Mrel: Avp2 Shotgun
Wolf_Kahler
Join Date: 2002-11-29 Member: 10252Members
<div class="IPBDescription">If you want it, but not if you don't.</div> <img src='http://d12dod.homestead.com/files/mod_avp2sg.jpg' border='0' alt='user posted image'>
There are a few different versions, so here's how it works:
First, you get <a href='http://d12dod.homestead.com/files/mod_avp2sg_xtras.zip' target='_blank'>the "extras" pack</a>. This contains the peewee models and sounds. Then you pick a regular marine V_model from the list below.
<a href='http://d12dod.homestead.com/files/mod_avp2sg_strap.zip' target='_blank'>AvP2 hands with sling</a> [in case you're using any of the colonial marine models], as pictured above.
<a href='http://d12dod.homestead.com/files/mod_avp2sg_strapless.zip' target='_blank'>AvP2 hands without sling</a>.
<a href='http://d12dod.homestead.com/files/mod_avp2sg_strap_ns.zip' target='_blank'>NS marine hands with sling</a>.
<a href='http://d12dod.homestead.com/files/mod_avp2sg_strapless_ns.zip' target='_blank'>NS marine hands without sling</a>.
Finally, you pick either of the HA V_models below.
<a href='http://d12dod.homestead.com/files/mod_avp2sg_strap_hv.zip' target='_blank'>NS heavy armour hands with sling</a>.
<a href='http://d12dod.homestead.com/files/mod_avp2sg_strapless_hv.zip' target='_blank'>NS heavy armour hands without sling</a>.
This turned out to be as much a hack as it is a conversion. Since the AvP2 receiver cuts off too short at the back, it would've left a nice gaping hole where polies should've been, so I took the receiver off a Mossberg. Mercatorn helped me big time by making the AvP2 receiver texture fit the Mossberg receiver.
Before doing that, I tried to change the origins, but it never seemed to work in the test compiles I did. Magically, now that I've finished the model and done my final compilations, the origins seem to be nicely off to the right, where you wouldn't have seen the empty space at the back of the AvP2 receiver, if I hadn't put a Mossberg one there instead. Go figure. At least it works.
You may have seen pictures of the original AvP2 shotgun in its untouched state with a big rectangular black hole at the bottom of the receiver. That was due to horrible texture coordination, which I fixed, so you won't see it here. That was actually supposed to be the ejector slot, which is higher up on the model.
The highest poly-counts any of these versions has is 2195 on the HA with sling. The colonial marine ones have a few hundred less. All models have only the forward hand because you never see the hand controlling the trigger, so they'll look funny when you open them in HLMV. Yes, the model is actually quite a bit larger than the skeleton was built for, so the bones meant for the back hand are a tad more forward than the Mossberg's trigger.
Though the anims are stock CS M3 Super 90 anims, I did have to edit the shell insertion anim to fit the different proportions of this model.
Full credits for all pieces released here in ReadMe files included in all ZIP's offered above.
There are a few different versions, so here's how it works:
First, you get <a href='http://d12dod.homestead.com/files/mod_avp2sg_xtras.zip' target='_blank'>the "extras" pack</a>. This contains the peewee models and sounds. Then you pick a regular marine V_model from the list below.
<a href='http://d12dod.homestead.com/files/mod_avp2sg_strap.zip' target='_blank'>AvP2 hands with sling</a> [in case you're using any of the colonial marine models], as pictured above.
<a href='http://d12dod.homestead.com/files/mod_avp2sg_strapless.zip' target='_blank'>AvP2 hands without sling</a>.
<a href='http://d12dod.homestead.com/files/mod_avp2sg_strap_ns.zip' target='_blank'>NS marine hands with sling</a>.
<a href='http://d12dod.homestead.com/files/mod_avp2sg_strapless_ns.zip' target='_blank'>NS marine hands without sling</a>.
Finally, you pick either of the HA V_models below.
<a href='http://d12dod.homestead.com/files/mod_avp2sg_strap_hv.zip' target='_blank'>NS heavy armour hands with sling</a>.
<a href='http://d12dod.homestead.com/files/mod_avp2sg_strapless_hv.zip' target='_blank'>NS heavy armour hands without sling</a>.
This turned out to be as much a hack as it is a conversion. Since the AvP2 receiver cuts off too short at the back, it would've left a nice gaping hole where polies should've been, so I took the receiver off a Mossberg. Mercatorn helped me big time by making the AvP2 receiver texture fit the Mossberg receiver.
Before doing that, I tried to change the origins, but it never seemed to work in the test compiles I did. Magically, now that I've finished the model and done my final compilations, the origins seem to be nicely off to the right, where you wouldn't have seen the empty space at the back of the AvP2 receiver, if I hadn't put a Mossberg one there instead. Go figure. At least it works.
You may have seen pictures of the original AvP2 shotgun in its untouched state with a big rectangular black hole at the bottom of the receiver. That was due to horrible texture coordination, which I fixed, so you won't see it here. That was actually supposed to be the ejector slot, which is higher up on the model.
The highest poly-counts any of these versions has is 2195 on the HA with sling. The colonial marine ones have a few hundred less. All models have only the forward hand because you never see the hand controlling the trigger, so they'll look funny when you open them in HLMV. Yes, the model is actually quite a bit larger than the skeleton was built for, so the bones meant for the back hand are a tad more forward than the Mossberg's trigger.
Though the anims are stock CS M3 Super 90 anims, I did have to edit the shell insertion anim to fit the different proportions of this model.
Full credits for all pieces released here in ReadMe files included in all ZIP's offered above.
Comments
Sheena's got a new toy...
was it just the ping...or did it have some minor animation glitches? it reloads 8 rounds..but u see only 1 round gets to be reloadet..
and the origin are pretty fine.. just a bit to much in front of my view.. there hangs a floating forearm on my shootgun eeeeek <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> its nearly not to see.. it looks a bit strange how his arm is bent.. but anyway
i luv it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> thank you wolf *hug*
oh and does anybody know about the HA Smartgunner Marine model with a cap or somfing?
oh, and i <i>think</i> the skin of the shell was done by wannabe, i'm too lazy to check though <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
he puts one shell and then leaves the gun hanging up there like licking a lollipop still luv the Shotgun itself but just pointing somfing out cause i reload after 5 shots if i am not in serious danger ^^
what is that ?
*edit *
ooh that thing
k nm
I'm not sure why the reload does that. I tried to time the anim so it played as fast as the efault shotty's one by opening an HLMV for each and playing them side by side, then adjusting the timing value in the QC file. I guess it wasn't good enough... I have no idea how to fix that. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
Glad you're happy, Sheena.
Now, I've noticed my Smartgun does that acrobatic act that so many have mentioned [yeah, it's actually been a long, long time since I played]. Did anyone figure out how to fix that?
<b>*EDIT*</b> Oh, idiot me, I forgot the HA guy I'm using doesn't have Smartgun anims.
For my next project, I'm thinking I should do something about making/converting/hacking myself an HA that I can really be satisfied with... Mercatorn has requested a conversion of the Protect Armour from Jin Roh that you may or may not have seen on CSCenter.com, but I find he's too cartoony for my own tastes. I want something that'll fit better with my Colonial Marine [gritty, tough-as-nails, realistic, frightening]. The Protect Armour is an awesome concept, but I'm thinking of remodelling him a bit. A new skin would be required, of course. If anyone figures out how to put sprites on models without it being a server-side mod, I'll try putting glowing red sprites in front of his eyes. It'd be awesome if a series of sprites could be used to simulate a light trail when he moves around. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
Whoa can't wait for those new wrks
again..thats not for halflife or any other game or mod...
<!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo-->
(gee who gonna win?)
i meant to saw that is good!
I downloaded a hundred megs of models to play with. I'm really serious about wanting a kick-caboose HA model, even if it's 3000 polies.
It's liable to be bulky, though. Not everyone will like it, but I'll do my best to make it realistic, according to my own sensibilities. I'm mostly going to be doing it for myself, like most of my other stuff.
/me hugs you
like it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
(yup, I'm back from my short vacation <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> )
/me hugs sheena
/me kisses sheena
keep going with it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
BTW
great shotgun