Type Iii Phaser Rifle

TalShiarTalShiar Join Date: 2002-11-09 Member: 7953Members
<div class="IPBDescription">star trek rules</div> A long time ago i did a star trek rifle, anyway i thought it would look kinda cool in this environment, like around 1000 polygons or so. Isnt as clean as most of my work, will need to fix it up a bit if theres any interest in it. Whatyall think?

Comments

  • jimbobjimbob Join Date: 2002-11-15 Member: 8824Members
    nice one tal, i remember when you were showing this around on the dod boards when someone released a star trek paratrooper guy. would be cool to have ingame if you got a good skinner and animator. would make a good lmg replacement.
  • Private_ColemanPrivate_Coleman PhD in Video Games Join Date: 2002-11-07 Member: 7510Members
    what gun should it go over? It doesnt really look like an anything in the game...
  • JimJim Join Date: 2002-11-26 Member: 9989Members
    I was gonna convert some elite force/jedi knight 2 guns, but too many of the backfaces are deleted <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • Wolf_KahlerWolf_Kahler Join Date: 2002-11-29 Member: 10252Members
    You know, Jim, I feel the same way about some AvP2 guns... The pistol, for example, is almost 2000 polies, but they had cut so much out that there isn't even a -clip- in it just to get down to that number! I'm just not sure what to do with it... It's the hand models that boost the poly-count unreasonably. A quarter of the polies in the model are from what's left of the gun itself! Sure, the hands look gorgeous, but I'm reskinning bloody CS hands to use instead, with mutation of the AvP2 hand skin. At least it enables my two-thousand-poly gun models to have some breathing space. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • DesolationDesolation Join Date: 2002-11-03 Member: 5799Members
    looks good, i used your models for dod wouldn't mind your ns ones either.
  • Blood_OathBlood_Oath Join Date: 2002-12-17 Member: 10946Members
    is that the final release or u still editing? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • KizKiz Join Date: 2002-11-06 Member: 7236Members
    That might look good as a LMG replacement, since the tracers look like phaser blasts if you squint hard enough...
  • jimbobjimbob Join Date: 2002-11-15 Member: 8824Members
    we could possibly replace the tracer spirites with laser beams? just a though, i'm clueless on spirites, i only know about modeling and skinning. And coleman........ your a fool 'what gun should it go over? it doesn't really look like anything in the game' it's a custom model it's supposed to be different!
  • Sentinel1Sentinel1 Join Date: 2002-11-06 Member: 7356Members
    rah that's nice gj <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
  • Smoke_NovaSmoke_Nova Join Date: 2002-11-15 Member: 8697Members
    That is a freakin sweet gun.

    If i'm not mistaken, I think in Nemesis Picard has an Phaser Rifle that fires pretty rapid.

    Anywho, you should release it with two settings, the skinner or the modeler could make a tiny little panel...with two settings, Stun and kill. After all the LMG just seems to stun the Skulks I shoot. the HMG kills them.
  • Wolf_KahlerWolf_Kahler Join Date: 2002-11-29 Member: 10252Members
    edited December 2002
    The tracers aren't actually sprites. They're completely coded, if I'm not mistaken. However, it's my understanding that you can increase the number, colour and length of tracers in your config.cfg or autoexec.cfg files. At least, I know you can in DoD and ToD. Whether the CS team locked those options or not, I don't know. Considering uber-long, bright-red tracers could give away a guy's position from across an open map pretty easily [that would only be a problem if this were not the mod-makers' intention]...
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