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#51 Cubik

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Posted 02 May 2003 - 03:07 PM

Back view:

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#52 Guest_drewid_*

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Posted 03 May 2003 - 12:57 AM

HE HE. Oh Yes. NIce model.

Tho I think there should be a little more space between the top of the gun-body and the botton of the sight mount. Just a couple of cms.

Other than that its perfect

big grin

Hey, Heres a thought, I wonder if there are sites out there with samples of real weapon sounds?

I'll bet there are some US NRA sites with stuff like that we could ask to use.

#53 Cubik

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Posted 03 May 2003 - 02:52 AM

Curse yer bones! I had totaly forgot about the magzine. Ok, redone it so taht the mag it a separate object. 502 polygons. And do we have anyone who's great with textures? I can do it, but it's not my strong side.

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#54 Raven Squad

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Posted 03 May 2003 - 05:43 AM

Looks good, tho never liked looks of that gun(mp5 looks better). Why use desert eagle as it is used primarily civilians. Beretta is much better. OICW would be nice, but it could make game too easy.

pics

Hk OICW

http://www.securitya...s/1100/1198.htm

http://www.fas.org/m...s/land/oicw.htm

HK mk23 socom

http://www.securitya...es/0300/331.htm

Landwarrior system

http://www.fas.org/m...and-warrior.htm

Beretta

http://www.fas.org/m...sys/land/m9.htm

Saw

http://www.fas.org/m...s/land/m249.htm

Different ammo

http://www.fas.org/m...ys/land/556.htm

and just for fun rifle that i used in army (actually i used older model, but it looks almoust the same)

http://www.securitya...s/2000/2081.htm
Yep, thats me who is posting here...

#55 Cubik

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Posted 03 May 2003 - 05:44 AM

First version of the M60, 666 (heh) polygons:

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#56 Deimos

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Posted 03 May 2003 - 06:14 AM

Looks good, tho never liked looks of that gun(mp5 looks better). Why use desert eagle as it is used primarily civilians. Beretta is much better. OICW would be nice, but it could make game too easy.

The main problem with the mp5 is that it's used by special forces and police all over the world and a bit on too common. Seeing as xenocide is a top secret project, the human weaponry should reflect that mythical advanced tech look.

The OICW looks very cool and does fit in with that 'shadow' tech look. As does the socom.

I don't think that the base pistol should be a DE though as it was the base for the laser pistol and like Drewid said we should have a different look for each of the weapon groups.

#57 Cubik

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Posted 03 May 2003 - 10:34 AM

Ok, no De then, will do a SOCOM instead.

#58 GreatGold

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Posted 03 May 2003 - 07:09 PM

Hey -

I don't know if you need some images to get textures from for the SOCOM, or any other models your doing, but I have no problem doing the research for you. This goes not just for Cubik, but for any modelers. Likewise, I can also just do some research for you in general, gathering large enough and high quality images from the correct angles. If you like. Perhaps to save you time better spent where all your amazing talents lie.

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#59 Anglachel

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Posted 04 May 2003 - 12:43 AM

Will there be explosives? Has anyone done these yet? How are these?

Standard Hand Grenade
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High Explosive
Posted Image

Ahhhhhhh, evil yahoo!

Edited by Anglachel, 04 May 2003 - 12:46 AM.


#60 Anglachel

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Posted 04 May 2003 - 12:49 AM

Let's try this option.

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#61 Anglachel

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Posted 04 May 2003 - 12:51 AM

Much better, now the High Explosive.
I rendered them so parts would stand out better and nothing more. Any comments?

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#62 Cubik

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Posted 04 May 2003 - 02:30 AM

Can see those working, good concept pictures Anglachel.

GreatGold: "Perhaps to save you time better spent where all your amazing talents lie."
Goddamn it, I'm blushing here :Blush: .
If you feel that you have time finding pictures for me and the other modelers, be my guest.
I'm looking for cool weapon designs from these categories:
Handguns
SMGs
Machineguns
Try to find pictures with a slight hightech design.

#63 mikker

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Posted 04 May 2003 - 03:42 AM

for explosives, i think it should be more gray...

the hand grande looks nice.

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the truth about scientology

#64 Cubik

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Posted 04 May 2003 - 05:34 AM

Added a mag to the M60 and optimized it somewhat. 588 polygons.

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#65 Guest_drewid_*

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Posted 04 May 2003 - 07:26 AM

Hey -

I don't know if you need some images to get textures from for the SOCOM, or any other models your doing, but I have no problem doing the research for you.  This goes not just for Cubik, but for any modelers.  Likewise, I can also just do some research for you in general, gathering large enough and high quality images from the correct angles.  If you like.  Perhaps to save you time better spent where all your amazing talents lie.

Gold

That would be a great contribution.

Finding good stuff can be a time-consuming task.

#66 Guest_drewid_*

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Posted 04 May 2003 - 07:53 AM

Much better, now the High Explosive.
I rendered them so parts would stand out better and nothing more.  Any comments?

Nice grenade. That'll do nicely.

The HE is cool too.

Just wondering if it needs a carrying handle of some kind just to make it easier to use?

Thinking about it maybe the end caps should be a rounded triangular thing that covers all three sticks.
The reason is that it would be too easy to get weapon straps and webbing tangled round in between the sticks,
end caps would stop that.

#67 Cubik

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Posted 04 May 2003 - 08:23 AM

Weee! The first handgun, a SOCOM. 508 polygons.

#68 Cubik

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Posted 04 May 2003 - 08:24 AM

Heh.

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#69 GreatGold

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Posted 04 May 2003 - 09:35 AM

Hey -

Thats one thing I can definately do...research. So, I can either go with the basic list you just gave me with the broad categories, or if you have specific models in mind I can work on those. Just post a list, or better yet PM me so I dont miss it. This goes for any modeler, and models of any type from aircraft to armor to weapons.

Gold

ps - also let me know how you want them...sent directly to your email or posted to the boards and in what format.
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#70 Anglachel

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Posted 05 May 2003 - 08:52 AM

This is the beginning of the final two weeks of school for me, so I will dissappear until then.
What better way to say welcome to earth than with your very own, brand new M134 6mm mini-cannon!

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#71 Cubik

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Posted 05 May 2003 - 01:17 PM

A slightly futuristic sniper rifle. 484 polygons.

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#72 Cubik

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Posted 05 May 2003 - 01:23 PM

Do I really need to model the hole in the barrel? If I just use a texture there we could save a whooping 18 polygons on all guns :P.

#73 Guest_drewid_*

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Posted 05 May 2003 - 01:40 PM

That would certainly work for the in game / arming versions.
The x-net / pedia versions would probably have to have holes, but then poly count is less critical there anyhow seeing as it's pretty much the only thing on the screen.

#74 Breunor

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Posted 06 May 2003 - 08:12 AM

I agree. While it's more work, we'd probably do well with 2 versions of each weapon. A high poly version with all the bells and whistles for the X-Net display, and a low poly version for the battlescape. A rifle barrel for the battlescape version could probably do with a hexagon profile without a problem for example, definitely no hole, and beveled edges wouldn't be seen easily either. The zoom is not going to be really close, so that fine detail is lost on the user normally. But a 1500 poly version for X-Net would look very nice! :D

#75 red knight

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Posted 06 May 2003 - 08:28 AM

The zoom is not going to be really close, so that fine detail is lost on the user normally. But a 1500 poly version for X-Net would look very nice! :D

With a proper stripification we can easily get 15000 polygons for the XNet Interface (thanks Blizzard guys, they had release the stripification algorithm for the public...)

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#76 mamutas

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Posted 06 May 2003 - 09:47 AM

Hmm! Where is it?
mamutas@sourceforge.net

#77 GreatGold

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Posted 06 May 2003 - 10:18 AM

Hey -

I also very very much agree with the "two version of each item" concept. Just thought I'd let ya all know :D . POWER TO THE PEOPLE! hehe

Gold aka "Feelin kinda crazy today"
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#78 red knight

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Posted 07 May 2003 - 02:14 PM

Hmm! Where is it?

The stripification algorithm? In NVidia SDK, there was an initial implementation by NVidia, but Blizzard guys improved it (and clean it)... and release it back.

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#79 Guest_drewid_*

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Posted 07 May 2003 - 03:14 PM

I agree. While it's more work, we'd probably do well with 2 versions of each weapon. A high poly version with all the bells and whistles for the X-Net display, and a low poly version for the battlescape. A rifle barrel for the battlescape version could probably do with a hexagon profile without a problem for example, definitely no hole, and beveled edges wouldn't be seen easily either. The zoom is not going to be really close, so that fine detail is lost on the user normally. But a 1500 poly version for X-Net would look very nice! :D

You may well be right about the beveled edges, but lets leave them till we see it going.

They might make some difference on the arming screen where the weapons will be bigger, especially on a high res screen.

#80 Breunor

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Posted 07 May 2003 - 09:11 PM

Everybody who's working on models, could you send me a PM and let me know everything you're working on or would like to work on in the near future? I'm getting a list together (and checking it twice) so we know who's working on what. I can make assumptions based on what's posted, but I'm sure there's some "closet modelers" out there! :D I'll follow this up with pestering PM to those I consider likely suspects. ^_^

#81 Cubik

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Posted 08 May 2003 - 08:07 AM

Futuristic shotgun, 590 polygons:

#82 Cubik

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Posted 08 May 2003 - 08:08 AM

Futuristic shotgun, 590 polygons:

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#83 Guest_drewid_*

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Posted 08 May 2003 - 09:00 AM

klaka

#84 Guest_drewid_*

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Posted 08 May 2003 - 09:01 AM

BOOOM

Edited by drewid, 08 May 2003 - 09:02 AM.


#85 Anglachel

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Posted 08 May 2003 - 09:26 AM

Here are some things I slapped together.
Smoke Grenade

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#86 Anglachel

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Posted 08 May 2003 - 09:27 AM

Electro-flare

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#87 Anglachel

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Posted 08 May 2003 - 09:29 AM

Blaster Bomb

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#88 Anglachel

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Posted 08 May 2003 - 09:31 AM

Mind Probe (can't much easier than this)

#89 Anglachel

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Posted 08 May 2003 - 09:33 AM

Suppose it would help if I post the pic huh?

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#90 Anglachel

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Posted 08 May 2003 - 09:34 AM

Stun Bomb

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#91 Anglachel

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Posted 08 May 2003 - 09:37 AM

Heavy Plasma Clip
(I think I should have extended the second groove farther down)

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#92 Anglachel

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Posted 08 May 2003 - 09:39 AM

Plasma Rifle Clip

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#93 Anglachel

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Posted 08 May 2003 - 09:42 AM

And most recent creation, the Plasma Rifle.
The ufopaedia gave me impression that it was split like this. I did not see any functional reason for this, so I drilled a hole for a sight in the top part.

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#94 red knight

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Posted 08 May 2003 - 09:55 AM

Maybe too alike to the real ones.... we have to differenciate a little... keep the inspired idea... dont use the Ufopaedia...

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#95 Anglachel

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Posted 08 May 2003 - 10:06 AM

I figured you guys would say that.
I am helping someone else with models. He wants more of the original, and these were things I recently made for him on that night I stayed up till 4am finishing my english portfoilo. Just figuered I show you guys incase there was something you liked.
My model database is growing and I can build things faster by importing objects instead of building the sameone over and over. :naughty:

#96 Guest_drewid_*

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Posted 08 May 2003 - 10:10 AM

All good work tho. We need to get more advanced weapons concept sketches going, especially the alien tech stuff.

The smoke bomb is OK. That's like a real life grenade anyhow.
The stun bomb would be similar I guess, with a pin/trigger machanism attached somehow.

I reckon it works like an EMP weapon only it attacks the central nervous system like a taser. So there would be a bright flash and big sparks.
Perhaps the sphere could be covered with spikes which help to propogate the sparks.

The heavy plasma clip similar - It looks like a real life clip so it shouldn't be a problem.

It might be possible to tweak the plasma rifle rather than starting again.

Edited by drewid, 08 May 2003 - 10:41 AM.


#97 Anglachel

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Posted 08 May 2003 - 10:34 AM

The rifle took about an hour, everything else combined was maybe an hour. Like I said, I slapped them together. You guys were talking an organic look for alien, I will see what I can change.

#98 Guest_drewid_*

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Posted 08 May 2003 - 11:14 AM

Do you do concept work?

#99 Anglachel

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Posted 08 May 2003 - 02:34 PM

I have been kicking around an idea on a Elerium Fusion Generator and a ship disabling missle. Here is a start on the gernerator.
There will be two chambers, a fission and fusion. The elerium is split in the first chamber and energy is captured. Then the split matter is moved into the second chamber and fused back together. With both processes going on at the same time, more power is generated and it increases the lifespan, for lack of a better word, of the fuel supply. But the fuel will run out, just not as fast.

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#100 Breunor

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Posted 08 May 2003 - 07:46 PM

An interesting concept, how would this play out in the game? I guess this is for use on planes that use elerium? There would be the cost of making it and installing it, but I think another tradeoff is needed due to the huge benefit it provides. Perhaps the armor of the ship is reduced, to reflect the unstable nature of the device, so less damage is needed to destroy the craft? Or maybe some multiplier is randomly calculated into the damage when it's present, so a shot does 1-5 as much damage to the plane using the device.

Perhaps the model should reflect a powerplant type of shape, similar to a turbine engine. This is assuming it's designed to be used in planes of course.