I recently started working on an old mod of mine for Unreal again. Check the first screen. Laser sight and a masked skin that makes the sniper rifle mesh look different. Not that big a deal, right? Check out the second one. I "programmed" a reload animation for the gun by messing with its location and rotation. Using those offsets, I was able to keep the laser sight in sync instead of just turning it off for the reload sequence. I think it's pretty slick. Programming animations like that adds a bit more versatility to the old Unreal weapon models.
Anyway, one of the main ideas behind the mod was to give the weapons as much personality as possible, so I've been trying to keep working toward that since I got back to the mod. The first thing I did was to add a second fire mode to the default weapon I'd made, and spiffing up its primary a bit. I'm really satisfied with the weapon now. There's also a chaingun that's completely unruly to begin with, but rather powerful after being upgraded a bit. It'd be awesome if I could come up with a good secondary fire, but I haven't been able to so far. The SMG in the screenshots can be loaded with chaingun ammo for extra punch but with a big increase in recoil. I might make that capability into an upgrade.
There's a pistol that I think's pretty lame. I'm not really sure how to make it interesting. I'm thikin' really elaborate, exotic powerups might be a good way to go. I wonder if I could render it twice, once with the hand masked and fatness up, another time with the gun masked and the fatness normal, to make the gun seem beefier...
Anyway, the sniper rifle also sucks. The RPG wants to be cool, but isn't quite there yet. It's a big shoulder-mounted beast. The shotgun's kinda cool, but still feels a little generic. I might add explosive shells as an alternate ammo type or as an upgrade to try to make it more interesting.
BTW, if anyone wants to play with the Ninja mod against some bots, le'me know and I'll upload it one some webspace I got. IIRC everything was working pretty well in botmatches. I doubt anyone really cares about that or this mod, though.
Anyway, one of the main ideas behind the mod was to give the weapons as much personality as possible, so I've been trying to keep working toward that since I got back to the mod. The first thing I did was to add a second fire mode to the default weapon I'd made, and spiffing up its primary a bit. I'm really satisfied with the weapon now. There's also a chaingun that's completely unruly to begin with, but rather powerful after being upgraded a bit. It'd be awesome if I could come up with a good secondary fire, but I haven't been able to so far. The SMG in the screenshots can be loaded with chaingun ammo for extra punch but with a big increase in recoil. I might make that capability into an upgrade.
There's a pistol that I think's pretty lame. I'm not really sure how to make it interesting. I'm thikin' really elaborate, exotic powerups might be a good way to go. I wonder if I could render it twice, once with the hand masked and fatness up, another time with the gun masked and the fatness normal, to make the gun seem beefier...
Anyway, the sniper rifle also sucks. The RPG wants to be cool, but isn't quite there yet. It's a big shoulder-mounted beast. The shotgun's kinda cool, but still feels a little generic. I might add explosive shells as an alternate ammo type or as an upgrade to try to make it more interesting.
BTW, if anyone wants to play with the Ninja mod against some bots, le'me know and I'll upload it one some webspace I got. IIRC everything was working pretty well in botmatches. I doubt anyone really cares about that or this mod, though.