664adc246a56f

664adc246a919
1 Guest is here.
 

664adc246b6aeJMP-Jack

664adc246b717
Tags: °weapon °SS2

IMPORTANT!!!
This mod is meant as an extension of Tacticool Complete Mod, R&R&R Emp Rifle 3 Mod and RocketMan Fusion Cannon Mod.

This mod adds a left arm to a few weapons:

-Tacticool Assault Rifle (in the Tacticool pack)
-Tacticool Grenade Launcher (in the Tacticool pack)
-Tacticool Shotgun (in the Tacticool pack)
-R&R&R EMP Rifle
-RocketMan Fusion Cannon

"Addons & Alt Version" you can find scrolling down this post or clicking here. Contains:

-"JMP Fusion Cannon Alt 1.0" & "JMP Shotgun Alt 1.0" are 2 alternative version of this weapons (see the screenshots). Load with Mod Manager with higher priority than other weapon packs.

-"JMP New Shotgun Sound" replace the original SG sound with a new one. The SG hasn't an animation for pump action so, I suppose it's automatic. I've added a real SG soundeffect without pump action sound.  Load with Mod Manager with higher priority than other weapon packs.

SHTUP-ND and SCP are optional, but recommended, especially if you want to have hires muzzle flashes on both the shotgun and the rifle.


Thank to Mercurius, RocketMan & Rainalkar for their weapons models (and support) and Voodoo47, Marvin, ZylonBane, Olfred, Kolya and nemyax for supporting me (I hope I haven't forgotten anyone).
« Last Edit: 28. September 2017, 18:18:12 by Moderator »
Acknowledged by 2 members: unn_atropos, jackbower85

664adc246bae7RocketMan

Re: SS2 JMP Jack's Left Arm Patch for Tacticool Weapons
664adc246bb3d
GJ!

1.1 = clothed arm?

664adc246bbdbcallum13117

Re: SS2 JMP Jack's Left Arm Patch for Tacticool Weapons
664adc246bc31
Haha, now that I think about it, the default weapon stance IS a little awkward. Neat idea!

664adc246bcf1JMP Jack

Re: SS2 JMP Jack's Left Arm Patch for Tacticool Weapons
664adc246bd40
Thanks guys!
I've already tried to make a cloth on the arm, but I don't like the result (I'm very finicky). Maybe in the future: I need to do some practice with blender, before.

callum, Indeed, after a while, the right arm begins to get tired... This weapons seems to be heavy!
Acknowledged by: callum13117

664adc246bde7RocketMan

Re: SS2 JMP Jack's Left Arm Patch for Tacticool Weapons
664adc246be36
BTW, the RRR emp rifle is not a tacticool weapon.  This could be misleading to new users looking for the progenitor weapon used in this mod.

664adc246bf00JMP-Jack

Re: SS2 JMP Jack's Left Arm Patch for Tacticool Weapons
664adc246bf57
You're right. Thanks for the suggestion. I updated the description. I didn't change the title because "SS2 JMP Jack's Left Arm Patch for Tacticool Weapons, R&R&R Emp Rifle 3 and Rocket Man Fusion Cannon" (when we are all satisfied and will be available), looks too long.
Now new users shouldn't have problems.
Acknowledged by: RocketMan

664adc246c0advoodoo47

Re: SS2 JMP Jack's Left Arm Patch for Tacticool Weapons
664adc246c0fb
changed the description a bit, as technically, the mods are not required (all textures are present), so if someone wants to use them without their respective parent mods, they can - as mentioned, mod dependency is to be avoided if possible.

664adc246c1f6RocketMan

Re: SS2 JMP Jack's Left Arm Patch for Tacticool and R&R&R Weapons
664adc246c242
Of course.  My comment was intended to discriminate the source material.  Actually the 3 Rs stand for Rainalkar, Rainalkar's Room-mate and RocketMan.  I'm 1 of 3 authors to be clear but none of us are affiliated with Tacticool.  No need to make a big messy title with all our names in it.  It's perfectly practical and fine IMO to simply explain the origin of the mod in the first post, so people understand this is a "value-added" mod that builds on 2 other ones, with appropriate references.

EDIT:  ...which I see has already been taken care of.
Re: SS2 JMP Jack's Left Arm Patch for Tacticool and R&R&R Weapons
664adc246c5c4
Actually the 3 Rs stand for Rainalkar, Rainalkar's Room-mate and RocketMan.
🤔

664adc246c682RocketMan

Re: SS2 JMP Jack's Left Arm Patch for Tacticool and R&R&R Weapons
664adc246c6de
Maybe it should have been 4 Rs?

664adc246c9d7code371

664adc246ca36
What if i use alternative version of granade launcher from Assidragon - raven_gl ? Should i launch it just at top priority?
« Last Edit: 04. June 2017, 15:22:41 by code371 »

664adc246cc9dJMP Jack

664adc246ccfb
What if i use alternative version of granade launcher from Assidragon - raven_gl ? Should i launch it just at top priority?
Correct. Highest priority than my mod. But in this way the character will haven't the left arm (only with the replaced grenade launcher)

664adc246cf77code371

664adc246cff2
Correct. Highest priority than my mod. But in this way the character will haven't the left arm (only with the replaced grenade launcher)
Thanks, i check it - works great. But the pistol.. it's become too big or i'm wrong? O_o

664adc246d24dJMP Jack

664adc246d2a6
Thanks, i check it - works great. But the pistol.. it's become too big or i'm wrong? O_o
Sorry for the delay. It depends on what you mean for "too big". Yeah, Tacticool pistol is big compared to other weapons. So, I think it's normal.

664adc246d364JMP Jack

664adc246d3bb
I was already thinking about changing the position slightly, to make it look a little smaller, just like the original.

664adc246d4e2Chandlermaki

664adc246d532
Am I losing it or are these arm models ripped directly from Doom 3?

664adc246d74fJMP Jack

664adc246d7ae
Am I losing it or are these arm models ripped directly from Doom 3?
I't "Heavily modified" arm from doom marine. Read here: "A special thanks to Doom Marine, for giving me his left arm."
664adc246d94e
What about for the pistol?

One other thing that always bothered me about SS2 was the way the weapons sway from side to side when you move with them. Looks so goofy. Is there a fix for that?

664adc246da3aJMP Jack

664adc246da8b
Hi Joe.
I've already try to change pistol position but when I export the model, the animation of the slider doesn't work anymore.
I don't know how to fix it.

About the weapons movements, I think it can fix. The question is "how"? I'm sure someone more experienced than me can do it (I started using blender with dark engine a week before doing the mod).
664adc246ddc4
Open cam_ext.cfg, find the line ";shock_gun_bob_factor 0.2", remove the semi-colon and change the value to your desire.

664adc246e00aChandlermaki

664adc246e065
I't "Heavily modified" arm from doom marine. Read here: "A special thanks to Doom Marine, for giving me his left arm."

Gotcha, totally missed that!

664adc246e18cvoodoo47

664adc246e1ec
the downloads need a cleanup, it's not clear what's in the big package (some extras like the shard from RM's pack seem to be included), some updates are in a later post, the pulse rifle is here and also in its own topic - I haven't been keeping track of things for just a few days and now I have no idea what's what.

honestly I think all the weapons should be available as separate downloads, while slightly cumbersome if you just want them all, it's much less confusing and easier to track and update.
Acknowledged by: RocketMan

664adc246e2devoodoo47

664adc246e33f
JMPJ did quite a messy thing before leaving, basically smashing the last versions of his models together with a bunch of other weapon mods into one big lump of facepalmness. it's cleanup time:

-split the pack into three parts
-the shotgun vhots have been fixed (Olfred)
-got rid of all redundant and improperly formatted files
-the latest version of the pulse rifle has been moved into the pulse rifle topic
« Last Edit: 29. September 2017, 07:41:02 by voodoo47 »

Your name:
This box must be left blank:

Name the default melee weapon in System Shock 2:
1 Guest is here.
Metric cycle count of 1535 deviates 9x from what we were expecting.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
664adc246e46a