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Devastation: Modeling

Discussion in 'Modeling / Skinning' started by MrBond, Nov 11, 2005.

  1. MrBond

    MrBond ZHP Founder

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    Because Devastation is pretty much a TC mod, it needs weapons, characters, decorations...the whole bit. As such, there's pretty much an open field if anyone wants to jump in.

    Right now, we've got ideas flying around about the following models (generic as the descriptions may be):
    Buttons, Lifts, Switches
    Weapons
    Creatures
    Deco Meshes

    Feel free to suggest ideas here about new stuff. And don't just put "a cool weapon thingy that fires and the cool stuff omg!". I'm serious. I'm looking for detailed descriptions, with a concept design, if you have one.

    Oh, and a few more things: some general guidelines for modelling and skinning...
    Keep the mesh poly count to around 600 for weapons, and 300 for items.
    For the skin, use a 512x512 bitmap for maximum detail. Unless you have Photoshop, keep the bitmap intact in 24- or 32-bit color, then send it to me for conversion.
     
    Last edited: Nov 25, 2005
  2. McTerry

    McTerry New Member

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    here is a weapon I drew for the Unreal Core movie. :D
    Not finished yet but it will be sometime.

    It was ment that this one would be the main weapon you use.
    It got two modes. The first one shoots normal bullets like most SMG's.
    The second fire mode is like the one existing in then Unreal 2 weapon.
    Shoots slugs, (or whatever), like a shotgun. But maybe this is like stealing their idea?

    I can draw alot more weapons if you want too. :p

    http://mcterry.unrealcore.net/files/supercool.jpg
     
    Last edited: Nov 22, 2005
  3. MrBond

    MrBond ZHP Founder

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    Good start. I'm not sure how a secondary slug would work, though. Do you mean that secondary fire is a spread shot like a standard shotgun, or a single, solid, more powerful bullet?

    I'm not too good at drawing, myself, but I can describe one I've got pretty good:

    (Name unknown)
    Hand-held blade device, mainly used by Skaarj. Since Skaarj now have blades built into their arms, these melee weapons are scarce.

    Two sickle-shaped blades attached to a single handle, forming the letter S. A self-charging Tarydium-based core supplements the blades with an electrical discharge upon impact.
     
    Last edited: Nov 12, 2005
  4. McTerry

    McTerry New Member

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    Yes like a shotgun. Becouse I think it will be hard for us to make our own shotgun. :p

    I'm not sure I know what you mean with the blades. Would you make a basic drawing of it?
     
  5. MrBond

    MrBond ZHP Founder

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    I'll try, but believe me, it'll be bad...

    Okay, maybe I'm better than I think. Something like this, but the blades should be curved more. And the bar across is hollow (to put your hand through), with a ridge on the underside for grip. And maybe the blades need to be longer or shorter. Just a little something I did in Photoshop in 2 minutes. (I changed the design from the original S-shape I had in mind)
     

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    Last edited: Nov 12, 2005
  6. McTerry

    McTerry New Member

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    Ok I know what you mean. It's like a Katar but as a skaarj version. :D
     
  7. MrBond

    MrBond ZHP Founder

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    Had to look that one up. Yes, I suppose it's a katar that looks like a damage amplifier.
     
  8. Madd_Cracker

    Madd_Cracker scrawny pale dude

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    some weopon/equipment ideas...
    1. Napalm gun-not to original but the primary fire would launch rounds similar to the flak grenades except with lasting fire results, and secondary would be like a flame thrower, it would prolly work similar to the link gun secondary fire codewise, (or so it would seem in my mind i'm not that bright on coding.)
    2. different goggles like in metroid, how bad ass would it be to storm a room only to get the crap kicked out of you by invisible skaarj(or other nasties?) then the next time around you return with thermal goggles and its payback time!
    3. I really like the ninja rope mutater that gives you the grappling hook thing, i think that would be cool If you could limit its use to specific targets.
    4. if one could make a shock beam that richochets that would be pretty cool probally not that helpful though...oh well
    hope you like the input i'll keep brainstorming.
     
  9. McTerry

    McTerry New Member

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    In that case those weapons should be skaarj weapons that you can pick up.
    Becouse in my opinion as a human player you only need an assult rifle or whatever plus your sidearm as an enforcer.
     
  10. MrBond

    MrBond ZHP Founder

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    This is all good stuff. Flamethrower, but not really a thrower...more like an incendiary launcher. Hmm..

    Grappling hook...hmm...from what I recall, UT would have had it, but they went more "creative" with the translocator. I'll think on that a little...

    Because this is Unreal, I don't think too many limitations really apply. Nothing too off-the-wall, sure.
     
  11. Madd_Cracker

    Madd_Cracker scrawny pale dude

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    heres a flamethrower i made in maya a while back could be modified to fit my description... wouldn't know how to animate it though.

    [​IMG]
     
  12. Madd_Cracker

    Madd_Cracker scrawny pale dude

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    and a pic i did from photshop...
    [​IMG]
     
  13. MrBond

    MrBond ZHP Founder

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    Hmm...interesting.

    Perhaps an incendiary projectile that is ignited by the pilot, then explodes into flames on impact?
     
  14. McTerry

    McTerry New Member

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    Flak cannon + flamethrower = Sticky Napalm Gun? lol
    Having splashdamage and flames burning on the ground or walls (and creatures ofcourse) for a short time.
     
  15. MrBond

    MrBond ZHP Founder

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    Yes, very much like a napalm grenade. Or the napalm rockets in RocketsUT.
     
  16. Reciprocity

    Reciprocity Boots of Spanish Rubber

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    I would like to request some more vegetation models.
     
  17. MrBond

    MrBond ZHP Founder

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    What kind of vegetation? Decoration? Interactive / usable? Dense? Sparse?

    I've also got a cluster grenade concept floating around my head. I'll try to solidify it in the next couple days.
     
  18. McTerry

    McTerry New Member

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    Do we have ideas of how the planet will look like?
    Like weather, vegetation etc.

    I like jungle styled games. But ofcourse, that will be hard using Unreal Engine 2.
    Montains and islands is also something I like.
     
  19. MrBond

    MrBond ZHP Founder

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    I think the landing zone should be tropical / jungle. Maybe the Skaarj base exit could be set into some mountains and such. Other than that, I think it's pretty much up to the mapper (save for the locations outlined on Earth).
     
  20. McTerry

    McTerry New Member

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    I think rain would be a good addon for DS.
    Lets say it rains the first day when they land on the landing zone.
    And next day it can be clowdy or sunny.
    I hope we can manage to make the game last some days. (In-game days) duh! :lol:
     

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