666bd2187be8b

666bd2187c354
1 Guest is here.
 

Topic: WUP - Weapon Upgrade Project Read 11798 times  

666bd2187c894Pacmikey

666bd2187c901
Hands for guns. FYI this was intended for 90-100 fov but alt versions are coming

[VanillaFusion.7z expired]
[VanillaEMP.7z expired]
[VanillaAR.7z expired]
[VanillaShotgun.7z expired]
[20240312114148_1.jpg expired]
[20240312113638_1.jpg expired]
[20240303040832_1.jpg expired]
[20240303141047_1.jpg expired]
« Last Edit: 12. March 2024, 15:59:34 by Pacmikey »

666bd2187caa2voodoo47

Re: Hand Models for Weapons
666bd2187caf7
be in sync with what we can (barely) see in the cutscenes, would you kindly. or you can simply check the MP player model.

also, don't overdo it with the polycount, this is an old game, superhires things tend to look out of place.
[goggles.jpg expired]
[googlesgun.jpg expired]
« Last Edit: 04. November 2022, 20:37:11 by voodoo47 »

666bd2187cba5Pacmikey

« Last Edit: 20. August 2023, 12:09:55 by Pacmikey »

666bd2187ccf1voodoo47

Re: Hand Models for Weapons
666bd2187cd54
the game has monkeys, ninjas and zombies, on a spaceship. logic has no power here. also, the worm guns may actually be pleasant to touch, who knows. and if you have seen the updated worm launcher from NDS, it seems to have another part that may be pleasant, if you are a lonely soldier. also, he ends up literally shooting himself up a giant worm's rear end, I'm guessing touching a patch of some weird skin wouldn't be a big deal in comparison.

anyway, consistency with the player model is preferable. or you can offer alternate textures as a separate download.

666bd2187ce06Pacmikey

« Last Edit: 20. August 2023, 12:07:48 by Pacmikey »

666bd2187cf47voodoo47

Re: Hand Models for Weapons
666bd2187cf96
hardcoded/not modifiable, afaik. that little pull down and up while reloading is all you'll get.

some limited gun animations are doable though, Secmod worm guns pulsate and emp rifle opens up its business end some more when overcharge mode is selected. not sure how this works though.

666bd2187d01aPacmikey

« Last Edit: 20. August 2023, 01:23:19 by Pacmikey »

666bd2187d174voodoo47

Re: Sight of Hand Alpha - Hand Models for Weapons
666bd2187d1ce
I doubt it, but we'll see. soon..ish?

@Olfred would be able to help as far as objects are concerned, I bet.


shotgun model looks nice, but something is off with the AR. maybe the gun cutting into the hand in an unnatural way? also possibly cover the arm with the suit texture just a tiny bit more.

666bd2187d270Pacmikey

« Last Edit: 20. August 2023, 01:21:36 by Pacmikey »

666bd2187d375voodoo47

Re: Sight of Hand Alpha - Hand Models for Weapons
666bd2187d3c2
yeah, I always disliked that (much more skin exposed on the hand meshes than on the full model). "whatever looks better in the end", I suppose.
Re: Sight of Hand Alpha - Hand Models for Weapons
666bd2187d837
I wanted to tweak the Tacticool Pistol but it seems reverse conversion to .E can't handle its polycount. It cuts off at the 1300 line range.   ¯\_(ツ)_/¯
Which tools are you using for conversion? I never had that kind of trouble and I think I even have a tacticool pistol as blend file somewhere.

666bd2187d8c5Pacmikey

« Last Edit: 20. August 2023, 01:12:38 by Pacmikey »
Re: Sight of Hand Alpha - Hand Models for Weapons
666bd2187db52
I've been using the im/exporter from nemyax in most cases. It's superb for importing models into Blender. The exporter works quite well but I had cases in which the model did have incorrect lighting on export. In that case I reverted back to using BSP.
There is also the limitation that it will only work for static models. In case you didn't know, the game basically does have two model formats. One is for static models which are most of the world models and the most weapons. Then there is one for mesh models, which are the characters, monsters and some of the weapons (if I remember correctly, all the melee models).

You can get it at https://sourceforge.net/projects/blenderbitsbobs/ it's the io_scene_dark_bin-0.4.20161124.zip file. Make sure to check the wiki.

I'm on a business trip the whole week. So if you still have problems with the pistol I can give it to you at the end of the week.

666bd2187dbe1Pacmikey

« Last Edit: 20. August 2023, 01:12:57 by Pacmikey »

666bd2187de31sarge945

Re: Sight of Hand Alpha - Hand Models for Weapons
666bd2187de84
That looks really nice!

In a sick, twisted way I kind of hope for someone to make a mod where we get the stumpy dolphin-fin looking hands on the original weapon models.

666bd2187df0cPacmikey

« Last Edit: 20. August 2023, 01:13:08 by Pacmikey »

666bd2187e01evoodoo47

Re: Sight of Hand Alpha - Hand Models for Weapons
666bd2187e083
the two handed pistol - while technically correct, it looks just weird. wouldn't do it.

666bd2187e1d9ZylonBane

Re: Sight of Hand Alpha - Hand Models for Weapons
666bd2187e231
One-handed is just cooler.


666bd2187e306voodoo47

Re: Sight of Hand Alpha - Hand Models for Weapons
666bd2187e35b
yes. also the MP Goggles model actually holds the fusion cannon in one hand. take that, realism.
Re: Sight of Hand Alpha - Hand Models for Weapons
666bd2187e5e7
ZylonBane
Also, sensemaking. If soldier was holding the weapon with two hands how exactly is he using the inventory?

666bd2187e681ZylonBane

Re: Sight of Hand Alpha - Hand Models for Weapons
666bd2187e6d0
The same way he does while holding a gun and climbing a ladder.

666bd2187e752Pacmikey

« Last Edit: 20. August 2023, 01:13:20 by Pacmikey »

666bd2187e81cPacmikey

« Last Edit: 20. August 2023, 01:13:37 by Pacmikey »

666bd2187e8f4voodoo47

Re: Sight of Hand Alpha - Hand Models for Weapons
666bd2187e940
about 17.74% less weird, yes.

Your name:
This box must be left blank:

____ at you, hacker: a pathetic creature of meat and bone!  (Fill in the missing word):
1 Guest is here.
And he says if I wasn't confined to this bed I'd pick up my pistol and go and teach the reds. And she says "I know dear" and quietly turns off the light.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
666bd2187f7e1