Some Problem with animating some chaingun ...

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  • Im Workin on some kind of Chaingun at the Moment.
    Its for that mod im workin on.

    Moddeling it, Texturing it, getting it into the game as some new weapon and the codeworks are no problem.

    The Matter with this weapon is some part of animating it.
    The Gunbarrels should rotate. I tryd to do this with the Bone02 Joint, but the Problem with the weapon is that the animation go's back everytime its started again.
    So the barrel is spinning into one direction and everytime the Animation starts again it spinns back fast and than start again to spin ... that looks just terrible ...

    Anyone knows how to make this thing spinning into one direction without reverse the animation everytime it starts again ?

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    By the way this thing is called Charger-Gun ... cause its Ammo is unlimmited ... at this shot its using the normal bullets of the Autorifle, we didn code the charging script for that weapon now.
    When its finished it will be empty when its picked up and then charge up slowly ...
    So it can only be used limmited. I think this will be some interesting thing in the finished Mod. It fires at high rates but the Ammo is recharging very slow, so it can only be used in small periods of time with long charging times ... however, hope someone here can help me with that spinning problem.
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    Doc-Pyton
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Tue Sep 18, 2007 2:41 am

Tue Sep 18, 2007 4:21 am

  • Im just workin on some replacements for the old weapons ...
    Some of the models are just good as they are, like this crylink thing ... but the autorifle for example will be replaced with some better looking model.
    The RL will be replaced too it just looks booring atm.
    Maybe we can get it a bit like that one from UT. Chargeable with two or three rockets.
    In Any Case i will try to make some nice looking animations for the weapons, like some roketload animation or some backsliding closer on the Autorifle.
    but for those animation works i need to get some solution to this animation problem i have with that chaingun at the moment ...
    Maybe the problem can be found in the weaponcode ?
    There have to be at least one here who knows how to get rid of that problem ...
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    Doc-Pyton
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Tue Sep 18, 2007 4:24 am

  • You might have better luck checking out the IRC channel, I think more of the devs check there more frequently.
    Shoe
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Thu Sep 20, 2007 1:28 am

  • Tzork helped us a bit with that animation Problem ... instead of using the animationframes from the Model we made this gun out of two parts and made that frontpart rotate ...

    There are still problems with that weapon ...
    I hope we can fix this errors soon ...

    However ... i made some short videofile from the first workin version of that weapon ...
    That muzzleflash will stay i think but the shooting sound and the grafical effect of the bullets will be changed ...
    In this version the animationframes of the Weaponbase arent addet ... I didn make them till now cause this thing isnt really workin ... ill do this when we have the full working code of that weapon ...

    http://docsmaps.kilu.de/video/alpha_cha ... action.avi
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    Doc-Pyton
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Fri Sep 21, 2007 10:44 pm

Sat Sep 22, 2007 7:23 am

  • From what he's said it seems to be for a completely independent mod.
    Shoe
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Sun Sep 23, 2007 1:52 am

  • That mod is just Nexuiz ... but we are adding a few weapons ... The Problem with this weapons is that they arent placed in maps if that game ... so ill make some file for GTK so that anyone that wants can place this weapons in his maps ...
    I will also place that weapons in my maps ...
    However that things can only be used in addition with that mod ... without it just will not spawn ...

    further we are workin on some little things that will make the game a bit more funny ... like a little function thats connectet to that standart keybinds "nice one" and this like ...
    So that some sound will be played when u press that binds ...

    We are also planing to add some other features like some autokick function that gets rid of spammers and thislike ...
    I hope we'll get some nice new functions into the game ... like some new game mode or somethin like that ...

    We dont want to replace the nexuiz weaponset ... like i said i will just replace some models with a bit better looking ones ...
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    Doc-Pyton
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Tue Sep 25, 2007 4:17 pm

  • niiice, nexuiz definately needs a minigun weapon sometime :)

    good texturing, the animation works looks nice too.
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    Zaarock
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Wed Sep 26, 2007 5:31 am

  • here's another video of that chaingun ... the impact, sound, and bullet effects are now final ... i think the only thing that's missing now are the animationframes of the basemodel ... like a bit shaking of the model when firering ...

    And by the way yes ... ;) when i created the design of that weapon and thought about its function and appearence i thought on the pulserifle of UT ... i hope this thing's different enought from the original i mindet on ...
    We think a weapon like this dont need any second firemode ... maybe we will add some function to the second fire like "keep the barrel rolling with decrease the players movement speed" ... but we dont know till now ... that thing's pretty good atm and we dont want to destroy it with useless additional things ...

    Backspin did good work on coding that thing ... after a bit warmingup time it starts to fire slowly similar to the rotation of the barrel ... and keeps goin faster till the it reaches the max speed ... ... the feeling to fire that weapon is pretty good ...
    Backspin also codet it so that it everytime shots when one of that six barrels is in shot position ... he worked much on the details ... i never imagined that he would make his work so good ...

    http://docsmaps.kilu.de/video/new_chargergun.avi

    by the way in this video the weapon is no longer a replacement for the UZI ... we made it to a new weapon now ... all of its weaponcode is written by Backspin ... if anyone of u have questions to him about the codingworks ... just ask me and i will let him know ...
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    Doc-Pyton
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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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    Only ask questions if you realy tryed to find a solution.
    Don't ask if you don't even looked through the forum.
    1 more important thing........use the search funktion :-)
    Sgt Nova
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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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    bengreenwood
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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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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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    Doc-Pyton
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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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    KadaverJack
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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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