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ART - Heavy Laser Rifle


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#151 guyver6

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Posted 23 July 2005 - 03:51 PM

Ok, sorry I missed that ;). Looking awesome.

I'm trying to add that to XNet since XNet entry for Laser Pistol is finished also. Expect some in-game content soon :D

EDIT: btw, great job, it works out-of-the-box (with minor renaming of files, check file naming conventions at wiki if you want, but renaming is actually what Programming can do for ya ;) )

Edited by guyver6, 23 July 2005 - 03:52 PM.

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#152 Vaaish

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Posted 23 July 2005 - 10:52 PM

The laser pistol should be attached farther up, if it's not let me know and I can reattach the final model.

#153 Darkhomb

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Posted 24 July 2005 - 11:59 AM

Alright, can some one please give this a go? when i view it its blue... Its funny that something that is created you cannot view because you have a crappy video card...

*woops forgot to actualy attach it*
If you want the textures either ask me or vaaish... its not letting me attach em...
Exports.zip ( 30.92k ) Number of downloads: 9

<{POST_SNAPBACK}>



ok here are the textures for the las pistol. you will have to relink the files since the new images are png instead of tif.

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tex.zip ( 1.96mb ) Number of downloads: 9


Edited by Darkhomb, 24 July 2005 - 12:02 PM.


#154 mikker

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Posted 29 July 2005 - 03:36 PM

hey fux.

I'm wondering why you cut of so much detail. Parts of it look kindda bad now.

Oh, and shall I UV map the thing?

Edited by mikker, 29 July 2005 - 03:39 PM.

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#155 fux0r666

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Posted 29 July 2005 - 04:39 PM

I guess we both have our opinions on that one.

There was a lot of superfluous poligons that could have been better expressed in textures. Personally, I find it easier to add polies to a low poly model than to subtract them from a high definition one.

I believe that Shinzon is handling the texture map. It should be alright.

Here I go an angry brother gonna make his move
But can I buck him in the city so I never lose?
See I'm a get him in the crowd with a couple heavies
And lay the barrel to the ground, hold the gat steady
And now I'm ready for my adversary, talk is cheap
I'm looking for a way to make a plan gonna keep it neat
So don't be telling me to get the non-violent spirit
'cause when I'm violent is the only time the devils hear it
'cause all I want to see is m****f***ing brains hanging


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#156 Vaaish

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Posted 29 July 2005 - 04:53 PM

It won't look bad in game Mikker, it'll be good enough for Xnet size and the much smaller ingame size :)

#157 Exo2000

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Posted 29 July 2005 - 05:41 PM

Yeah. No point putting on tons and tons of detail that the players probably won't see. :wink1:

Bumpmaps are fun. :D
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#158 Shinzon

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Posted 29 July 2005 - 06:11 PM

Don't worry to much about it mikker... It looks good to me, I already have some ideas on what to do...

I can unrawp it as well, but if you insist you can do it...

#159 mikker

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Posted 30 July 2005 - 02:39 AM

nah, you can do it.
But can't you, I mean, zoom in X-net? And the battlescape model will be much much smaller, so many more details can go.

Okay, I give. But I don't like seeing my models bad! :P

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the truth about scientology

#160 Vaaish

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Posted 30 July 2005 - 08:54 AM

nah, you can do it.
But can't you, I mean, zoom in X-net? And the battlescape model will be much much smaller, so many more details can go.

Okay, I give. But I don't like seeing my models bad!  :P

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I'm pretty positive that there will be a limit on zoom in Xnet or no zoom at alland just have the item framed in the window.

#161 mikker

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Posted 30 July 2005 - 09:14 AM

Okay. I'll wait and see before I :cussing: any more :P

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#162 bpuk

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Posted 04 August 2005 - 03:31 AM

nah, you can do it.
But can't you, I mean, zoom in X-net? And the battlescape model will be much much smaller, so many more details can go.

Okay, I give. But I don't like seeing my models bad!  :P

<{POST_SNAPBACK}>


I'm pretty positive that there will be a limit on zoom in Xnet or no zoom at alland just have the item framed in the window.

<{POST_SNAPBACK}>


There are no *technical* limitations on zooming within xnet - in fact its alrealdy coded.

Also, limits are alrealdy set up, but can be defined per camera. I'd prefer to avoid having a camera definition for every model though. Where possible, models should share camera definitions. Take a look at xnetcamera.x{ml,sd} if you're interested.

I've no idea what the final UI controls will be though, I just code the stuff, not design it ;)

Or was that not what you meant?

Ta
Ben

EDIT: In case of misunderstanding, I have no opinion whatsoever on any model - thats arts job :)

Edited by bpuk, 04 August 2005 - 04:03 AM.

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#163 Guest_Azrael_*

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Posted 04 May 2006 - 05:29 PM

Since this is (apparently) finished, would someone mind posting a render?

#164 mikker

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Posted 05 May 2006 - 07:11 AM

certainly.

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#165 Guest_Azrael_*

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Posted 05 May 2006 - 05:19 PM

Thanks mikker :)