Evil_IceJoin Date: 2004-07-09Member: 29827Members, Squad Five Blue
edited November 2012
Thanks for the positive replies! I'll try and get a shot of it side by side to the default space-luger when I get it to that stage and finalize it's sizing and proportions, but it's a good bit larger.
Moe: the top of the weapon isn't a "slide" and does not actually contain a hammer like most semi-automatics, although it does bare a lot of resemblance to them. The barrel is positioned on the bottom side like the Mateba revolvers, and the actual firing pin mechanism can be a number of things with this configuration. It could use a short-length pin located on a lever inside of the bit in front of the trigger guard, and behind the cylinder-drum, or it could just be electronically fired. There are many possibilities with it being a science fiction game of course, but I have put some thought into many aspects of this particular design, in fact too much at times, and I'm trying to make sure there is some slight basis for plausibility involved. For that matter, the cylinder itself isn't even a conventional rotary chamber; it is actually more of a drum magazine with partial chamber, compression ventilation management, and ejection port built into one replaceable component, which greatly decreases the maintenance needed to keep the weapon in prime working order, at the expense of cost of course.
Little more progress before bed, I SLIGHTLY reproportioned the top "slide" bit, redid the back end of it near where the ammo counter will be, and redid the rear iron sight... I'm a bit happier with it, even though I spent like 2-3 hours just trying to figure out what I wanted to do with it to make it look better!
[edit: Photoshop garbled up some of the edges on that image, due to some silly "fuzzy" color range selection discrepancy... granted these aren't like fancy renders or anything that even takes 2 seconds to render, it bothers me some.]
Just a side question, are you still allowed to distribute the NS2 Rifle viewmodel source? I was interested in making a few custom weapons for small mod projects.
Evil_IceJoin Date: 2004-07-09Member: 29827Members, Squad Five Blue
<!--quoteo(post=2029448:date=Nov 19 2012, 08:56 PM:name=Sewlek)--><div class='quotetop'>QUOTE (Sewlek @ Nov 19 2012, 08:56 PM) <a href="index.php?act=findpost&pid=2029448"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i want to fire that gun! but more important: can you add a rocket launcher addon!?<!--QuoteEnd--></div><!--QuoteEEnd-->
That's a ridiculous question. Obviously it can be fitted with lasers, rockets, and sharktopus launchers.
I didn't get a chance to work on it for more than 5 minutes tonight, hardly worth an update but I figured I would anyway. I will try to get the cylinder finished up next, then start adding doo-dads to the grip and revisit the front iron sight... then it's high poly time!
Evil_IceJoin Date: 2004-07-09Member: 29827Members, Squad Five Blue
edited November 2012
I haven't been working on the Revolver as much as I should be with the holiday and all, but I did decide to start up a quickie in honor of the public distribution of source files...
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
I think the proportions on the top of the gun are weird because there's no logic to them. Guns are highly functional in their design. How would the bullets shoot out of this gun, and what is in all that dead space at the top?
Evil_IceJoin Date: 2004-07-09Member: 29827Members, Squad Five Blue
edited November 2012
I'm currently in the process of building a new animation rig, because the default setup in the source files seems ridiculously cluttered with lots of redundant and unecessary architecture. This has delayed me releasing the reanimated knife, and I haven't had time to skin it more than slapping some base colors on it.
I hacked it onto the default ax animations, and surpisingly it doesn't look half bad! If only the texture were done I could do a default animation release for it. I'm also re-packaging the blank UVW's right now so that if any talented skinners out there wanna take a spin at making some badass knives to replace the axe, let me know!
Evil_IceJoin Date: 2004-07-09Member: 29827Members, Squad Five Blue
<!--quoteo(post=2033795:date=Nov 24 2012, 06:20 PM:name=Zomb3h)--><div class='quotetop'>QUOTE (Zomb3h @ Nov 24 2012, 06:20 PM) <a href="index.php?act=findpost&pid=2033795"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Warms my inner Gorge belly to see you back in the NS scene again.<!--QuoteEnd--></div><!--QuoteEEnd-->
Not sure I recollect you from NS1, but alls good anyway!
I recolored the grip a tad for the placeholder texture because it was bothering me: <img src="http://ice.annihilation.info/NS2/2012-11-25_00001.jpg" border="0" class="linked-image" />
Bleck Steam screenshots...
Still needs specularity maps, and actual diffuse maps! I finished packing up the model for anyone that wants to skin it though, so let me know!
Evil_IceJoin Date: 2004-07-09Member: 29827Members, Squad Five Blue
edited November 2012
I redid the animation rigging on the NS2 arms, and after some extensive testing, and a set of knife animations on them, I'll be releasing them in max 2009 format as well for anyone who wants an easier time getting into custom animations for NS2. I've been troubleshooting and playing around with alot of different aspects of how the Spark Engine handles animations in particular, and the compilation process, and I think I've got most of it worked out now, so if anyone would rather have this:
I will be releasing the arms for everyone else's use, because with a decade of animation behind me, I'm not really sure I understand why there are nearly 6 arms on the rig UWE using, I know one is probably from the biped they hacked up to make the rig, and another appears to be FK helpers, but then there's the base bone structure... and then there's like 1000's of point helpers dummy objects and tons of ###### that should have been cleaned up, but to be fair they probably had no intention of being seen by the public and they obviously didn't affect the animators ability to create top notch animations for NS2, so no harm done.
Starting on some knife animations, working out the initial posing: <img src="http://ice.annihilation.info/NS2/NS1Knife07.jpg" border="0" class="linked-image" />
Now I just have to decide how crazy I want to be with these animations... get TOO crazy and risk scaring off all the lesser-men realism cry-babies...
Evil_IceJoin Date: 2004-07-09Member: 29827Members, Squad Five Blue
Hey guys!
Sorry about the long delay on this, especially as close to finished as it was when I had to leave off on it, but unfortunately modelling and animation is only a hobby for me, and my real job is working as a tactical communications infrastructure technician for the USAF, and I was called away on short notice for a mission!
I'm still not back at home station yet, and don't know when that will be, but I did fortunately invest in a nice ASUS G73 laptop two years ago for one of my Afghany deployments, and I have just finished reloading 3dsm, photoshop, and other applications, as well as my source files for what I was working on to this machine, and will be attempting to pickup where I left off soon since I'm just now starting to settle into repetition here.
Expect more news to follow soon, only a couple animations left for the new animation set for the knife, and some skins have been underway as well! There will be alternate options for both animations and skins when it is completed, so please continue to standby!
Chops: Thanks again for the offer, but unless you are also a texture artist, at this time the only request I might have is possibly looking into the character model source files (they seem to all be range of motion tests, and not actually containing the animations, but I could be wrong on this!) I expect to have this thing compiled for some in-game animation tests shortly, and then packaging it up with some skins to put it out as the first fully-customized aesthetic modification for NS2.
Comments
Moe: the top of the weapon isn't a "slide" and does not actually contain a hammer like most semi-automatics, although it does bare a lot of resemblance to them. The barrel is positioned on the bottom side like the Mateba revolvers, and the actual firing pin mechanism can be a number of things with this configuration. It could use a short-length pin located on a lever inside of the bit in front of the trigger guard, and behind the cylinder-drum, or it could just be electronically fired. There are many possibilities with it being a science fiction game of course, but I have put some thought into many aspects of this particular design, in fact too much at times, and I'm trying to make sure there is some slight basis for plausibility involved. For that matter, the cylinder itself isn't even a conventional rotary chamber; it is actually more of a drum magazine with partial chamber, compression ventilation management, and ejection port built into one replaceable component, which greatly decreases the maintenance needed to keep the weapon in prime working order, at the expense of cost of course.
Little more progress before bed, I SLIGHTLY reproportioned the top "slide" bit, redid the back end of it near where the ammo counter will be, and redid the rear iron sight... I'm a bit happier with it, even though I spent like 2-3 hours just trying to figure out what I wanted to do with it to make it look better!
<img src="http://ice.annihilation.info/NS2/HandCannon19.5.jpg" border="0" class="linked-image" />
<img src="http://ice.annihilation.info/NS2/HandCannon19.jpg" border="0" class="linked-image" />
[edit: Photoshop garbled up some of the edges on that image, due to some silly "fuzzy" color range selection discrepancy... granted these aren't like fancy renders or anything that even takes 2 seconds to render, it bothers me some.]
Just a side question, are you still allowed to distribute the NS2 Rifle viewmodel source? I was interested in making a few custom weapons for small mod projects.
That's a ridiculous question. Obviously it can be fitted with lasers, rockets, and sharktopus launchers.
I didn't get a chance to work on it for more than 5 minutes tonight, hardly worth an update but I figured I would anyway. I will try to get the cylinder finished up next, then start adding doo-dads to the grip and revisit the front iron sight... then it's high poly time!
<img src="http://ice.annihilation.info/NS2/HandCannon19.6.jpg" border="0" class="linked-image" />
UWE has released their source files for the art assets!
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=125079" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=125079</a>
Thanks again guys.
<img src="http://ice.annihilation.info/NS2/VasIstLos01.jpg" border="0" class="linked-image" />
Whatever could it be?
Back to the ns1 slashing. I loved to knife Onos' belly
<img src="http://ice.annihilation.info/NS2/NS1Knife03.jpg" border="0" class="linked-image" />
*pulls out switch axe*
THAT's a knoife...
*hides*
<img src="http://ice.annihilation.info/NS2/NS1Knife04.jpg" border="0" class="linked-image" />
Not quite happy with the normal maps yet... not as clean as I would have wanted... gonna take another pass at a few bits before I start diffuse maps.
It needed it's own post...
Diffuse maps are up next then... Not particularly thrilled with all the wasted space on the UVW maps but I think I'll live...
so much wasted space though...
Maybe make it look a bit sharper?
The knife is looking awesome.
<img src="http://ice.annihilation.info/NS2/NS1Knife06.jpg" border="0" class="linked-image" />
<img src="http://ice.annihilation.info/NS2/2012-11-24_00003.jpg" border="0" class="linked-image" />
I hacked it onto the default ax animations, and surpisingly it doesn't look half bad! If only the texture were done I could do a default animation release for it. I'm also re-packaging the blank UVW's right now so that if any talented skinners out there wanna take a spin at making some badass knives to replace the axe, let me know!
Not sure I recollect you from NS1, but alls good anyway!
I recolored the grip a tad for the placeholder texture because it was bothering me:
<img src="http://ice.annihilation.info/NS2/2012-11-25_00001.jpg" border="0" class="linked-image" />
Bleck Steam screenshots...
Still needs specularity maps, and actual diffuse maps! I finished packing up the model for anyone that wants to skin it though, so let me know!
<img src="http://ice.annihilation.info/NS2/BLARGTHEFACK4.jpg" border="0" class="linked-image" />
instead of this:
<img src="http://ice.annihilation.info/NS2/BLARGTHEFACK2.jpg" border="0" class="linked-image" />
I will be releasing the arms for everyone else's use, because with a decade of animation behind me, I'm not really sure I understand why there are nearly 6 arms on the rig UWE using, I know one is probably from the biped they hacked up to make the rig, and another appears to be FK helpers, but then there's the base bone structure... and then there's like 1000's of point helpers dummy objects and tons of ###### that should have been cleaned up, but to be fair they probably had no intention of being seen by the public and they obviously didn't affect the animators ability to create top notch animations for NS2, so no harm done.
Starting on some knife animations, working out the initial posing:
<img src="http://ice.annihilation.info/NS2/NS1Knife07.jpg" border="0" class="linked-image" />
Now I just have to decide how crazy I want to be with these animations... get TOO crazy and risk scaring off all the lesser-men realism cry-babies...
Sorry about the long delay on this, especially as close to finished as it was when I had to leave off on it, but unfortunately modelling and animation is only a hobby for me, and my real job is working as a tactical communications infrastructure technician for the USAF, and I was called away on short notice for a mission!
I'm still not back at home station yet, and don't know when that will be, but I did fortunately invest in a nice ASUS G73 laptop two years ago for one of my Afghany deployments, and I have just finished reloading 3dsm, photoshop, and other applications, as well as my source files for what I was working on to this machine, and will be attempting to pickup where I left off soon since I'm just now starting to settle into repetition here.
Expect more news to follow soon, only a couple animations left for the new animation set for the knife, and some skins have been underway as well!
There will be alternate options for both animations and skins when it is completed, so please continue to standby!
Chops: Thanks again for the offer, but unless you are also a texture artist, at this time the only request I might have is possibly looking into the character model source files (they seem to all be range of motion tests, and not actually containing the animations, but I could be wrong on this!) I expect to have this thing compiled for some in-game animation tests shortly, and then packaging it up with some skins to put it out as the first fully-customized aesthetic modification for NS2.