( Renamed ) Doc's Weaponthread :

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Tue Dec 18, 2007 4:37 am

Tue Dec 18, 2007 4:50 am

  • Hmmm. I really do like it better, but I don't like the "sight" rectangle on the top with the laser coming out of it. I think it would look much better without it. Nice work though.
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    torus
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Tue Dec 18, 2007 11:30 am

  • mkay, mail me the weapon model NOW!

    :shock:
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Tue Dec 18, 2007 2:29 pm

  • I agree with torus on the laser. Otherwise very very nice :)
    I once tried to add animations to the skin of the existing electro using animmaps but my approach didn't work at all.
    It would definitely rock if you find a way to animate it + it's already very good.

    nitpick: the render is too dark. you can't see the top of the handle for example.
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Wed Dec 19, 2007 9:56 am

Wed Dec 19, 2007 3:06 pm

  • Very nice, high quality work as usual Doc =) two things tho - the laser-aim-like(tm) beem dont fit the usage of this gun and the warning stripes makes little sense on the shoulder support. Oh and i kinda miss the 'ATCORP' sign, always liked that touch on the old one :P
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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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Wed Dec 19, 2007 3:31 pm

Wed Dec 19, 2007 3:45 pm

  • looks like a good railgun but not a good electro
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Thu Dec 20, 2007 5:31 am

  • This was only the first impression of that weapon.
    I think that green thing with the crossair in it fits good to it.
    I Agree with that targeting laser ... it just wont fit to that weapontype.
    For some reason i dont really know why u think this would look good for a railgun !?
    The basic form of the weapon was taken from the original one.
    I think i will keep it a bit more like the original weapon in the final version of it ...

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

    However thanks for the critic's.
    I will do my best to get this thing really fit to its job, spamming blue balls ;)

    i wonder if that laser would fit better to that weapon if i place two of them under the gunbarrel, make it a bit shorter and change its color to blue ...

    By the way all my weaponreplacements will have some targetscope ( in case if it fits that targeting laser too ) cause u can zoom in with every weapon in nexuiz - in addition to costomize the zoomlevel.

    Just think on things, like Desert Eagles with scopes larger than the whole weapon -> I didn ever understand for what that should be on a pistol.
    In Nexuiz everythin would have its use, maybe there's no reason to zoom in with the pumpgun, but u just can, so it should have a scope, to make that a bit more logic.
    In any case i like the style that scopes and targetinglasers have on every weapon ( if its needet or not ).
    Its like with that Deagle Example, no one needs that, but it simply looks cool ^^ ...

    Weapons that will definitly get a targetlaser are the Nex and the Autorifle.
    Maybe the RL Will get one too cause u can use it with laser guidet rockets.
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Thu Dec 20, 2007 7:33 am

  • By the Way, what do u think about the Autorifle concept :
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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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Thu Dec 20, 2007 3:34 pm

  • I like that rifle.
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    leileilol
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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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Thu Dec 20, 2007 7:38 pm

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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Thu Dec 20, 2007 11:34 pm

  • Polycount?
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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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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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    morfar
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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 ?
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    Doc-Pyton
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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
    4m [PB] (amoebios)

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Mon Dec 24, 2007 9:18 am

  • No, you made no mistake - bumpmaps can ONLY push stuff inside, not pull stuff to the outside. Maybe it would be better to just make a normalmap and no bumpmap, then lighting is still good but offsetmapping won't affect it.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Mon Dec 24, 2007 4:12 pm

  • hey verent thanks.
    I didn know that fact about bump maps, i thought they can both directions outside and inside.

    However, i made a normal map without the bump in the alphachannel now and it works perfect.

    Only thing thats missing now is the finetuning on the animation and a fitting sound ... ^^
    That Rifle needs some really "Waaaaam" u know what i mean ;).

    By the way that Texture Example from u looks pretty good 4m.
    I will make something like that for the grip color, its exacly what i searched for.

    *Edit*
    Update :
    Here's some short videofile where u can see the working normal map, the gloss map and the new soundeffect of that rifle.
    I just took the soundeffect of my chargergun and made some changes with goldwave and i think the sound fits pretty nice on it now.

    here's the link :
    http://docsmaps.kilu.de/Autorifle_Ingame_2.avi
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Thu Dec 27, 2007 6:57 pm

  • ai wrote:This one looks a bit too "realistic" if you could put it that way. Doesn't really fit the nexuiz style.


    How bout changing the Nexuiz Style of Weapons to a 2 style system?

    one of them are "earth-styled" (MG,RL,SG)
    and one "alien-styled" (these could be more like looking like "beeing alive" weapons you know moving parts..breathing like)

    i know it would be a major change but it really fits the Nexuiz theme..."different warriors all over the universe found together to challenge each other"


    oh and sumthin personal...i would LURVE when the laser ( u know the one with the ONE fire mode...) could have a second firemode...like screw a blade under that thing and swing it! ^^
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Fri Dec 28, 2007 1:55 pm

  • After i have nearly finished the Autorifle, i started to work on some new Reailgun ( NEX ).
    As i saw the new Nexbeam ( pretty nice !! ) i made some concept of this weapon :
    Image

    Im not sure about it, but i will use shader to animate the blue spark inside the barrel.
    At least i think this one really dont fit into the game so i will remake it with a bit other style, but the base structure of it will be the same.
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Fri Dec 28, 2007 2:19 pm

Fri Dec 28, 2007 2:33 pm

Fri Dec 28, 2007 3:24 pm

  • Which, incidentally, would not be a bad thing..
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    torus
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Fri Dec 28, 2007 3:44 pm

  • nargh :(
    I don't get it
    how'd you guys always get so cool textures for your models...
    my stuff always looks like shizz
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Sat Dec 29, 2007 12:27 am

  • desu
    Last edited by nexbender on Thu Jan 03, 2008 4:04 am, edited 1 time in total.
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Sat Dec 29, 2007 1:10 am

  • nargh
    I don't get it
    how'd you guys always get so cool textures for your models...
    my stuff always looks like shizz


    Just take a look on my first Textures for Nexuiz -> That ones from Morph Remake ...
    They didn look that good.
    Im gettin better with every texture i make. Im learning new tricks, by just doin the textures and test other filter's and features.

    Just for Example :
    Every Texture i make, starts with a concept work in MS Paint.
    Im doin that Pixel by Pixel, givin everythin a seperate color.
    After im finished with such pretty easy concept work, im loadin that with Picture Publisher 9 ( Photo Shop could be better for that ) and create color mask's from every part.
    With that mask's im workin.
    Some brickwall Texture for Example.
    I make a mask for the single bricks, one for bright bricks and one for Dark bricks ( such wall would look pretty booring if every brick would have the same brightness )
    In Addition to that mask, i make one for the spaces between the bricks, and another one for every other detail the bricks have.
    Then i'm Using different filter's, to give the single masked parts fitting structures.
    If its needet, im Smoothing parts of the Textures, or make them sharper or what ever i want.
    If u have some Metal Plate, u can easyly give it a rust texture.
    Just take some black picture and paint single rustlike pixels on it ( Try that spray brush of MS - Paint for example ).
    Load that pic into picture publisher, make a color mask of that pixels, smooth that mask, and use it on the metal plate.
    Very easy goin.
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