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OJP's very first custom weapon


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Posted

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

Posted

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. :p

Posted

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!"

Posted

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

Posted
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

Posted

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?

Posted

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.

Posted

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

Posted

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.

Posted

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

Posted

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.

Posted

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.

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