XM8 lightweight assault rifle model in progress

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

(SDS)benmcl

Why not visit us here in the real world.
May 13, 2002
1,897
0
0
Visit site
SS wants to deal with mil spec. This is a new weapon done by Duke so he can do anything he wants. If SS did not want the community to bring in new weapons they would not have put in the hooks to make it easier.

As for the textures from someone who was bitching about it. After chatting with some people I have to agree with Duke.

Looking good.
 

MP_Duke

Banned
May 23, 2002
711
0
0
44
www.geocities.com
First beta release

Download H&K XM8 Baseline Carbine

Simple mutator installation procedure.
Enable "Duke's XM8 Lightweight Assault Rifle" in the list of mutators located under The Mission tab on the main menu.

Loadout detail:
H&K XM8 Baseline Carbine
H&K XM8 30-round Magazine (5.56x45mm NATO)

Special integrated sight instructions:
1) Scope mode: hold SwitchWeaponMode while in aim mode to zoom into scope mode.
Hold it again to zoom out. It's adjustable similar to the Robar.

2) Night Vision: while in scope mode, press ActivateAttachment to toggle the night sight illuminator.

//------------------------------------------------------------------------

This beta version has no attachments yet, and only the 30-round magazine available. XM320 nade launcher, 100-round drum, etc. will come later...

Ecale, I can eventually make different barrel attachments.
The way attachments work coding-wise is not how one would expect. It's not actually attaching a part to the weapon model and the rest is left unchanged. Unfortunately, the weapon with an attachment is an entirely separate object. So, I would have to make different models for each attachment scenario. That's not the hard part though; the tedious part comes in when I have to modify or add new animations. But it can be done :)

NOTE: Slung and chest models are absent. Those have to be modeled with the original INF player skeleton which Beppo still has to send me.
 
Last edited:

meeba

lurking drop bear
Nov 28, 2000
88
0
0
uk
lotsa fun!

does it really sound like that in rl? sounds like a bloody cannon lol

edit: just a heads up incase you wasnt aware: when i activate night vision mode, then hip, the 'scope' stays tinted green - might be something to do with me running beppos zoom mode mut though
 
Last edited:

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
2,290
5
38
53
Aachen, Germany
infiltration.sentrystudios.net
Nice work so far!

Some little things I noticed:
- You have to check out the zeroing of the weapon... just check it out on the shooting range... 50m and 100m targets for example. The shots fire too high.
- NightVision magically turns back on after you release the SwitchWeaponMode key if you zoom out and later in again
- You can get the NightVision to be turned on even while not zoomed (Do not have a pattern... it just happend while toying around... maybe switching to hip). Looks as if you use a green light source. Maybe exchange this effect by a general green drawn on the HUD using the Flash/Fog vars (check out PlayerPawn function ViewFlash, variables ConstantGlowFog for example).

To the INF player skeleton... waiting for the original 3ds files myself still.
 

sir_edmond

In my own world
Aug 12, 2003
606
0
16
Boston
Visit site
Duke, the way the thing zoom causes the scope to clip the hud when it was zoomed out, when i was testing it, i am not sure if this happens to you, but plz fixit
 

DamienW

I'm no stranger to sarcasm, sir
Feb 4, 2001
1,678
0
0
Bayonne, France
:tup: Kickass. A few odds things here and there that i'll detail later, but first impression is : wow. Someone did it. The first user-made weapon in INF, and it's definitely of good quality. Bravo.
 

FieldMedic

Less good UT Player ever
Aug 30, 2001
1,134
0
36
Downloaded the beta and tested it
... and it is really impressive.

I noticed the same bugs already reported, the canon-like sound and the skin color a bit strange ;) , but it remains a very very good work especially for the first user-made weapon which found its way ingame.
Great model.
icon14.gif
 

UN17

Taijutsu Specialist
Dec 7, 2003
675
0
16
XM8 - Initial Reactions

:2thumb: Great work and congratulations on the first user made weapon for INF 2.9! I think the skin isn't that bad at all. In 3rd person view, the skin is just right. In first person view, it's slightly blurry but well in the 'acceptable' range. The sound is way out there, nothing like the one heard in the test video, but it's kinda fun to hear a Hollywood-ish sound for now. Ballistics wise, I couldn't tell you anything, because I didn't do any range testing, just bot shooting. The first person model seems very, blocky. I'm not certain, but does not the Mp5 have a very smooth rounded model in 1st person? Perhaps tripling the polygons around the aiming area will do the trick, unless you've already reached 500 polys for the model in 1st person.

You may have created the INF uber weapon, with a multi-magnification scope, night sights, P90-like aiming recticule, 30 round assault rifle ammo, in a light, compact rifle. If this is what the US military will be using in 5 years, wow. :)

I can picture using this offline or on 'special nights' on certain servers, but I can't imagine it being a permanent part of the armory. It's just too good.
 

MP_Duke

Banned
May 23, 2002
711
0
0
44
www.geocities.com
1) It's zeroed around 300m right now hehe
2) I did this for the future reason of activating the nade launcher attachment. I don't want the night vision on while not in scope mode cuz then I'd have to go back into scope mode to turn it off. I just saved the trouble and made it automatic when you zoom out of scope and turn it back on automatically if you didn't manually shut it off. I don't mind it like that.
3) Strange bug. Haven't had that happen yet. I don't want to use the fog variables, that's a fake method, it'll just turn your screen to a different colour. I need the light source for night vision to actually light up and be useful. One thing I need to test is the light source online and make sure it's only on the client side for whoever is using it. If other people start seeing other people's green lights, then it's fubared :p

Beppo said:
Nice work so far!

Some little things I noticed:
1) You have to check out the zeroing of the weapon... just check it out on the shooting range... 50m and 100m targets for example. The shots fire too high.
2) NightVision magically turns back on after you release the SwitchWeaponMode key if you zoom out and later in again
3) You can get the NightVision to be turned on even while not zoomed (Do not have a pattern... it just happend while toying around... maybe switching to hip). Looks as if you use a green light source. Maybe exchange this effect by a general green drawn on the HUD using the Flash/Fog vars (check out PlayerPawn function ViewFlash, variables ConstantGlowFog for example).

To the INF player skeleton... waiting for the original 3ds files myself still.

Yeah I suspected for some to have clipping problems. I don't have this problem cuz I use the glide graphics driver. But I'm sure most of you use Direct 3D or OpenGL (OpenGL for this is absolute ass imo). It's a driver issue, sorry about that.

sir_edmond said:
Duke, the way the thing zoom causes the scope to clip the hud when it was zoomed out, when i was testing it, i am not sure if this happens to you, but plz fixit

Yeah I got the sound off some cheap sound effects page. It was actually labelled as an M16 sound, but I figured what the hell :p
The first-person gun model is around 600 polys which still has some room for more poly work, but I'm lazy... although I do admit I'm not exactly satisfied with the way the light hits the gun in certain angles. And no, the MP5 is not very smooth, where have you been? One thing I'd change about the MP5 is the back iron. It looks like two big batman ears :p

UN17 said:
:2thumb: Great work and congratulations on the first user made weapon for INF 2.9! I think the skin isn't that bad at all. In 3rd person view, the skin is just right. In first person view, it's slightly blurry but well in the 'acceptable' range. The sound is way out there, nothing like the one heard in the test video, but it's kinda fun to hear a Hollywood-ish sound for now. Ballistics wise, I couldn't tell you anything, because I didn't do any range testing, just bot shooting. The first person model seems very, blocky. I'm not certain, but does not the Mp5 have a very smooth rounded model in 1st person? Perhaps tripling the polygons around the aiming area will do the trick, unless you've already reached 500 polys for the model in 1st person.

You may have created the INF uber weapon, with a multi-magnification scope, night sights, P90-like aiming recticule, 30 round assault rifle ammo, in a light, compact rifle. If this is what the US military will be using in 5 years, wow. :)
 
Last edited:

sir_edmond

In my own world
Aug 12, 2003
606
0
16
Boston
Visit site
Stuipid old graphics card!

Any ways, could the crossair be a little less transparent. I cant see it on the target in the shooting range.

Th scope seems to go a little below the screen when I pull it down to the bottom. Dont remembering that happening with the other scoped weapons.

last but not least, OMG 300 meters i cant garrentee every shot wil land in the white circle

{GD}Odie3 said:
Wow, that is nice! When can GD Server have it? ;)
Odie, id say right now!!!!! :D
 
Last edited:

Bushwack

Avenged Sevenfold...
Jul 21, 2003
564
0
0
52
Ohio, NE
Visit site
Im not sure if this is due to the way the weapon is charged after reloading, but your animation is missing the hand cycling the charging handle or at least activating it to the forward position since it fires from a closed bolt.

other than that, its awesome, GJ Dukey!!!!!!


<edit> just rewatched the vids, it has a bolt release button on the right side of the weapon, so its ok, my fault.

but that brings up another thing, there is a forward assist on the weap0on in the video, if the weapon is emtpy and bolt forward, you would need an animation for cycling the weapon to ready. If your assuming the weapons would already be ready in a combat situation, then its fine, no need to animate the forward assist handle being used at all.
 
Last edited:

DamienW

I'm no stranger to sarcasm, sir
Feb 4, 2001
1,678
0
0
Bayonne, France
****Disclaimer : This is not an attack. Your weapon is great. I'm just reporting my findings to help you fix the bugs.****

Odie was kind enough to put the weapon on GD server, so we gave it a quick test. Geno wasn't able to see it, somehow, after having grabbed it off the ground. Other people saw it fine. No pattern here yet.

However, the icon in the hud was not the XM8 but the Desert Eagle's. More annoying, the "weapon mode" key didn't work, either for selecting semi/auto or for zooming. It happens online only, offline works just fine. I installed the mutator as you said and it works fine offline.

Edit :
sir_edmond said:
The weapon doesn't hip when you sprint

Erh, it does here for me, as well as when swimming and crawling, as it should.

Edit² :
Bushwack said:
but that brings up another thing, there is a forward assist on the weap0on in the video, if the weapon is emtpy and bolt forward, you would need an animation for cycling the weapon to ready. If your assuming the weapons would already be ready in a combat situation, then its fine, no need to animate the forward assist handle being used at all.

Valid point, but then again, the M16 has a charging handle to serve the same purpose, and it's never used in INF. Therefore, one has to assume that inf's weapon are always ready when first selected, and therefore, no need to animate thatfor the XM8.

Edit 3 : A question concerning the real-life weapon now. This XM8 looks pretty much like a G36 with "made in america" stamped on it. Why developing it and not just adopting the G36 as a service rifle ?
 
Last edited:

Bushwack

Avenged Sevenfold...
Jul 21, 2003
564
0
0
52
Ohio, NE
Visit site
Maybe because i think to the best of my knowledge, the G36 weapons were designed for the Geramn military specs, and the XM8 was designed to appease the US military, or rather Us Army specs, different wants and needs?

Just guesstimating there though :D
 

DamienW

I'm no stranger to sarcasm, sir
Feb 4, 2001
1,678
0
0
Bayonne, France
Update : Prowler set up a server, and we tried the XM8 along, but it wouldn't appear. Neither in my hands, nor on the ground when i was tossing it. It still fired though. There was no hud icon either. No pattern found yet :(
 

[C22]-Dragoon

Catch-22 Clan leader
Nov 12, 2003
91
0
0
44
Finland
www.c-22.org
Very nice work so far, tho I think as it is now its not in balance with the other guns in the game. Its too good imho.

Also plz plz plz use a black skin on the gun instead of the current, it looks like children's toy.
 

jbJOGI

puzzled?
Apr 15, 2001
100
0
0
Germany
www.combatmaps.de
just uploaded it to combatmaps.

mirror
Very nice work. i really admire your work as you put a lot of time into it and i never could do something similar! :)

but still there are some points that trouble me:
  • (the skin: ;) yes, i know, it has been said a thousand times, but it could be better.)
  • there is hardly any recoil in zoom mode, even while standing tall! is this realistic? i think it's a big problem, as you can hit a target with several shots in fast progression easily.
  • night vision mode is a killer for all night maps. no chance to sneak in the shadows unspotted.

after considering these point i beg you not to add any attachments to the weapon. it would simply be overkill with a grenade launcher or bigger magazine. even now it's nearly killing the balance of the game.