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New SMG model

PostPosted: 11 Mar 2015 17:00
by Rabidbutton
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

Re: New SMG model

PostPosted: 11 Mar 2015 18:42
by unixfreak
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. :D

Re: New SMG model

PostPosted: 11 Mar 2015 18:49
by ImQ009
Looks pretty neat, though (as you said) the texturing still needs a lot of work.

Re: New SMG model

PostPosted: 11 Mar 2015 23:19
by shirepirate
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.

Re: New SMG model

PostPosted: 12 Mar 2015 01:53
by LostSouls
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 :)

Re: New SMG model

PostPosted: 12 Mar 2015 19:27
by bloodfox
That looks waaay better than the original model! Good job! :D

Can't wait for it to be released :)

Re: New SMG model

PostPosted: 12 Mar 2015 20:51
by LostSouls
Or qreeves might add - it along with the zapper ?

Re: New SMG model

PostPosted: 13 Mar 2015 06:47
by bonifarz
LostSouls wrote:Or qreeves might add - it along with the zapper ?

http://redeclipse.net/wiki/Obtain_development_version
The zapper is in the devel version for quite a while, and compared to the 1.4 release version, there are also new models by unnamed for the rocket and plasma.
viewtopic.php?f=5&t=18
viewtopic.php?f=5&t=14

Re: New SMG model

PostPosted: 13 Mar 2015 13:27
by Evropi
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.

Re: New SMG model

PostPosted: 13 Mar 2015 16:00
by LostSouls
Bonifarz I say, add it as another weapon and not as a model.

Re: New SMG model

PostPosted: 13 Mar 2015 16:36
by yoloDonor
LostSouls wrote:Bonifarz I say, add it as another weapon and not as a model.

I agree with this, RE needs more weapons. I love the weapons we have ATM, but we could use some more, like a rpg or something.

Re: New SMG model

PostPosted: 13 Mar 2015 16:40
by freezurbern
yoloDonor wrote:
LostSouls wrote:Bonifarz I say, add it as another weapon and not as a model.

I agree with this, RE needs more weapons. I love the weapons we have ATM, but we could use some more, like a rpg or something.


We have a rocket. Is that not enough? There's already seven or eight weapons right now, and with the massive variable list, one can customized them making 'new' weapons in-game.

Re: New SMG model

PostPosted: 13 Mar 2015 16:58
by LostSouls
freezurbern wrote:
yoloDonor wrote:
LostSouls wrote:Bonifarz I say, add it as another weapon and not as a model.

I agree with this, RE needs more weapons. I love the weapons we have ATM, but we could use some more, like a rpg or something.


We have a rocket. Is that not enough? There's already seven or eight weapons right now, and with the massive variable list, one can customized them making 'new' weapons in-game.


The rocket is good, but freez, I just said, I gave my opinion that another weapon in the game can be a good idea

Re: New SMG model

PostPosted: 13 Mar 2015 19:15
by bonifarz
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"? ;)

Re: New SMG model

PostPosted: 13 Mar 2015 20:38
by LostSouls
bonifarz wrote: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"? ;)


YES a heavier machine gun, but as you mentioned, would be bad with fast gameplay RE.
So maybe it could be a request for more please weapon.
AndroidEl told me once that the flamer could be modified as medical weapon, but this talk of medical weapon'll be more to create classes or something :)

Re: New SMG model

PostPosted: 13 Mar 2015 21:23
by shirepirate
let's try to stay on the topic of this SMG model. additional weapons in RE are another discussion.

Re: New SMG model

PostPosted: 14 Mar 2015 00:43
by Evropi
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.

Re: New SMG model

PostPosted: 14 Mar 2015 19:26
by Unnamed
A silencer is a good idea as the smg sound is very calm, but the model looks a bit too large. It also looks too militaristic. It is quite difficult to hit RE's style.

yoloDonor wrote:
Campy wrote:What about an Assault Rifle, with more damage than SMG, 3 shots-burst fire mode and balanced with high recoil or small clips?

That would be nice, as it would be slower, yet more powerful than the SMG. Do you think some sort of launcher would work?

I don't think an assault rifle could fit to RE and higher damage will be very difficult to balance.
I thought about a grenade launcher with small explosion radius so it is more difficult to hit someone. I don't think it is a good idea as well and it will also be difficult to balance.

Re: New SMG model

PostPosted: 15 Mar 2015 00:44
by yoloDonor
Unnamed wrote:A silencer is a good idea as the smg sound is very calm, but the model looks a bit too large. It also looks too militaristic. It is quite difficult to hit RE's style.

yoloDonor wrote:
Campy wrote:What about an Assault Rifle, with more damage than SMG, 3 shots-burst fire mode and balanced with high recoil or small clips?

That would be nice, as it would be slower, yet more powerful than the SMG. Do you think some sort of launcher would work?

I don't think an assault rifle could fit to RE and higher damage will be very difficult to balance.
I thought about a grenade launcher with small explosion radius so it is more difficult to hit someone. I don't think it is a good idea as well and it will also be difficult to balance.

Well. . . How about some type of launcher that slows do enemies? Like a ice gun, perhaps? Or perhaps something that shoots out a glob that could stick to the floor, and if a player walks on it, it slows them down

Re: New SMG model

PostPosted: 15 Mar 2015 01:21
by qreeves
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!

Re: New SMG model

PostPosted: 15 Mar 2015 13:44
by yoloDonor
qreeves wrote: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!

Sounds cool! *wink wink*

Re: New SMG model

PostPosted: 04 May 2015 04:16
by Rabidbutton
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

Re: New SMG model

PostPosted: 04 May 2015 04:24
by qreeves
Uploading it might be a good idea if you'd like me to debug the bone tagging issue.

Re: New SMG model

PostPosted: 04 May 2015 04:40
by Rabidbutton
Sure, should be everything here:
SMG(1.5).zip
(6.18 MiB) Downloaded 168 times

Re: New SMG model

PostPosted: 04 May 2015 11:16
by Iceflower
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 :D but anyway)

Hm iam not really sure but match first person view the third? i think the player holds the weapon different.

Re: New SMG model

PostPosted: 04 May 2015 11:55
by Rabidbutton
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 :lol:

(As a side note the reload animation is set to fit with 1750ms of delay in game)

Re: New SMG model

PostPosted: 04 May 2015 13:27
by unixfreak
I see you updated the screenshots. Looks much better now. The picture with the player holding the gun looks really cool.

Re: New SMG model

PostPosted: 04 May 2015 15:44
by Iceflower
I have uploaded two pictures where you can see the weapon direction.

And whats about colouring the weaopn with the $weaponcol ? :D Like in the first picture. (I have add a colour too every second slot of the magazine in the texture)

Re: New SMG model

PostPosted: 04 May 2015 16:59
by acerspyro
shirepirate wrote: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.

Agreed. Completely agreed. Fart machines are boring.

Re: New SMG model

PostPosted: 05 May 2015 04:47
by qreeves
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.

Re: New SMG model

PostPosted: 13 Feb 2017 18:55
by zejak
Perhaps I'm doing something wrong but when I install it claw model breaks and corpse lose physics.

Re: New SMG model

PostPosted: 16 Feb 2017 11:26
by qreeves
zejak wrote:Perhaps I'm doing something wrong but when I install it claw model breaks and corpse lose physics.

It is probably made for an older version of RE.

Re: New SMG model

PostPosted: 16 Feb 2017 16:53
by Alxa
wow, this looks great