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ART - Laser Rifle


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RK: I'd like to go ahead and clear the projects people are currently working on from the que and as they finish move them to base texturing.

You lost me in there :D

 

Greetings

Red Knight

 

that is quite old :)

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I misread your post, Shinzon. Sorry for any confusion. You don't actually need to recalculate the normals to fix the problem you're facing. There may be an issue when we render it in ogre, though, so I hear, because I did actually cut it in half to tweak it.
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hmm? I didnt see any problems with the rifle... It seemed well seamed together even if you did cut it in half... there were no holes or anything...

 

At the very worst case I can go along the entire thing checking every vertex and then welding them together...

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em, this might be on the technical side, but shouldt there be a proper aiming mechanisme. what is has now i just a sort of elevated thingy at the front, and nothing to align it with at the back.

Maybe im not seeing it becouse of the angle, and the texturing.

Edited by Qonfused
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There is a V notched rail on the back and the front. It sort of hints at some kind of sight, even though that sort of topography would be insufficient to be an actual sight. I noticed this, but I didn't want to mess with the design too much. It's all good, though, because the player won't be using it to do any sighting. Gun nuts may be slightly put off, but what can you do? Edited by fux0r666
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maybe texturing could add to the illusion?!

 

also, the ringed part of the attached image makes no sense to me.

Im not a gun expert, but would that thingy be in the way, especely becouse its so high on the handle.

wrong_with_lasrife.bmp

Edited by Qonfused
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In fact, if you look back in the thread, you can see the photograph of the latest sporting rifle from H&K that we very directly modelled it after. We used the picture as a direct guide. Moreover, earlier braces, like those found on the L96, are much more pronounced.

 

I don't mean this in an unfriendly way, but please read the thread a bit before posting a comment.

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Well, not really. More like the FN F2000 and the Accuracy International rifles and their clones.

 

And I do not believe that there is any texturing technique that can ad structures to geometry... so however it's coloured, the shape of the 'sights' aren't changable. I'm sure that whatever Shinzon comes up with will be amazing.

 

And, no worries, man ;)

Edited by fux0r666
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Yeah, I'm no weapons specialist. I'm kindda on the oppoisite site of the road: I hate guns, war, and everything else of that. :P

 

So I shouldn't really be designed weapons, should I? ^_^

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  • 4 months later...

Got sick of all of the base facilities... so I did this instead :D

 

Mikker your rifle is alive and well :P

L_Rifle002.jpg

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:yarr:

 

still alive I see.

 

Good to know :P

 

I like the dirrection it's going. Please. Carry on. I'll see if I can find time to work a tad on my not finished ones sooner then later.

Edited by mikker
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Shinzon, the Laser Rifle looks awesome! Keep up the great work! =b^2

 

- Zombie

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I'm doing the quantom cannon now, and I'm looking at unwrapping the heavy laser. Those are the ones needed to be wrapped up. Edited by mikker
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  • 1 month later...

I dont have my computer right now... And probably wont for atleast 2 weeks... I am currently using my fathers and the best art program it has is paint...

 

Dont worry though I will spring the art Dep back to life as soon as I get it back :yarr:

Edited by Shinzon
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I dont have my computer right now... And probably wont for atleast 2 weeks... I am currently using my fathers and the best art program it has is paint...

OK, no problem. :) Thanks nevertheless :)

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  • 1 month later...

Another Update:

 

I think the power level thing near the grip is compleatly out of place... Should I put the same blue glow thing as on the main part of the gun?

 

I just did general highlights on the gun... still no specific details..

 

*Edit*

 

It doesnt want to attach... I guess ill upload it to image shack

 

http://img152.imageshack.us/img152/2503/lrifle004dy4.th.jpg

Edited by Shinzon
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Oh yes, this is great.

 

Yeah, I'd put the blue glow there. Keeps it consistant. I agree, the power messure seems quite out of place.

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I think the power level thing near the grip is compleatly out of place... Should I put the same blue glow thing as on the main part of the gun?

Looks great! As for the power level thingy... I think it would be most useful on the top of the rifle , near to ram (is ram the right word here? I mean the user-end of the rifle... :) ). I think only few people will look on the side of a rifle to know how much shots are left. Especially when under enemy fire... ^_^

Edit: I think a nice place might be at the beginning of the sights? You know, on the chamfer directly at the part where the ram ends and the actual rifle starts?

Edited by Mad
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I would either leave it blank since that is a suporting joint where grip attaches to the weapon. If you really want something there maybe a selector switch for safty or the like. Once you finish detailing the rifle, if you follow the pattern you have with the pistol, you really won't notice there isn't anythingthere.
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Another update, started some detailing...

 

http://img384.imageshack.us/img384/471/lrifle005kd7.th.jpg

 

*edit* The forum doesnt allow me to attach it says

 

THE FOLLOWING ERROR(S) WERE FOUND

The requested file upload failed because suitable permissions have not been enabled on the 'uploads' directory. Please contact the board administrator and inform them of this error.

Edited by Shinzon
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I think I ran into another artists block.. I keep staring at the rifle and dont know what to do next, I can't see but something is bothering me on it... Something along the lines of people being unable to edit their own texts...

 

Plus, I think the resolution of the image is too high.... currently its 1024*1024, the player would never see the rifle that close up as shown in the renders... Maybe this could be left as the x-net version... But for the actual battlescape and such I think the resolution should be lowered to 256*256...

 

http://img117.imageshack.us/img117/1861/lrifle006mh9.th.jpg

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Be it as it may, this is very impressive work. Wow!

Actually I don't think it needs any more work, but that's just me. Only thing I can think of right now is the missing trigger... But I'm confident that CTD can come up with a nice explanation for this... :)

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Be it as it may, this is very impressive work. Wow!

Actually I don't think it needs any more work, but that's just me. Only thing I can think of right now is the missing trigger... But I'm confident that CTD can come up with a nice explanation for this... :)

Usually, the "metal around the trigger" is either small (and "hosts" one finger), or longer and "hosts" 2 or 3 fingers. If the weapon has a small trigger, it's definitely #1. If the trigger is long enough for 2 fingers, then it could be #2. If it doesn't have a trigger, then it should be #2 in order to give the soldier's hand a better grip.

 

Idea: Could you draw a button on the side of the gun, on its front part where the left hand will be located? That way, the soldier holds the weapon with his right hand and fires by pressing the button/touch-pad with his thumb

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Shinzon,

 

First and all, EXCELENT WORK MATE... A MASTERPIECE AS ALWAYS!!!

 

On the other hand, even though Vaaish may want or not additional changes I want to keep the current state in the SVN, can you send him or me the usual stuff to put on SVN? BTW start learning how to use Tortoise cause I will ask Mindstormmaster an account for you, so you can keep intermediate stuff in there too.

 

Greetings

Red Knight

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Tortoise? I never heard of it... is there something like a beginners guide or a wikki page? so I can get some information about it? beacuse when I google it only some music site of some random group comes up...

 

The rifle still needs a bump, glow and a specular map though... But those shouldn't take nearly as long...

 

About the trigger I think it was cut to save some poly's beacuse you will NEVER see the rifle that close ingame (Think the last time you zoomed in all the way in any game just to stare at that new shiny staff or weapon... Ok... Nevermind I do that all the time :P) But I dont think the trigger is going to matter... this isn't an FPS so 10 000 polys per prop aren't needed...

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Guest Azrael
Tortoise? I never heard of it... is there something like a beginners guide or a wikki page? so I can get some information about it? beacuse when I google it only some music site of some random group comes up...

We have been using it for months and months.

 

http://docs.projectxenocide.com/index.php/...ortoiseSVN_tool

 

Excellent work.

 

edit: TortoiseSVN is an application to contact the repository, so you can download everything in the repository or upload things into it :)

Edited by Azrael
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Idea: Could you draw a button on the side of the gun, on its front part where the left hand will be located? That way, the soldier holds the weapon with his right hand and fires by pressing the button/touch-pad with his thumb

Why not making the "touchpad" justwhere the tripper normally would be. that way shinzon wouldn't have to change anythig on the model, we just need to write that the trigger is electronic and not mechanical.

 

@shinzon: this might be a problem. Though I agree on the poly issue, in the XNet this looks rather strange...

Edited by Mad
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Yes, the trigger was cut to save on poly count, as was much of the poligons of the rifle, much to Mikker's chagrin, IIRC. I was of the mind at the time, and still am, that the team should be jockying up to prepare ingame, playable content at the expense of showcase stuff. The ingame model can be used as a place holder for the xnet stuff but not visa versa. I think that the best help wanted advertisement that this project could make is a working battlescape level, however lobotomized in other functionality. Being the lead arstist at the time, my emphasis was in playable content- as a well crafted low-poly model would mean as much to an artist who knows what he or she is doing than a well crafted meso/medium poly model. Correct or incorrect in this philosophy, this my influence on the history of this model.
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I would add a display panel similar to the pistol and try to take the detailing in the pistol grip and merge them into the rifle.

 

If I really run into a block I'll switch gears and come back, so maybe finish up that base lab module and then come back to the rifle.

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Guest Azrael

Idea: Could you draw a button on the side of the gun, on its front part where the left hand will be located? That way, the soldier holds the weapon with his right hand and fires by pressing the button/touch-pad with his thumb

Why not making the "touchpad" justwhere the tripper normally would be. that way shinzon wouldn't have to change anythig on the model, we just need to write that the trigger is electronic and not mechanical.

 

@shinzon: this might be a problem. Though I agree on the poly issue, in the XNet this looks rather strange...

Cause it's unrealistic? the soldier would possibly shoot it by accident, it sounds futuristic, but senseless. In all honestly, I don't think the model looks strange without a grip, only if I'm too nitpicker.

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Cause it's unrealistic? the soldier would possibly shoot it by accident, it sounds futuristic, but senseless. In all honestly, I don't think the model looks strange without a grip, only if I'm too nitpicker.

For one, I don't see how it's unrealistic. This is after all a weapon without any moving parts, so a mechanical trigger would be absolute strange. Senseless? Not at all. Without a mechanical trigger there is nothing that can jam. Accident triggering? Could be avoided, plus no soldier ever has the finger on the trigger if he doesn't intend to shoot. On the other hand, a electronic trigger could include fingerprint checking and other fancy stuff, so this might be a good reason to develop an electronic trigger.

 

Second I think there will be people seeing an inconsistency in the game if a model doesn't have a trigger and it's not specially mentioned in the text. That is why I would ask to at least outfit the heavy cannon, the auto cannon, the rifle and the pistol with a trigger. I know this raises the poly count, but these weapons without a trigger would really look strange, and I don't think anyone will be willing to do a special modell only for the XNet viewer, right?

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There is no reason to bicker over whether or not the trigger is visible. Plenty of other games and especially RTS's do not have visible triggers on their models but it doesn't mean it is electronically fired. In our case, a mechanical trigger wouldn't even be seen 95% of the time and would sensely waste polys.

 

It also goes beyond just getting the job done, when using a firearm being able to squeeze the trigger slowly gives you much more control of when the firearm goes off and affects how quickly you an react. A touchpad trigger would have to be specially shielded so that hte sensors can handle the rough treatment needed for ocmbat ops. Also you are forcing soldiers who have spent years as marksmen on traditional firearms and are used to the tension of a trigger to suddenly switch to touch activated which would require special training to familiarize them with how to fire the weapon instead of simply how to change the mag and turn off the safety. The complex electronics would make field repairs well nigh impossible since its all done on the porcessor level instead of a simple mechanical switch. You also have to work harder to fire it since you an no longer just allow your finger to ride the trigger back to the ready position but have to stop touching the sensor and then re tocuh to fire again.

 

If anything, this rifle would have a traditional trigger but instead of having a mechanical action it would act like a light swith closing hte circuit and then opening it again for the next shot.

 

to reiterate, the last thing I believe people will think of is "oh there isn't a trigger on the model I wonder how they shoot it." it's an understood part of the design of a weapon that the trigger goes in that slot even if you can't see it. There i no need for CTD to explin the lack of it and draw more attention to it,

Edited by Vaaish
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to reiterate, the last thing I believe people will think of is "oh there isn't a trigger on the model I wonder how they shoot it." it's an understood part of the design of a weapon that the trigger goes in that slot even if you can't see it. There i no need for CTD to explin the lack of it and draw more attention to it,

I'm pretty confident that people will notice. Not on the Battleview, but they will notice in the XNet viewer. And there will be people wondering about this. But if I'm the only one who feels that way, I will back off. This would be significantly less work for all of us, so I actually would welcome this in a way.

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to reiterate, the last thing I believe people will think of is "oh there isn't a trigger on the model I wonder how they shoot it." it's an understood part of the design of a weapon that the trigger goes in that slot even if you can't see it. There i no need for CTD to explin the lack of it and draw more attention to it,

I'm pretty confident that people will notice. Not on the Battleview, but they will notice in the XNet viewer. And there will be people wondering about this. But if I'm the only one who feels that way, I will back off. This would be significantly less work for all of us, so I actually would welcome this in a way.

 

I didn't say they wouldn't notice, I said they would infer the placement and function of the trigger even if the model itself didn't show it explicitly and probably wouldn't care.

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