new weapon concept

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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Sun Dec 13, 2009 11:54 pm

  • here is the OBJ with a quick texture thrown together out of random images. later i will try and make an actual texture for it, but for now this should work for testing purposes.

    http://www.filehosting.org/file/details/86263/gauntlet_v5_beta.obj

    i hope it works. if it doesn't, i will re upload somewhere else.

    and C.Brutall, if you would like to retexture it with your pirate, by all means do so ;)

    although if you would like to make an actuall texture for it, that would be great too... :mrgreen:

    here's an image:
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    Yoda almighty
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Mon Dec 14, 2009 3:38 am

  • Thats Friggen awesome!

    The texture looks alright except for the little orb in the middle, but it works. :D
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Mon Dec 14, 2009 10:51 am

  • :D

    Hmm.. I kinda like it.
    The orb should be animated imho, and maybe (maybe?) on the uper side of the grip there could be the pirate plate from old laser :D

    Btw I didn't have to modify original laser texture that much... that texture just screems for that prank:

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    C.Brutail
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Sat Dec 26, 2009 12:42 am

  • As I understand it, weapon animations are not possible right now. If they were, we could have a mortar with a rotating cylinder.
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Sat Dec 26, 2009 4:58 am

  • Roanoke wrote:As I understand it, weapon animations are not possible right now. If they were, we could have a mortar with a rotating cylinder.


    Someone already has a mod for that I think. Pretty sure weapon animations are possible. In fact, I think the mortar used to have a rotating cylinder without mods...
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Sat Dec 26, 2009 11:51 pm

  • Meh, i've honestly grown to dislike it from its original renders that you posted.... :X I think this will serve a lot more purpose as being a gauntlet (For nexrun) than replacing the laser, as in all honesty -- I don't want this to replace the laser :X Would probably be easy to cvar the model of the laser, though. This way (server side) people could choose which one they want precisely in their balance.
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Mon Dec 28, 2009 12:26 am

  • i don't really want this to replace the laser either. what i WOULD like is for this to replace the current functionality of the laser, plus a melee attack and make the laser a regular weapon that is the start up weapon, and make the shotgun a pickup.
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Mon Dec 28, 2009 4:45 am

  • Yoda almighty wrote:i don't really want this to replace the laser either. what i WOULD like is for this to replace the current functionality of the laser, plus a melee attack and make the laser a regular weapon that is the start up weapon, and make the shotgun a pickup.
    That's even worse. (Shotgun pickup, that is :P)
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Mon Jan 11, 2010 12:30 am

  • MC SE7EN wrote: In fact, I think the mortar used to have a rotating cylinder without mods...

    Yes, once upon a time, but I think that an SVN change removed that possibility a while ago. However, that's neither here nor there.
    Yoda almighty wrote:i don't really want this to replace the laser either. what i WOULD like is for this to replace the current functionality of the laser, plus a melee attack and make the laser a regular weapon that is the start up weapon, and make the shotgun a pickup.

    I disagree. I think the best course of action is to make this a weapon with a laser primary and a melee secondary. If players spawn without the sg, they are by and large defenseless. I can't recount how many vital kills I've gotten with an sg and laser (base clearing, fc, etc.).
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Sat Feb 06, 2010 2:59 am

Sat Feb 06, 2010 3:14 pm

  • I don't know. I'm still willing to work on it, but it seems no one can really decide what they want done with it.
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Sun Feb 07, 2010 9:10 pm

  • How about this, fix a glowing bayonet type thing under the existing laser model. Then let's give it the melee secondary attack finally.

    Would that work for you, Samual?
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Sun Feb 07, 2010 10:09 pm

  • Gears of war anyone... ?
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Mon Feb 08, 2010 1:01 am

  • I can try anything people suggest, but you have to give suggestions first. I can't read your mind.

    Samual: I can go back to the original model and make some revisions to it with my new modeling style. would that make you happy?
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Wed Feb 10, 2010 5:34 pm

  • Sam?
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Sun Feb 14, 2010 10:55 am

  • Yoda almighty wrote:I can try anything people suggest, but you have to give suggestions first. I can't read your mind.

    Samual: I can go back to the original model and make some revisions to it with my new modeling style. would that make you happy?

    Ooops, sorry for the late reply, I would say just retexture it (Perhaps get Oblivion to do it?) and tilt in slightly so you can see some of the geometry from a first person perspective Idle animation could be that it twists slightly?

    Try and add some red in too, maybe then it could replace the laser if it matches good enough with the projectile.
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    Samual
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Mon Feb 15, 2010 2:54 am

  • Samual, this is what I meant by a TELESCOPING bayonet. Something like this could be under-slung on the laser, lash out to deliver a melee attack several feet away (to compensate for the fast-paced-ness of the game) and then quickly retract again. Please consider it as a possibility before you start looking for a reason to hate it. :P

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Mon Feb 15, 2010 10:35 am

  • As someone who loves to push people around on spacemaps with the laser, I'd like to leave an idea here for further discussion:

    How about changing the tip of that telescope weapon to a boot? That could be pretty kick-ass. Literally.
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    halogene
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Mon Feb 15, 2010 3:50 pm

  • Yes, the tip can be anything folks want it to be. A blade, bang stick, plasma nozzle, boot or horses ass.

    The point is to deliver a melee attack at a good distance, so that it is effective enough in a fast paced game like Nexuiz. The example model above reaches out 8 feet (2.4 meters).
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Mon Feb 15, 2010 6:07 pm

  • I see flying steel likes thrusting.
    Jokes aside, would mechanical elements really fit in with the unrealistic futurism of nexuiz? Nexuiz is all plasma weapons and energy beams.
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Mon Feb 15, 2010 6:51 pm

  • my idea for the gauntlet to compensate for the speed would to have the swing of the weapon be accompanied be a lunge foreward.
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Mon Feb 15, 2010 6:57 pm

  • @Roanoke

    Sometimes a telescoping bayonet is just a telescoping bayonet.

    IMO, yes, mechanical, non-futuristic non-plasma type stuff fits because the game is already full of them. Ballistic weapons and explosive weapons make up most of the weapons in the game, really the plasma weapons are the odd ones out. You also have mechanical android character models, spiderbot vehicles, the revolving mortar (and similar for the RL), turrets with shock absorbing action to disperse recoil, maps with hydraulic elevators and giant agitators that mix the quintessential glowing green acid.

    BUT, if a lightsaber type visual effect is preferable, then IMO that would work too. The main thing is that whatever it is has good reach, so that there are enough opportunities to use it in the game.


    @Yoda

    Yeah a lunge would work too, but it might require more special code. I'm throwing this out as a possibility in case it is an easier solution (I'm not sure myself, I'm not a coder).
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Tue Feb 16, 2010 9:32 pm

  • Image

    here is a slight redo of the original design. 630 polys.
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Thu Feb 25, 2010 7:50 am

  • Nice one. Like this design the most. I will use this in Nexrun when you release it. :)
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Sat Feb 27, 2010 5:59 pm

  • Flying Steel wrote:IMO, yes, mechanical, non-futuristic non-plasma type stuff fits because the game is already full of them. Ballistic weapons and explosive weapons make up most of the weapons in the game, really the plasma weapons are the odd ones out. You also have mechanical android character models, spiderbot vehicles, the revolving mortar (and similar for the RL), turrets with shock absorbing action to disperse recoil, maps with hydraulic elevators and giant agitators that mix the quintessential glowing green acid.

    BUT, if a lightsaber type visual effect is preferable, then IMO that would work too. The main thing is that whatever it is has good reach, so that there are enough opportunities to use it in the game.


    @Yoda

    Yeah a lunge would work too, but it might require more special code. I'm throwing this out as a possibility in case it is an easier solution (I'm not sure myself, I'm not a coder).

    Well, we don't have a revolving mortar or anything (or even turrets). But I see your point. I would say that a lunge would be a more difficult solution because you need to change the position of the player rather than make a "projectile". However, I am also not a coder.
    Yoda almighty wrote:
    here is a slight redo of the original design. 630 polys.

    I have to say, I like this better than the other version. This seems cleaner and more streamlined.
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Tue Mar 16, 2010 8:54 am

  • Lee_Stricklin wrote:Looks pretty cool, however Nexuiz is too fast (it's faster than Quake 3/Live) for a switchable melee weapon. In my opinion it needs to be off-hand (like the jet pack or the hook in 2.4) like Modern Warfare's knife so that it can be used when needed. For the purpose of being off-hand I think it should have self-recharging (it depletes so that it can't be abused, but at the same time you always have it) ammo and only one fire mode. One thing that would be cool is if it could used to block shots in a similar way to that of UT99's impact hammer.


    Is Modern Warfare's knife is a good knife? Can you post the picture of that knife?
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Fri Mar 19, 2010 5:37 am

  • I think the following functions with weapons need to be kept in mind with Nexuiz, especially with the addition of vehicles.

    -Melee weapon for close range attack
    -EMP weapon to disable vehicles and also cause rockets to exploded in mid air :) which would be very fun agents rocket monkeys
    -repair weapon to repair damaged vehicles and nodes in onslaught matches
    -a shield weapon, say which only protects agents energy weapons, very useful agents nex camping consumes health or energy
    -a secodary weapon to the shotgun, possible some sort of blunderbuss gun which is effective agents air vehicles

    -of course there can be many other damage based weapons but i think those functional weapons will needed!

    If you were able to convert one of there functions into a melee weapon it would be great. i personally think the EMP function would be fantastic :)
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Sat Mar 20, 2010 5:36 pm

  • huntz wrote:Is Modern Warfare's knife is a good knife? Can you post the picture of that knife?

    He's not talking about the model, he's talking about the functionality.
    Cuinnton wrote:I think the following functions with weapons need to be kept in mind with Nexuiz, especially with the addition of vehicles.

    -Melee weapon for close range attack
    -EMP weapon to disable vehicles and also cause rockets to exploded in mid air :) which would be very fun agents rocket monkeys
    -repair weapon to repair damaged vehicles and nodes in onslaught matches
    -a shield weapon, say which only protects agents energy weapons, very useful agents nex camping consumes health or energy
    -a secodary weapon to the shotgun, possible some sort of blunderbuss gun which is effective agents air vehicles

    -of course there can be many other damage based weapons but i think those functional weapons will needed!

    If you were able to convert one of there functions into a melee weapon it would be great. i personally think the EMP function would be fantastic :)

    I think an offhand close-medium range melee weapon is what we should try to accomplish right now.
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