UDM Posted February 17, 2008 Share Posted February 17, 2008 ...is 70% ready. http://i229.photobucket.com/albums/ee290/ultradm/minigun.jpg?t=1203250208 What's left to do: - finish up barrel textures - export into md3 - make it work in-game I can get the barrel textures done in an hour, but if anyone's willing to help me export and get the thing working in-game, please, don't hesitate to do so Source of inspiration: http://starwars.wikia.com/wiki/Image:Potir.jpg Link to comment Share on other sites More sharing options...
Maxstate Posted February 17, 2008 Share Posted February 17, 2008 HOLY **** :police: This is going to rock so much. Imagine how many jedi we could slaughter with this? Link to comment Share on other sites More sharing options...
UDM Posted February 17, 2008 Author Share Posted February 17, 2008 I was thinking this could be a very high level weapon. Prolly require like somewhere around 30XP just to use it, and it will slow you down like crazy when you equip it Of course, the pro simply involves being able to massacre anything that stands in your path I've finished the barrel textures, here are some screenshots of the whole thing: http://i229.photobucket.com/albums/ee290/ultradm/minigunfinal4.jpg?t=1203268261 http://i229.photobucket.com/albums/ee290/ultradm/minigunfinal1.jpg?t=1203268266 http://i229.photobucket.com/albums/ee290/ultradm/minigunfinal2.jpg?t=1203268262 http://i229.photobucket.com/albums/ee290/ultradm/minigunfinal3.jpg?t=1203268265 Link to comment Share on other sites More sharing options...
madcatmach2 Posted February 17, 2008 Share Posted February 17, 2008 o thats hot. what gun are you going to override? another thing is its probably going to require its own shooting stance. i really want to try that out. Link to comment Share on other sites More sharing options...
JRHockney* Posted February 17, 2008 Share Posted February 17, 2008 Wow, thats insane! What ever gu it overrides we're probablyu going to have to change out the code a bit. Maybe just add in the repeater code and boost the firing rate to a rediculous level We're definitely not making the clone rifle shoot any faster now. Link to comment Share on other sites More sharing options...
Maxstate Posted February 17, 2008 Share Posted February 17, 2008 You did the texturing yourself, btw? Link to comment Share on other sites More sharing options...
UDM Posted February 18, 2008 Author Share Posted February 18, 2008 Anyone who can hold one of those monsters with one hand is a real badass =p Yup I did the texturing myself. I tried to make the textures as sharp as possible. IMHO it's the first model I've ever successfully UV mapped, so I'm going to put in that extra mile of effort for it. I think the textures still could be a little sharper though, so I'll see what I can do I'll prolly override the repeater to test it out. I hope this can come as a weapon on its own though. Ensi was actually working on code that separated weapons into classes ie. melee, pistol, rifle, heavy, explosives, rather than the individual weapons selection that we have now. I hope someone can finish it, so I can work on other weapons later on. I have the mesh for a DH17 pistol and Force Pike (this one took me only 15 mins lol) done, and they're much easier to UV map than the rotary blaster. I'd really like to get them into the game along with the other weapons that we're planning to implement Just imagine this line in OJP's features: "Featuring over 50 weapons from Star Wars lore!" Link to comment Share on other sites More sharing options...
Maxstate Posted February 18, 2008 Share Posted February 18, 2008 That's excellent. Link to comment Share on other sites More sharing options...
madcatmach2 Posted February 19, 2008 Share Posted February 19, 2008 now if only we could animate it to make the barrol spin, though i think theres a shader that can do that i mean look at those ported helicopter vehicles, the blades look like they spin Link to comment Share on other sites More sharing options...
ensiform Posted February 19, 2008 Share Posted February 19, 2008 Uhm why md3 and not g2? Link to comment Share on other sites More sharing options...
madcatmach2 Posted February 19, 2008 Share Posted February 19, 2008 has to do with exporting it to gl2 in game besides the 1st person needs to me in md3 format Link to comment Share on other sites More sharing options...
UDM Posted February 20, 2008 Author Share Posted February 20, 2008 Uhm why md3 and not g2? We need to talk on MSN if you have experience in porting weapons over. I have 0 knowledge of how to go about doing that. If someone could guide me, that'd be great Link to comment Share on other sites More sharing options...
Maxstate Posted February 20, 2008 Share Posted February 20, 2008 You need to get on MSN first, lol. Link to comment Share on other sites More sharing options...
madcatmach2 Posted February 20, 2008 Share Posted February 20, 2008 We need to talk on MSN if you have experience in porting weapons over. I have 0 knowledge of how to go about doing that. If someone could guide me, that'd be great here's the tut i used when i first put guns in game so very long ago. its fairly easy to understand, the process isn't hard Gun Compilation Tutorial (getting your gun model in-game) Link to comment Share on other sites More sharing options...
UDM Posted February 22, 2008 Author Share Posted February 22, 2008 I haven't tried out that tutorial yet, but it looks like a solution. Still, anyone here have any idea how to script a rotatable barrel that accelerates/decelerates instead of firing instantly? Link to comment Share on other sites More sharing options...
madcatmach2 Posted February 22, 2008 Share Posted February 22, 2008 well JKA in its current state dose not allow animated weapons. It would have to be something for OJP to add. your only other solution that i would think would work is a shader, but then it would be constantly spinning. Link to comment Share on other sites More sharing options...
razorace Posted February 22, 2008 Share Posted February 22, 2008 I know it's possible. The shocker weapon uses code like that. It would require code modifications thou. Link to comment Share on other sites More sharing options...
Maxstate Posted February 22, 2008 Share Posted February 22, 2008 Like anyone would really pay attention, to be honest.. Link to comment Share on other sites More sharing options...
UDM Posted February 23, 2008 Author Share Posted February 23, 2008 I thought that in Quake 3, the machine gun rotates when it spins? Is there any way, then, to at least get the projectiles to fire out of each barrel? IDK, I'm stumped at this point because I've never had any experience importing/exporting to games before. It'd be better if someone could work with me to do the necessary procedures for that, but I'm not really going to hold my breath, sit around and wait Link to comment Share on other sites More sharing options...
Maxstate Posted February 23, 2008 Share Posted February 23, 2008 Oh and this is the third custom gun for OJP, the first was thrillhouse's geonosian blaster and the second was the DE-10 that we got permission to use. I have nothing against RPG elements in OJP, I have something against RP elements in OJP. To me, there's a difference. Link to comment Share on other sites More sharing options...
UDM Posted February 24, 2008 Author Share Posted February 24, 2008 Ah thrillhouse's geonosian gun has been done already? The DE-10 isn't a custom weapon specifically made for OJP though, it's borrowed from others Link to comment Share on other sites More sharing options...
razorace Posted February 25, 2008 Share Posted February 25, 2008 From what I last remember, the geonosian gun is in texturing. Link to comment Share on other sites More sharing options...
UDM Posted February 29, 2008 Author Share Posted February 29, 2008 Ok anyone here know how to export the gun into JKA? Link to comment Share on other sites More sharing options...
razorace Posted February 29, 2008 Share Posted February 29, 2008 Not really. I don't know exactly. But you can probably figure it out by checking what files are used for our clone rifle. I think you need to export your file into the .md3 and the .glm format. You might be do both from 3d max. Alternatively, you can convert a static .md3 into a .glm using Ravensoft's md3view that comes with the SDK. Link to comment Share on other sites More sharing options...
madcatmach2 Posted March 1, 2008 Share Posted March 1, 2008 in the past i could have helped you more buti have since lost my trial for milkshape and the other free programs dont really have the import export options i need. ok first since we haven't added any completely new guns to the game your going to need to replace one for now till i gess its coded in 1. in your program import the gun glm that your over writing. 2. next import your model 3. size your model to the appropriate size, that move your model so that the handle is on the origin. 4. then just delete the the old model from it. move the efx tag to the end of the barrel 5. export it to glm congratulations you just did 3rd person view for the gun for the first person view its basically the same thing just you import it into the various md3's and re export it the md3's. Pk3 it all up and your good to go. Link to comment Share on other sites More sharing options...
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