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11 Mar 2015 17:00
I've decided to take another stab at this, the model is practically done just needs a coat of paint and some animations which I'm starting to work on now, currently the texture is still in an experimental early phase and very much a work in progress as you can see from the images below...
Update: weapon mesh triangle count 1494, item mesh triangle count 1060
11 Mar 2015 18:42
It certainly looks more deadly than the current model. I think it would work.
To me it gives the impression of an assault rifle, especially from the hud view. Maybe the barrel is the culprit for that? Or is this an SMG with a silencer?
It looks great though.
11 Mar 2015 18:49
Looks pretty neat, though (as you said) the texturing still needs a lot of work.
11 Mar 2015 23:19
hm, i also think this is an improvement over the current model. i'm still all for heavier sound effects for the smg, too. it sounds a little too calm as it is.
12 Mar 2015 01:53
An SMG with silencer is a good one. In my opinion you can test the sound of a SMG cs 16 of CT . But an original sound is much better
12 Mar 2015 19:27
That looks waaay better than the original model! Good job!
Can't wait for it to be released
12 Mar 2015 20:51
Or qreeves might add - it along with the zapper ?
13 Mar 2015 13:27
It looks good but it's too militaristic for RE's style in my opinion. I would like it to be a simpler, more stylised shape, with a more interesting grip.
13 Mar 2015 16:00
Bonifarz I say, add it as another weapon and not as a model.
13 Mar 2015 19:15
New loadout weapons can make a great addition for gameplay, but the difficult part is to keep them all well balanced. Also, every weapon should have its own purpose and style. I guess the type of weapon you are missing is a heavy machine gun, LostSouls? Will probably not fit well with the agile gameplay of RE. Or is it just a "more weapons please"?
13 Mar 2015 21:23
let's try to stay on the topic of this SMG model. additional weapons in RE are another discussion.
14 Mar 2015 00:43
I don't want a new weapon myself. I don't think this would make a good new weapon either. As I said, I don't think it fits RE's art style until it is made more scifi and less close to real world guns. It would be amazing for a modern military shooter though, but I can't think of a single good open source one aside from AssaultCube Reloaded.
15 Mar 2015 01:21
We typically limit ourselves to one new weapon per release. This way we have time to work on the weapon balance before introducing another one (plus it gives people something to look forward to). Weapons in Red Eclipse are required to be simple and unique as well; this means I wouldn't at two different machine guns as they overlap a little. The other ideas are already possible candidates for the next release, but that's a discussion/poll for a later date.
For 1.5 we have the zapper, and I have secret plans for a whole new class of items that players will be able to add to their existing loadouts *wink*. So, stay tuned!
04 May 2015 04:16
Just to let everyone know I haven't given up on this project even though admittedly development has been slow, the animations are finished for both third and first person view now(may need some minor clean ups): the first texture sheet is close to being finished though there are a few minor details which could use some adjustments that come to mind and the second texture sheet is on its way, there seems to be a muddy effect created when there are no anisotropic filtering settings in use too and I'm trying to sort that out, also the configuration seems to for the most part disregard the actual bone position for the firing point and shell eject which means I've had to manually set the positioning for both of them any suggestions for this would be great
I can upload the entire model in its current state for 1.5 as well if anyone is interested
04 May 2015 04:24
Uploading it might be a good idea if you'd like me to debug the bone tagging issue.
04 May 2015 04:40
Sure, should be everything here:
- (6.18 MiB) Downloaded 192 times
04 May 2015 11:16
I dont know if i have everything done right, because it looks like that the weapon moves wile shooting around, like melee attack. And the reloading animation, is not very visible (and not existing in 3rd person?) ::D
For set the fire direction a very big help is "/smglaser 1"
(in the rocket model this still shows crazy
Hm iam not really sure but match first person view the third? i think the player holds the weapon different.
04 May 2015 11:55
Wow yeah you're right that was a train wreck! out of all of the things that could have gone wrong that was unexpected, anyway I've re-uploaded it and it should work correctly now thanks for pointing that out, I'll test it this time to make sure
(As a side note the reload animation is set to fit with 1750ms of delay in game)
04 May 2015 13:27
I see you updated the screenshots. Looks much better now. The with the player holding the gun looks really cool.
04 May 2015 15:44
I have uploaded two pictures where you can see the weapon direction.
And whats about colouring the weaopn with the $weaponcol ?
Like in the first picture. (I have add a colour too every second slot of the magazine in the texture)
- Weapon direction
- Weapon direction
05 May 2015 04:47
IIRC if you're using Blender you have to do something to the joints/bones before exporting. "tag_muzzle" should be at the end of the weapon where the bullets come out.
13 Feb 2017 18:55
Perhaps I'm doing something wrong but when I install it claw model breaks and corpse lose physics.
16 Feb 2017 16:53
wow, this looks great
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