So who's work'n on 3rd party weapons?

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sir_edmond

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SaraP said:
The last organized military force to use muskets was Santa Anna's army, and they got their butts royally kicked by Texans with rifles.

It was for fun you know have every one sent back into the 17th century with muskets :lol: and have the british camo being bright red. the american camo being blue the french camo being white and the hessian(sp?) camo being green.
Oh, camo=uniform
 

jaunty

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You are so god damn stupid. I hate you with the fire of ten thousand suns. Go back to CS.
 

jaunty

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That doesn't mean you don't act like a CS player. Go join their forums. You'll fit in real nice.

EDIT: On topic; I'm in the middle of modelling a rather high detail M9, it's 550 polys without sights or a trigger. I guess if it turns out at a fair poly count (I'm really not bothering to keep an eye on polys at the moment), I guess I could offer it up for use.
 
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sir_edmond

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and FYI I HAVE done some modeling but not some much to gun but for school progects, and I ended up having my list that way because i didnt want it to go on for 2000 pxl. and seriously I state im a dreamer in big bold red letters.

And Im just going for Erratic ideas that pop up that my make the game more interesting.
 
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OICW

Reason & Logic > Religion
Is English your native language? If it is, then unless you have a medical reason, would you mind attempting to use the correct grammar and spelling? I had a friend at school who was dyslexic and even he typed better than you did.
 

DEFkon

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anyhow.. A new M9 model would be great. The current one looks... very off, in both terms of textures, and in scale. It just looks too thin.
 

jaunty

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The texture is the main problem with the current M9. The model itself seems relatively sound. Might be a slight issue with the sights. The major problem is that the slide is one uniform width, unlike the real thing, which narrows about half way up. (Think AK receiver.)

I didn't actually intend this model for a game, but if I can see some momentum behind a 3rd party project, or some sort of team support for one, I'll clean it up and hand it over.
 

jaunty

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I don't plan on it. The only rifles I've made, save an M16A1, were up around the 6000 poly mark, an M4 "what if" that I made doesn't even exist, and the M16A4 that wasn't really an M16A4 doesn't exist either.

As ShaKken pointed out to me some time last week, the handguard on it is reminiscent of the original Armalite handguards. It doesn't have the RAS rails that the real M16A4 has, and the dimensions are a bit screwy, as well as the fact it was made from an M16A1 lower receiver. They were basically the modeller's equivalent of doodling on the edge of your notebook in class.

http://mywebpage.netscape.com/SmegmatronII/M16A4-2.jpg is the only remaining evidence of those models. The model files themselves have been lost in any of the 3 formats since, as well as the renders of them.

I do have an M16ish sort of model underway at the moment, but it hasn't progressed beyond the receiver, and I haven't decided what it's going to be just yet. It's currently known only as AR15.max.
 
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ecale3

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We need to get a group of people together with the various skills necessary to add weapons. Some Modelers, animators, skinners, and coders. I'm sure there are a few floating around. That way the community could get some of the weapons they want into the game, and it'd allow for some more diversity in weapons choice.

oh, and jaunty do you know how to skin?
 
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yurch

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ecale3 said:
We need to get a group of people together with the various skills necessary to add weapons. Some Modelers, animators, skinners, and coders. I'm sure there are a few floating around. That way the community could get some of the weapons they want into the game, and it'd allow for some more diversity in weapons choice.
I'm noting a distinct lack of animators.
Skinning isn't terribly hard to pick up, but doing it well is another story.
 

DEFkon

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i was going to mention that the other day but i didn't want to burst anyone's buble. Another concern i had was the hands & arms. I'm not very sure how models are done in UT/INF2.9 but i had the inkling of "redoing" a skin for the M9, yet i wasn't able to find any textures for it.... Then i remembered reading something that said that all the weapons were hardcoded into INF. I don't know if that's true or not, but if it is... it also means that the models and animations for the hands and arms aren't available to the public.... which means that even if we had a perfectly good weapon model all ready to go.. The modeler would have to try and build the arms from scratch which would mean they wouldn't look like the standard INF arms. So you'd switch from a offical weapon to a 3rd party weapon, and your characters first person arms would look really different.

anyhow.. yet another good reason to try and get one of these UT weapons in INF as a first step.. We have to learn how to walk before we can dance... so there's no reason to spend so much time picking out a trendy pair of shoes, when we can't even tie our laces..
 

[121st]Bienlein

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Well, I am just trying to make a G36 as it is used in the German Army.
Here is what I got so far (now I am trying to texture it... I´ve never done that before :))

BTW: Does anyone know where I could get weapon sounds, especially for the G36? Thx.

Edit: The different colours in the image were just for me to see the parts which need an animation or which are other models... just ignore them :)
 

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jaunty

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yurch said:
I'm noting a distinct lack of animators.
Skinning isn't terribly hard to pick up, but doing it well is another story.

Ok, here's where I stand, as well as a little bit of info for those of you who aren't sure how the whole process works.

1) I can model
2) I have mediocre animation skills, but I can do the animation. It'll just take me a very long time to get them perfect.
3) My skinning skills are somewhere between "none" and "not to be bragged about"
4) I'm not doing anything until I hear something from the team about this. If it was like counter-strike where we're just replacing some models, I wouldn't mind jumping straight into it, but this requires editing of their work, so I'm not committing to anything until I hear what they think of this.

I think the best way to handle this, if it does indeed happen, would be a method similar to the way the IL-2:FB team use their community modellers. The community creates the content, the team checks it over, approves it, and then impliments it itself.

Now, I don't know if the team wants to continue work on 2.9 or what the hell they are doing, so somebody needs to have a big chat to somebody who can make a decision about this sort of stuff.

With that said, here's game content creation 101

Modeller creates model -> Model gets skinned -> model gets animated -> animator passes on the files and info to the programmer, who writes the code for it.

That's the fastest, safest way of getting it done, and it requires people, especially the texturer to be on the ball. Now if you people think you can do all of that, and the above criteria are met, I'll model anything you want within reason. (No guns that I deem to be shit, in other words)
 
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