the game.

And I don't think having laser sights on every singe weapon is at all a good idea. I liked it for the laser you created and some other weapon. But when you kept on having it on pretty much every model you made it got old for me. Sure it might look good when not using it in overflow.
If you keep on watching your favorite movie day in and day out you might love it the first two days, but when watching it for a week you quickly will grow bored of it.

And I also agree that a lasersight for electro just doesn't fit. It's not like you're trying to snipe the enemy.
And one more thing, you actually can't zoom with every weapon in Nexuiz. Only if you create a zoom script, but that doesn't equal 'zooming in with every weapon'. As a zoom script has nothing to do with weapons, but the field of view. So that's another reason why not every weapon should have a laser sight.
Think of it, newbies who just started playing the game won't be able to zoom with every weapon, unless that's changed since the last time I played.

Doc-Pyton wrote:By the Way, what do u think about the Autorifle concept :
Image

This one looks a bit too "realistic" if you could put it that way. Doesn't really fit the nexuiz style. If you remove the support handle, the sight and replace the sight with something else then perhaps it would look really cool.
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Postby leileilol » Thu Dec 20, 2007 3:34 pm

I like that rifle.
field hockey
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Postby Rad Ished » Thu Dec 20, 2007 6:50 pm

I 2nd like that rifle.
You can zoom with every weapon in nexuiz without customising, it must have changed.
This Autorifle has chunkybangstickmagic about it, good work doc,
Easy on the laser sighteons Doc, less is more :wink:
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Postby ai » Thu Dec 20, 2007 7:38 pm

Rad Ished wrote:You can zoom with every weapon in nexuiz without customising, it must have changed.

If you can zoom with every weapon which button is it?
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Postby Shoe » Thu Dec 20, 2007 7:43 pm

I think by default it's done by clicking in the scroll wheel. That's how I do it anyway (useless on most things other than the nex though)
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Postby iSuck » Thu Dec 20, 2007 11:34 pm

Polycount?
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Postby Doc-Pyton » Fri Dec 21, 2007 2:37 pm

The Electro is using too much ... ;)
i will have to trick with the Textures and Bump/Normal-Maps to keep the detail on it, or add more details.

That Autorifle should be manageable for nexuiz.
Without a look after the real count i would say its about 100 maybe 200, if it's more it doesnt matter, cause i can reduce the polycount on some parts very easy.
The round parts like the barrel and the scope are only using 6 faces for the surface, that makes 12 polygons for the upper side of the barrel + another 12 for the plate on the barrel ... 28 for the scope and 14 for the short part of the gunbarel itself.
Rest of the Model is really low poly.
I used a smoothshader with an angle of 60 degree's on the surface of the model, that make's it appearance that smoth.

In any case both weapons are using less poly's than my first Nex-Replacement Model ( thats not open released -> but used by me and my clanmates )
Cause that Nex Model worked very well i think this two weapons shouldn make any problems.

that Autorifle will gain a lot of detail through the Texturework, and there's a closer that will be pushed back in the fire animation.
I dont have any Idea how that will look on the finished model, cause the Autorifle just repeat its animation when u press the fire button.
It looked like there's no connection between the animation and the real firing rate.
but that only means i have to test the animation to get an idea how often the closer should repeat in one animationframe.

If i remember right, there's some bulletcasing spawn function on that weapon, but i didn ever see any casings spawned on the original model ( Maybe the casings are only spawned for the third person model ?).
I think if i want to make it spit casings out of the repeating closer i will have to modify the code.
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Postby morfar » Fri Dec 21, 2007 6:02 pm

ai wrote:
Rad Ished wrote:You can zoom with every weapon in nexuiz without customising, it must have changed.

If you can zoom with every weapon which button is it?

By default you zoom with mouse3. But I don't consider it a weapon zoom - I think everyone runs around with binoculars :)
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Postby Doc-Pyton » Sat Dec 22, 2007 7:24 pm

Here's the Textured Version of that Autorifle.

I really like it ^^, think its the best weaponmodel i made till now.
However ure Right Rad Ished, less is more.
That weapon really looks better without a targeting laser.

The Only thing i have to do with this thing is to animate it and get it into the Game.

Image

*Edit*
-> The Colored Version ( Every blue part will get the shirt color )
Image

*Edit - 2*
-> Link to some short .avi File :
http://freenet-homepage.de/black_resist/autorifle.avi

*Edit - 3*
Should i make the Grip, Front-Grip and shoulderpart shirt color too ?
Donno but i dislike that brown ... <_< ... i need some color, that fits to any color u can choose.
any Idea's or wishes for that ?

*Edit - 4*
Here's some shot to imagine how that thing could look in the first person view :
Image

*Edit - 5*
Here's the link to the first ingame scene with that weapon.

http://docsmaps.kilu.de/autorifle_ingame.avi

<- My problem is, that the appearance isnt right.
The Bump/Normal-Maps in Nexuiz arent workin like that ones im Using in my Renderprog.
Anyone here' who knows about bump/normal-Mapping in Nexuiz ??
Are there any options to set the Intensity of the used Bump/Normal-Maps ?
The Only Thing that looks acceptable on that weapon ingame atm. is the movin closer.
Without the right Bumpmapping files that thing looks kind of boring -_-, not much better than the old one <_< ...

*Edit - 6*
Update :
I definitly have some Problem.
I dont know why, but the bump/Normal Maps wont work on that model.
Doesn't matter what im Doin, the appearance is every Time the same shit.
I made some fake-3d-effect with the gloss-Map now. I did my best on that and it's not looking to bad :
Image

But it could look much better if that damnit Bump/Normal-Maps would work correctly.
Here's my Bump and the Normal map for that weapon for example :

Bump-Map :
Image

Normal-Map :
Image

( The Bump-Map is in the Alpha channel of that Normal-Map too for offset Mapping )

maybe i did somethin wrong on that thing !?
The Problem i have is that the faces are pushed inside the model when i activate that maps, the bump map makes the same problems that the normal maps do.
Inverted Bump/normal maps didn make any difference.
Is it possible that i made a mistake on the geometrie of the model ?
Image

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Postby The mysterious Mr. 4m » Mon Dec 24, 2007 5:22 am

maybe some camouflage instead of that brown or something like this: Image

lol and i think it sounds a bit too much like a washing machine or dryer. :P
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