CortoCG Posted July 31, 2005 Posted July 31, 2005 I bring you a couple of screenshots about some weapon coding I've been working on. The imperial repeater alt fire mode: Repeater alt fire mode The jeron fusion cutter main and alt fire modes: Jeron main fire mode Jeron alt fire mode The mortar gun main fire mode: Mortar gun fire mode I'm just working on the weapons code, so that's why you don't see any fancy new DF gfx.
Salv Posted July 31, 2005 Posted July 31, 2005 Wow, me likes. How did you manage to get the four shoots out? any extra tagging on the model? Its awesome news of course. Im planning to make all weapons from scrach again using 3ds once I get the hand of it. Tech them up alot more.
plokoon9 Posted July 31, 2005 Posted July 31, 2005 nice. After seeing what you guys have done already with the weapons thusfar these should turn out great. Also, I noticed the fusioncutter had some sort of serial number on it. was that from the original? is there a significance to it? just curious...
LightNinja Posted July 31, 2005 Posted July 31, 2005 Wow, me likes. How did you manage to get the four shoots out? any extra tagging on the model? Its awesome news of course. Im planning to make all weapons from scrach again using 3ds once I get the hand of it. Tech them up alot more. how long are you going to delay the mod by redoing things that are already made :S. ok i know the answer, the time that be necessary..typical
CortoCG Posted July 31, 2005 Author Posted July 31, 2005 Wow, me likes. How did you manage to get the four shoots out? any extra tagging on the model? Its awesome news of course. Im planning to make all weapons from scrach again using 3ds once I get the hand of it. Tech them up alot more. No extra tagging, the function that calculates the muzzle point, now calculates up to 4 muzzles as offsets of the original muzzle. In MP the muzzle points are hardcoded, they don't use the tag =\.
CortoCG Posted July 31, 2005 Author Posted July 31, 2005 Salv, just make the guns like you normally would, no extra tags or anything. The rest of the behavior will be coded.
Salv Posted August 1, 2005 Posted August 1, 2005 No extra tagging, the function that calculates the muzzle point, now calculates up to 4 muzzles as offsets of the original muzzle. In MP the muzzle points are hardcoded, they don't use the tag =\. I see, well thats unexpected.. how long are you going to delay the mod by redoing things that are already made :S. ok i know the answer, the time that be necessary..typical Now you catching up
DarkStarMojo Posted August 1, 2005 Posted August 1, 2005 Jeez, those look great! Personally, I don't think any of those models need to be redone, but that's just me. I'm sure any new version will be even better, though.
CortoCG Posted August 9, 2005 Author Posted August 9, 2005 The mortar gun is working like in Dark Forces. The fusion cutter and the repeater screenshots have been updated. Check the first post!
DarkStarMojo Posted August 10, 2005 Posted August 10, 2005 Hmm. I don't know how to say it but the mortar gun looks... flat. Not sure how else to describe it. Great work on the repeater and fusion cutter, though. They're both frickin' sweet!!! EDIT: I think it's the yellow patterns that throw it off. Everything else looks good, especially the modeled rivets/bolts.
DFgeoff Posted August 10, 2005 Posted August 10, 2005 Yeah might make the mortar gun a lil more big and bulgy. Needs nice humongous explosions like the ones in DF too Other than that it looks great so far. As an aside, my favorite thing about the concussion rifle was that it could blast 8 guys at once...is this possible in JA MP?
CortoCG Posted August 10, 2005 Author Posted August 10, 2005 I replaced the mortar's shell explosion with a more appropriate one. I think Salv is going to redo some guns.
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