[mrel] The Amazing 31-poly Model
Maus
Join Date: 2002-11-03 Member: 5599Members
<div class="IPBDescription">beta, but it rocks</div> Okay, first things first: It does not have a muzzleflash. However, I can kind of get away with this by saying that the scanlines obscure your vision. If you want to flame, go ahead, but consider my shield activated.
Second, I did this mostly as a test, to try to make a high-tech hud (for HA weapons) but figured I liked it enough to use it for normal LMG anyway.
Third, the view bob makes it look a little odd. Nothing I can do about that.
Fourth. I think it rocks, so and whining you have to do will fall on deaf ears.
Fifth: The scanlines don't show up too well in these pictures, since I shrank the screenies. They look like the scanlines I posted in the transparency thread, in a more suitable TSA blue colour <a href='http://www.unknownworlds.com/forums/uploads/post-19-1055363180.jpg' target='_blank'>(here)</a>.
<img src='http://members.aol.com/dryfeld/cs/32poly.jpg' border='0' alt='user posted image'>
<a href='http://members.aol.com/dryfeld/cs/v_mg.zip' target='_blank'>http://members.aol.com/dryfeld/cs/v_mg.zip</a>
No readme (oops) but all credits are mine, so it doesn't really matter.
(edited because linking the file is useful)
Second, I did this mostly as a test, to try to make a high-tech hud (for HA weapons) but figured I liked it enough to use it for normal LMG anyway.
Third, the view bob makes it look a little odd. Nothing I can do about that.
Fourth. I think it rocks, so and whining you have to do will fall on deaf ears.
Fifth: The scanlines don't show up too well in these pictures, since I shrank the screenies. They look like the scanlines I posted in the transparency thread, in a more suitable TSA blue colour <a href='http://www.unknownworlds.com/forums/uploads/post-19-1055363180.jpg' target='_blank'>(here)</a>.
<img src='http://members.aol.com/dryfeld/cs/32poly.jpg' border='0' alt='user posted image'>
<a href='http://members.aol.com/dryfeld/cs/v_mg.zip' target='_blank'>http://members.aol.com/dryfeld/cs/v_mg.zip</a>
No readme (oops) but all credits are mine, so it doesn't really matter.
(edited because linking the file is useful)
Comments
Edit: Just tried it and it's awsome <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Anyway to make it like that w/o replaceing the model?
Third, the view bob makes it look a little odd. Nothing I can do about that.
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I -think- there's a console command that can stop it, I'll try and find out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
the reloading stuff is to big..,and lightsources next to me makin me almost blind <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Third, the view bob makes it look a little odd. Nothing I can do about that.
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I -think- there's a console command that can stop it, I'll try and find out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It's been a long time, but I think the command is viewsway 0 or something to that effect. I dunno. I'm probably way off. However, that affects all models, and some people may or may not be too keen on on that.
There is an alternative though, and that's opening up the .qc file and adjusting the $scale value to something probably 4.0 or higher. Up around 6.0 or 10.0 and I think you can phase it out completely.
Be sure to backup the model you have now, because adjusting the scale also rewrites the anims and spaces out the bones to fit the larger size so you don't get a mile-wide weapon model on your screen.
This halves the polygon count (by increasing the texture size).
The hud idea is GREAT (though its a cheat).
cl_bobcycle sets how frequently player view bobs while running.
cl_bobup sets the the amount of movement before view-bobbing kicks in.</i>
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> just set all those to 0
(2) re: the images being too big. I <i>know</i> - that's why this is a test model. I threw it out here to show y'all what's possible with regards to faking a spangly new HUD. They'll be smaller on my next version. Also, I don't find them to be at all distracting in-game, which leads me to...
(3) It's not a cheaty model. I know it has no muzzleflash yet, but as soon as I find a sensible place to put one (instead of having it appearing out of nowhere) I'll put one in. Besides, I find the combination of scanlines and the lack of a gun to be more distracting than the muzzleflash, so frankly I don't care what you think <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
(4) Adjusting the bobcycle stuff isn't really viable - it effects <i>everything</i> and not just these weapons (which will eventually be my v_hv set, and possibly also normal v_models)
(5) One completely unavoidable issue I found with it is that building structures removes the view model from the screen. So when you have a full set of these, you'd get a weird lack of helmet effect while building.
n if there is no gun model... aint that "exploiting"
i dont really care... but other flamers do <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
/me goes off to attempt idea