SS2 Shotgun Replacement - Doom3 Shotgun

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karmaQuote
The key is to make a model, change like it would a animation.

Basicly if you have 5 animations to pump the front, you would make 5 diffrent models, each at a diffrent stage of the action, and somehow* allow those models to be played in a line after each shot.

Least thats how they did in in duke3d and jdoom before they ported the models over to quake2 "that used true key frames"
(i speak of the add-on's inhancements made to them years after, not the old games themselfs ;))

"shrugs"
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Nameless VoiceQuote
SS2 already supports true rotating/translating joint animations for gun parts on firing.
You'll be able to see this in action in the upcoming version of SecMod.
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AssassinQuote

Quote by Nameless Voice:
SS2 already supports true rotating/translating joint animations for gun parts on firing.
You'll be able to see this in action in the upcoming version of SecMod.
When is it coming out?
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ThiefsieFoolQuote
Sometime this year, thread hijack over.   :wtfu:
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Digital HitmanQuote

Quote by Nameless Voice:
Only mêlée weapons have true animations; the guns are basically just static meshes.

Shotgun world model in .3ds format attached.

what about the Pistol Barrel sliding back?
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