Is there a way to quickly cheat to get all weapons equipped? I had to ubermensch, spawn a bunch of chemicals and do research just to equip the exotic guns.
I just wasted 30 minutes cheating so I could get screenshots of all the weapons and then every single screenshot had graphical corruption... goddamnit!
Finally got around to changing the file extensions to .zip so they are recognized by the latest mod managers. Seems there's no unlimited expiry date anymore though... I guess I'll have to come back in 3 yrs and re-upload them
I think I was asking K whether it would be possible to run a script or something that would simply rename all .ss2mods into .zips some time ago, but don't remember what the conclusion was.
Is there a way to use this with the Blue Mod Manager? Unsure of how to install these to give them a try. Just looking for some alternative models for some of this other weaponry.
I'm going to put together a proper showcase of the weapons for the first page at some point so there are no more disparate image links floating around. Mean time I've been thinking about taking another swing at all these weapons. There are little things I'd like to do. Reducing the size of the cannon was one of those things. As I recall, I did make an attempt before but it failed for some unknown reason. Every time I shrunk the model, the bin file was exactly the same. In any case, I haven't forgotten about this.
@RocketMan Where did you end up regarding size of your Fusion Cannon? I like the look and style of your mod, but damn!, that thing is huge. Did you ever come up with a fix for it?
Any suggestions on how to fix this? The original weapon had a camo texture as well. It just had lower contrast and similar colours. This one is admittedly brighter but in fact it's been dulled considerably since the first draft of the texture to make it less offensive to the eye.
Lol I never played mech warrior but I'm getting a sense of it anyway.
I think I'll shrink it to 80% (from 85%), translate down and tilt up a bit... if that's possible. When I was playing with 3dstobin, none of those parameters had any effect for some reason.
I have to wonder though, how exactly are you supposed to hold this thing? Do you hold it like a sub-machine gun or like a rocket launcher? It's pretty big so I'd think shoulder mounted makes more sense but the original model doesn't confirm this at all. I'll just stick with matching the original.
Hmmm... something's going on there. Maybe mine is too close to the reticule. Wtf though I mean in my modelling program the proportions are identical and I reduced the hand model by 15%. Maybe the original was also artificially reduced. Maybe I'll shrink it some more.
just one note - bmp is a slightly impractical texture format, I would suggest pngs. apart from that, it's quite nice, although it takes up maybe 40% of the screen when equipped, and I must say I would prefer it to be somewhat closer to the original.
I thought I was never going to finish the fusion gun but what can I say, I'm tenacious... so it's done now. I didn't do the texture work in case you didn't figure that out but the source of the work has decided not to credit itself so I'll just say I was lucky enough to employ some fine talent. I'll also disclose that the model is mine but has been very lightly edited by said "talent" and I've also edited the textures after the fact so everything's a bit of a mishmash.
The gun requires the new patch because the textures are bigger than 256^2. Theoretically this mod could be compatible with old shock by scaling the textures down below 256 but that would lower the quality enough to make the text illegible.
The gun is still pretty massive when equipped and I've shrunk the hand model just enough to make gameplay reasonable but I firmly believe that it should remain fairly huge because it's a big powerful gun and so it should have big powerful presence.
Please provide feedback as usual because I didn't have the benefit of developing this gun with the community as I did with my other guns. I "may" or may not be able to fix whatever you find but let me know anyway.
One more thing. I've been playing with the gamesys for this gun and I'm going to release a DML soon to modify its behaviour slightly. It will be an optional download but I recommend it if you want a slightly more realistic experience.
1. How to increase texture anim rate for individual textures 2. If light sources can be added inside a model so that a part of the gun can glow and not the whole thing. 3. If I need to do anything special since the patch to make the gun work that otherwise I wouldn't have to worry about. I'm thinking of those material things or maybe DMLs?
I dunno really. Since the patch I don't know what I'm doing anymore. All I know is, I'm done with this thing and I want it off my hard drive
Due to some complications I no longer have the means to finish this gun in a timely manner....so I'm wondering if anyone out there with demonstrated texturing skills would like to take a stab at texturing this gun. The modelling is finished and may only need minor tweaking if at all so the task at hand would be either to UV map and texture the gun from the 3ds file or to let me UV map the gun and then make textures to fit that mapping. It's not clear to me which option would be easier for the texturer but I'm willing to help however I can. Please let me know who would like to help get this gun out to the community.
Please see the screenshot 2 posts above for the work in progress.
So what would I like to see... A glass cylinder that fills up with green glowing free floating plasma and as the pressure grows it condenses until bursting from the rifle's muzzle. Make it shiny.
I guess I should have stated my plans for the features, etc. I definately want to light up the fusion cannon so don't worry about that. The transparent outer cylinder is a cool idea and wouldn't be hard to do at all.
The comment about the hole in the front...are you saying there should just be a hole were currently there's a small embossed cylinder or is the point to make the hole big and detailed like a focal point? On an unrelated model I once made hollow cannons and someone pointed out it was a waste of polygons so I'm just checking to see what your idea is for this feature.
By green film-sprocket things I assume you're talking about the green sheath or w/e that's wrapped around the black cylinder front part of the gun?
I want to have an animated info screen on the side, that blue part is supposed to be a transparent window through which you can see a loaded prism, the front part of the gun will be lit, there may be some blinking light details slightly aft of that on the gun body and there's a plate on the other side where the prism goes to indicate that that's where you insert it. The side visible to the player merely has a window in it to see that it's there.
I was going to wait until this was done to post a picture but based on the development history of this mod it seems that most of my success has been a direct result of user input during the development phase so I'd like to ask for your feedback on the GEOMETRY now before I consider that part done. Textures will come later and are not the focus right now. Thanks everyone.