[MWIP] R14a Scattergun

BrigadierWolfBrigadierWolf Join Date: 2003-05-30 Member: 16876Posts: 1,192Members, Contributor
Is this thing on?
*Dusts off his monitor* Hello!? I am be from the Internet. Yes? Ducks?

umm.. Yeah. Ok, Now that thats over with. I was playing some NS the other day and felt like working on something. I went through some of my old designs, and came across the R12 scattergun, so I decided to revamp it as a Semi-Automatic. The R14a was born. No skins yet.

A question though. Does anyone know if its possible to export Half Life 1 SMDs from Maya? because Id like to animate it in there is I can. Ive exported a half a ton of HL2 smds from Maya, is there some kinda work around to make HL1 SMDs?

IPB Image



IPB Image
"Napalm sticks to children" is not a motivational phrase


QUOTE(Chrono Feb 7 2005 @ 01:32 AM)
thats what you think! i will pass your record for sig qoutes!
SIG'D!

Comments

  • tigersmithtigersmith Join Date: 2004-11-11 Member: 32749Posts: 762Members, Constellation, Reinforced - Supporter
    wow.gif

    are you kidding me that should be a hack it looks soo good lol

    Nice work
    My Twitter
    Planetside-Universe - Staff
    image

    sig images should be no larger than 400x75px.
  • RSXRSX Join Date: 2004-08-18 Member: 30703Posts: 126Members
    edited December 2006
    Theres one for maya5 Here. Don't think theres one for the later versions though.

    Nice model btw.
    Post edited by Unknown User on
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Posts: 1,642Members
    brig, nice gun, i am useing maya 7.0, i have most likely the same exsorter to sm, now aparently this thing will exsport hl 1 smd's acording to things i googled and or read on the pages one can down load it from

    to exsport for hl one tho so far i have had to try and make QC files from semi scratch, also when exsporting really unceack and the exsport pyshic type material type as alot ot non of them as far as i have seen work in hl one as in when useing the smd compile i keep geting from the QC's base type doesnt exsist

    the other thing i have been doing *shush i know this is a little bad, is sort of ripping as much info as i can form the Qc files ill be replaceing the model with and also useing the original models bones and animations and so on, bascily next year we wil lbe learnign bones and working in the live side of maya, i know enough to get my by but not enough to produce brilliant peice of animated works of art, if you know how to key fram in maya you can pritty much make your animation tho just remeber where they start and end

    also please please track down the HP hands that are running around

    hum the options i cheack currently are

    1 idle frame
    texture
    gen QC
    compile
    hlmv thumb

    in the paths i change teh texture from a mb file to a .bmp

    skrew the qc settings, i dont know i cant seam to work static prop or any form of prop material to be recognised *shrugs

    as for animations lable so you can remeber them for your own QC, and mark the start frame and the last frame before your next key frame which should be the start of yoru next animation, i supose you could key frame your last frame as well who knows

    currently where i am at with all my qc fiddaling in the last few days is a issue with $BHbox XXX.XXX, XXX.XXX

    i figure they are Xyz on positon them xyz's on rotation but the ns hb cowardinates in the ns qc's dont match up to maya cowardinates, also i dont blevie i woudl know how to even add a hit box to my model, again i might just steal the ns one

    i am sure someone will jump in here under me and rudely correct any thing i say so in that case its prolly best to listen to them,

    tho sicne i am in the same boat as you brig it would be nice if they where polite about it
    Stop by see some of my latest works in maya, ill even evently host my WIP's and old old works.
    http://nex17.deviantart.com/
    search under digital art works
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Posts: 1,642Members
    edited December 2006
    ok so i was another night hard at it trying to get these seams strait and matching, bounding box and correctly displace mapping.

    looks like we will need to exsport it as smd, then breifly put into some other program milk shape maybe to compile it

    OH one more thing Brig make sure you keep your work triangulated polygons>triangulate
    should be down near clean up

    i am useing Source Exporter 2.5 for maya 4-7 updated by Prall, kratisto compiler_decomipler, with maya 7.0

    i have my model, i have it textured with a rather crappy dis map and the required phongE shader
    i have my bone tied to the model, i have my bounding box caculated
    i think my issue is i wouldnt know a QC if had one tattooed on my body, i am just simply useing what i know to try and make one
    bascily

    this is what i got

    /*
    ==============================================================================

    acidrocket.mdl

    Original name:
    "C:\mess\acidrocket_ref.mb"

    ==============================================================================
    */

    $modelname "acidrocket.mdl"
    $cd ".\"
    $cdtexture ".\"
    $scale 1.0
    $cliptotextures


    $bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
    $cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
    $eyeposition 0.000000 0.000000 0.000000



    $body "body" "acidrocket_ref"



    $hbox 0 "Sphere01" -11.150000 -11.570000 -18.750000 11.150000 11.570000 18.750000


    $sequence "idle" "acidrocket_ref_idle" fps 20

    but the compiler

    gets the correct folders C:mess blah blah
    it enters the qc file
    it grabs the smd
    it grabs the idle smd
    *******error************
    cannot find bone Sphere01 for bbox

    now i have tryed every thing i can think of with manipulating the hbox area and the bbox area and no luck

    i am at the point where it would be nice if some one said here give this a shot this is how i do it and its always worked for me
    : )

    my current bounding box min max values are
    -56.002 -16.444 -16.554 27.587 18.158 16.363

    and yes Sphere01 as a join/bone does exsist and is bound to my mesh
    Post edited by Unknown User on
    Stop by see some of my latest works in maya, ill even evently host my WIP's and old old works.
    http://nex17.deviantart.com/
    search under digital art works
  • MaxunitMaxunit Join Date: 2005-02-01 Member: 39414Posts: 224Members, Reinforced - Shadow
    Thats some serious ish(good ish i mean tounge.gif). It looks really cool....yea, most people stopped customizing NS longer ago, hope this will change ^^.

    I would like to see this baby in action, so like blasting away some nasty skulk or lerks tounge.gif
    I like to be in the darkness and to be unseen...
  • slayerkl2slayerkl2 RUFCKINGKETAMINE?????? Join Date: 2004-10-17 Member: 32324Posts: 469Members
    Sexy good to see the good ol modelers rerturning.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Posts: 1,642Members
    actuly it apears my exsporter isnt even working correctly
    Stop by see some of my latest works in maya, ill even evently host my WIP's and old old works.
    http://nex17.deviantart.com/
    search under digital art works
  • SidSid Corwid of the Free Join Date: 2003-01-28 Member: 12903Posts: 2,778Members, Constellation
    Yes, he's back.
    image
    Playing Since Beta 1.0 <3
    Deviant Art Account
  • adulusadulus Join Date: 2005-06-29 Member: 54950Posts: 33Members
    The gun is so damn sexy it kills any fades who look at it.

    gg aliens down marine.gif
    Comprox ninja-deleted my sig and all I got was this stupid T-shirt.
  • Azure_EdgeAzure_Edge Join Date: 2006-12-15 Member: 59070Posts: 2Members
    edited December 2006
    oh snap!1 wow.gif

    *holds a gun up to brigs head* this gun is hot! when will it be finished? tounge.gif
    Post edited by Unknown User on
  • SpaceJesusSpaceJesus Join Date: 2004-07-02 Member: 29683Posts: 938Banned
    I don't get why people use such fancy render setups for models intended for such an antiquated engine :s
    *IMAGE BALEETED.* Sigs are not to exceed 400x75 or 22KB. No exceptions. -Talesin
  • BrigadierWolfBrigadierWolf Join Date: 2003-05-30 Member: 16876Posts: 1,192Members, Contributor
    You mean a standard 3 light setup? Honestly its easier to do that then to try to mimic HL1's lighting.
    IPB Image
    "Napalm sticks to children" is not a motivational phrase


    QUOTE(Chrono Feb 7 2005 @ 01:32 AM)
    thats what you think! i will pass your record for sig qoutes!
    SIG'D!
  • SpaceJesusSpaceJesus Join Date: 2004-07-02 Member: 29683Posts: 938Banned
    I was talking about the specularity material but hey, whatever floats your boat I guess.
    *IMAGE BALEETED.* Sigs are not to exceed 400x75 or 22KB. No exceptions. -Talesin
  • BrigadierWolfBrigadierWolf Join Date: 2003-05-30 Member: 16876Posts: 1,192Members, Contributor
    ... Uh.. you mean a Blinn? Theres really nothing fancy about a default Blinn.

    Anyway. I mocked up another variant. I figured since the one I posted above was the R14a1, there had to be a regular R14, and heres what I imagine it would look like. I essentially just turned it into a Civilian weapon.

    IPB Image

    IPB Image
    "Napalm sticks to children" is not a motivational phrase


    QUOTE(Chrono Feb 7 2005 @ 01:32 AM)
    thats what you think! i will pass your record for sig qoutes!
    SIG'D!
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Posts: 3,652Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester mod
    Your work is looking good as always!
    image Proud Dutchman image
    Join the Natural Selection IRC channel: #naturalselection on irc.gamesurge.net!
  • SpaceJesusSpaceJesus Join Date: 2004-07-02 Member: 29683Posts: 938Banned
    I realise it's nothing too complicated, I guess I just don't understand the reasoning behind making your model look better in a render than it will ingame. It's kinda like using radiosity lighting to render a model with only a diffuse texture if you ask me.
    *IMAGE BALEETED.* Sigs are not to exceed 400x75 or 22KB. No exceptions. -Talesin
  • BlackMageBlackMage [citation needed] Join Date: 2003-06-18 Member: 17474Posts: 3,199Members, Constellation
    because it's shiny and people are attracted to shiny things
    ( ゚ ヮ゚) I like mittens!
  • ZeroByteZeroByte Join Date: 2002-11-01 Member: 3057Posts: 1,404Members
    It's as cool as shiny mittens!
    image
  • DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Posts: 4,507Members
    Looks amazing as always, steel seems a little flat on the texture side though
    image
  • wnnwnn Zombie Panic modeller Join Date: 2003-06-03 Member: 16960Posts: 788Members
    Having seen some of his previous works, it's obviously not skinned, he just threw a couple quick materials together.
    Clever. Quite obnoxious, but clever.

    -- Nem
  • Dark_SoulDark_Soul Hive King Join Date: 2003-11-11 Member: 22527Posts: 1,051Members
    QUOTE(wnn @ Jan 11 2007, 01:32 PM) »

    Having seen some of his previous works, it's obviously not skinned, he just threw a couple quick materials together.


    we all know that

    besides, he said it himself in the first post wink-fix.gif

    pretty good work Brig!
  • CplDavisCplDavis I hunt the arctic Snonos Join Date: 2003-01-09 Member: 12097Posts: 4,153Members
    hey Brigadier Wolf. I always loved your models back in the day glad to see your still making great pieces for NS . biggrin-fix.gif
    If the people be of sound mind, laws are unneccesary.
    If the people be not of sound mind, laws are useless. --Plato
  • wnnwnn Zombie Panic modeller Join Date: 2003-06-03 Member: 16960Posts: 788Members

    QUOTE(Dark_Soul @ Jan 12 2007, 10:32 PM) »

    we all know that

    besides, he said it himself in the first post wink-fix.gif


    QUOTE(Drfuzzy @ Jan 11 2007, 05:55 PM) »

    Looks amazing as always, steel seems a little flat on the texture side though


    Not all of us wink-fix.gif
    Clever. Quite obnoxious, but clever.

    -- Nem
  • GoldenprizeGoldenprize Join Date: 2006-11-05 Member: 58379Posts: 156Members
    looks like to much polycount?!
    please show polycount!
    (remind: my english is bad , im a long time out of non-english school)
    bunnyhoppers are 6ay


    DEUTSCHLAND
  • BrigadierWolfBrigadierWolf Join Date: 2003-05-30 Member: 16876Posts: 1,192Members, Contributor
    Unfortunately I dont think Im gonna finish this. Work load has picked up on NMRiH, plus after playing NS for 2 weeks straight, I remembered why I stopped playing. Too stale.

    Sorry guys.
    IPB Image
    "Napalm sticks to children" is not a motivational phrase


    QUOTE(Chrono Feb 7 2005 @ 01:32 AM)
    thats what you think! i will pass your record for sig qoutes!
    SIG'D!
  • Wolf_KahlerWolf_Kahler Join Date: 2002-11-29 Member: 10252Posts: 1,237Members
    Hahahahaha. Burn.

    Best of luck with NMRiH.
  • SpaceJesusSpaceJesus Join Date: 2004-07-02 Member: 29683Posts: 938Banned
    QUOTE(BrigadierWolf @ Feb 1 2007, 09:45 PM) »

    Unfortunately I dont think Im gonna finish this. Work load has picked up on NMRiH, plus after playing NS for 2 weeks straight, I remembered why I stopped playing. Too stale.

    Sorry guys.



    MSN me the .max, ill uv and maybe skin.
    *IMAGE BALEETED.* Sigs are not to exceed 400x75 or 22KB. No exceptions. -Talesin
  • SloppyKissesSloppyKisses omgawd a furreh&#33; Join Date: 2003-07-05 Member: 17942Posts: 1,068Members, Constellation
    QUOTE(BrigadierWolf @ Feb 1 2007, 09:45 PM) »

    Unfortunately I dont think Im gonna finish this. Work load has picked up on NMRiH, plus after playing NS for 2 weeks straight, I remembered why I stopped playing. Too stale.

    Sorry guys.



    noooo now im gonna cry lol :/
    XrgpE3Q.jpg
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