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#1 mikker

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Posted 25 June 2003 - 10:53 AM

I have thought about removing the front "spikes" on the heavy laser.... They dosn't do anything....

anyway, i conneced the barrel to a more logic location.

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#2 Deimos

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Posted 25 June 2003 - 11:19 AM

That thing looks like it would cause some pain :devillaugh:

How about connecting the side supports to the front of the barrel, just in front of the raised area, sort of a support collar.

BTW all you guys designing weapons should go take a look at the halo 2 site they have a close up of the weapon used in their game and I think we should be adding those kind of details on our weaponry. Especially for x-net

#3 mikker

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Posted 27 June 2003 - 06:23 AM

Heavy laser! :devillaugh: muhahaha!


Is this location good?

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#4 Breunor

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Posted 27 June 2003 - 06:58 AM

rather than a thin pin, why not use a flat strap that looks similar to those spport pieces on either side? Like have a flat piece parallel to the ground come out and wrap around the barrel, you could make that the thicker barrel section even. I'd move that thicker section back towards the front of the barrel.

#5 mikker

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Posted 27 June 2003 - 07:27 AM

yeah, im moved the section back, to see how that would look.

hmm...yes....i can try...dunno if we talk about the same thing...

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#6 mikker

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Posted 27 June 2003 - 07:39 AM

hmmmm....i am not quite sure....

Is this what you are talking about????

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#7 Guest_Jim69_*

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Posted 27 June 2003 - 08:45 AM

Whoa, that looks good, dunno if ne1 has already said this (most things I say usually have been) but that well looks like the big gun the bird with da skinhead was using in Aliens. Not a bad thing tho.

#8 Vaaish

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Posted 27 June 2003 - 10:24 AM

hmmmm....i am not quite sure....

Is this what you are talking about????

you know we could sharpen those prongs and have a mele weapon for close range :)

#9 Breunor

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Posted 28 June 2003 - 09:58 PM

That's what I had in mind Mikker. I was trying to tie in what purpose the side framing served, supporting the barrel seemed the best choice there.

#10 mikker

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Posted 29 June 2003 - 05:07 AM

hmmm...ok, but i didn't think it looked good. It was, even though it supported.....ugly.......hmmm........

i'll think of some improvements for theconnections...

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#11 mikker

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Posted 29 June 2003 - 05:22 AM

i tried to add more then 1 supporter.

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#12 Guest_drewid_*

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Posted 29 June 2003 - 11:20 AM

That looks better I think. Kind of industrial and serious.

#13 Cubik

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Posted 06 July 2003 - 04:34 AM

That laser gun is progressing nicely Mikker.

Here are the stuff that I mangerd to get done in Greece, despite the ridiculos heat:

OICW as a Rifle and a SOCOM as a Pistol

The OICW:

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#14 mikker

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Posted 03 August 2003 - 09:33 AM

Heres the heavy laser if anyones interested.

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#15 Cpl. Facehugger

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Posted 20 August 2003 - 11:03 AM

All of these weapons look more like they came out of Bungie or Valve than a fan project. (This is a very good thing, as we are doing prefessional work!)

Anyway, I am going to tackle the heavy laser ctd unless someone else wants to.

To facilitate my writing of the entry, I need to ask some questions about the heavy laser. 1: Is the model on the art assets list the one that will be used? 2: Where is the trigger and 3: How do you hold the thing? (I just need a picture of someone holding the gun the proper way.) Thanks! And excelent models!

Edited by Cpl. Facehugger, 20 August 2003 - 02:12 PM.

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#16 j'ordos

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Posted 20 August 2003 - 02:19 PM

IIRC it's inspired by Vasquez' weapon in "Aliens". Look at the film and you should get an idea, one hand holds the back, while the other one holds it somewhere near the end of the barrel (there should be a grip there). The trigger should be on the rear somewhere. Whether or not this is is the gun that will be used I'm not sure, but my guess would be 'yes', at least as far as the concept.
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#17 mikker

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Posted 20 August 2003 - 02:24 PM

yes....

1) the pic on the the assets list are outdated, but the newer version isnt that diffrent.

2) its in the back handle, you turn the handle to trigger.

3) (imaginate the back hand on the back one)

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Edited by mikker, 20 August 2003 - 02:26 PM.

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#18 Cpl. Facehugger

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Posted 20 August 2003 - 02:27 PM

Thanks!

That looks like a smartgun! Cool!
I'll get right on it!

Edit: Smartgun is Vasquez's weapon, Stupid me.

Edited by Cpl. Facehugger, 20 August 2003 - 02:28 PM.

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#19 Breunor

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Posted 26 December 2003 - 08:29 AM

I've split these 3 laser weapons out into their own thread to make it easier to follow. When the laser cannon for aircraft is started, it should go into a "craft weapons" thread I'm about to make.

Edited by Breunor, 26 December 2003 - 08:33 AM.


#20 j'ordos

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Posted 27 December 2004 - 07:45 AM

Also, that sharp edge connecting the trigger guard and the handle seems very unpractical (ok, maybe not when you're wearing power armour, but otherwise that'll be pretty uncomfortable on your fingers :) )
edit: in Mikkers pic

Edited by j'ordos, 27 December 2004 - 07:46 AM.

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#21 mikker

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Posted 27 December 2004 - 08:01 AM

@ tzuchan: Yeah, i see what you mean. No problem in changing that.

@ Vaaish: Yes, your model. It is really REALLY bad exported in the area that you've changed, plus it lost all smoothing data.

@ j'ordos: I know. I have been making change to it, so it's easier to reach the trigger.

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#22 Vaaish

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Posted 27 December 2004 - 11:00 AM

@mikker: ok here is a obj export of the thing lets see how that works. I can't promise you smoothing gropus here either but hopefull it isn't screwed up this time... I'll look into that 3ds export.

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#23 mikker

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Posted 27 December 2004 - 11:19 AM

thanks Vaaich, i see the general concept now.

This should be the final. Any changes?

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#24 Vaaish

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Posted 27 December 2004 - 12:14 PM

np. looks pretty good, maybe just make the grip a shade thicker and wider, seems a little lightweight still but that might just be me. I think there needs to be a little more work on the smoothing groups for the grip, but I'm not sure how final the groups are you have right now.

Touch that up and lets move to texturing,

#25 mikker

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Posted 27 December 2004 - 12:43 PM

great. Now...

...how do make the textures for it?

:Brickwall:

ANYONE GOT A TUTORIAL THAT REALLY EXPLAINS HOW TO MAKE A WEAPONSTEXTURE FROM SCRATCH TO FINISH?!

Edited by mikker, 27 December 2004 - 01:23 PM.

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#26 Vaaish

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Posted 27 December 2004 - 01:40 PM

varies from program to program in what things are called but you need to unwrap the uv's and place them in a square kinda like putting together a puzzle. then you export that image and paint in the lines using your favorite art program. Finally apply the image you just created to the model ans see where the seams are and patch it up accordingly in the texture.

now thats a greatly simplified version of it but it should cover the principles....

you use 3ds max right? I'll seeif I can come up with a better tutorial.

#27 mikker

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Posted 27 December 2004 - 01:41 PM

thanks :)

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#28 j'ordos

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Posted 27 December 2004 - 01:54 PM

Cubik once posted this link in the environmental models thread, depending on how detailed your model is it can take little to a lot of preparation time, but once that's done it's easy. And it works :)
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#29 mikker

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Posted 27 December 2004 - 02:27 PM

Yeah, i remember that. It was the tutorial that destroyed my model. :boohoo:

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#30 j'ordos

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Posted 27 December 2004 - 07:21 PM

Yeah, i remember that. It was the tutorial that destroyed my model.  :boohoo:

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LOL Oh right
:P

Well, perseverance will conquer your texturing problems...


eventually :wink1:

Edited by j'ordos, 27 December 2004 - 07:21 PM.

"You can't trust your eyes if your imagination's out of focus" - Mark Twain
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#31 mikker

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Posted 28 December 2004 - 04:38 PM

there - chopped it in pieces. 116 objects - 42 being in the vent part. God i hate myself for creating that! :P

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#32 mikker

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Posted 29 December 2004 - 10:30 AM

weeeeeeee! And the gun is whole! :P

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Edited by mikker, 29 December 2004 - 10:39 AM.

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#33 SupSuper

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Posted 29 December 2004 - 12:02 PM

weeeeeeee! And the gun is whole! :P

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how about an image without the wireframe?

too bad, now you will never know the ancient secrets of supsupers long gone avatar ;)

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#34 mikker

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Posted 29 December 2004 - 12:31 PM

okay.

i don't know why the shading is so fücked up... it's not like that if you reove the texture. So it's no problem, as i'm not gonna have shading on my texture. Right?

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Edited by mikker, 29 December 2004 - 12:37 PM.

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#35 Guest_Azrael_*

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Posted 29 December 2004 - 02:18 PM

That looks soo cool :Drool:

#36 mikker

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Posted 29 December 2004 - 03:54 PM

good. Now i just need some texturing tutorial. Not those "how to make metal" tuts, they suck, but a more "step by step" in skinning a model. I have been using hours trying to find just 1, but no. None. Nada. Keine. Ingen. 0.

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#37 j'ordos

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Posted 29 December 2004 - 05:43 PM

I'm not sure you'll find one. Just find some reference pics, fire up your graphical software and let 'er rip :rock:
With some luck you might be able to find some textures from steel or other metals that are usable, if not: experiment :innocent:
Another thing, this laser pistol does not exist IRL so you can use your imagination, as long as it retains a credible look no one will complain that it doesn't look like the real thing LOL

Now, best of luck to you, and get cracking!!! :whip: :chickenrun:
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#38 mikker

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Posted 29 December 2004 - 06:00 PM

the whole problem is, that i can't plug my brain into a port and extract imagin.exe. :KooKoo:

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#39 j'ordos

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Posted 29 December 2004 - 06:21 PM

Unfortunately, no, that's why people have arms and invented things like a mouse and photoshop :)
Sorry, but these are the tools you'll have to work with... best things I could come up with were some tutorials here, there's some texturing tutorials there, for example one on how to create some metal :devillaugh: . But like I said before, it'll have to come from you. Unless you want me to have a look at it, but there's no guarantee that I'll do a good job on it :hammer:
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#40 guyver6

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Posted 29 December 2004 - 06:28 PM

Bad news guys. Well, not so bad, but...

Looks like 3ds max messes the models. You probably know that after convertion to Ogre medium scout model has origin slightly moved to the right and doors are displaced. I imported the same 3ds model to XSI Mod Tool. It looks the same there. But the worst thing is that your pistol isn't nice too after import to XSI. I know that you'll say that it's becouse I imported the model to XSI but.. Medium scout in XSI looks the same like in Ogre. Laser pistol in XSI looks little messed up so.. it will look like that in Ogre too.

Here are some screenshots showing the problems.
Attached File  xsi1.jpg   130.64K   84 downloads
Attached File  xsi2.jpg   138.23K   60 downloads
Attached File  xsi3.jpg   135.4K   54 downloads

What do you think?
Could some of you investigate more deeply XSI Mod Tool? If it's worth it I'll code the dotXSI->Ogre converter.

Guyver

EDIT: it's the one edge I found that shouldn't be there. Also I don't know how smoothing will work in ogre

EDIT2: now how medium scout looks in XSI:
Attached File  xsi4.jpg   35.76K   98 downloads

Edited by guyver6, 29 December 2004 - 06:37 PM.

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#41 Vaaish

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Posted 29 December 2004 - 07:19 PM

I'm working on on tyig to investigat the XSI tool, where I'm tunning into issues is that it won't even go past the splash screen so I can enter the unlock code.


Mik, try exporting the model to obj and see if that helps and try checking the normals and recalcing them outside before you export.

#42 mikker

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Posted 30 December 2004 - 07:30 AM

there doesn't seem to be a problem with exporting, although i can't make my EXI work properly.

And i don't figure out what those normals do, although they look like they should...

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#43 tzuchan

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Posted 01 January 2005 - 04:13 AM

the whole problem is, that i can't plug my brain into a port and extract imagin.exe.  :KooKoo:

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:devillaugh: If we could do that, I'd never be unplugged from the internet, and all my imaginations would be bestsellers by now...
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#44 mikker

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Posted 18 January 2005 - 02:58 PM

ok, the pistol is on standby, and i've been working on the heavy laser riffle.

I've done some improvements, but theres still quite a way to go.

I removed the pointy things, they did absolutely nothing (other then making aliens go blind.)

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#45 j'ordos

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Posted 19 January 2005 - 11:07 AM

Whew, I had to dig way back to find your previous pic of this weapon :)

I don't mind the side thingies gone, but the way the barrel and the 'body' blend (well, not blend actually ;) ) looks a little weird to me :unsure:
Also, it looks like you smoothed it somewhat? I have to say I liked the really angular version you had at first better. And now I think about it, how about moving that rear handle lower and more to the rear? To me, it looks a little awkward to hold it this way, as the arm holding the rear handle will be bent almost 90°, which isn't the most comfortable way to hold something for a while.
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#46 Vaaish

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Posted 19 January 2005 - 11:34 AM

I think that it should follow the direction that the laser pistol has taken. As such it fits quite well.


My concers are with the way the barrel attaches to the base, can we add some detailing on that front panel that gives it a more logical reason for the barrel to be elevated above the body? Maybe a clip simialr to the pistol?

#47 mikker

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Posted 14 February 2005 - 04:51 PM

Improvements on the heavy laser.

- i've improved how the muzzle attach to the body. Slightly.

- nitched the handles from J'69's stunstick concept :naughty:

- improved the bottom and made it look less fat.

- a little......groove (is that the word) on the side of it, and a larger on all the way down to the rear.

- the muzzles are less blocky now.

- the rear handle is lower then the front.

- it's quite a bit higher.

- A big inlet in the bottom in one of the sides, like the bullet eject part of alot of guns.

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Edited by mikker, 14 February 2005 - 04:52 PM.

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#48 Vaaish

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Posted 14 February 2005 - 08:49 PM

Looks good mikker,

#49 tzuchan

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Posted 14 February 2005 - 11:58 PM

Hey Mikker...
I believe I've commented on this before, but the placement of the handles for the heavy laser rifle is odd... I still can't quite figure out how is it supposed to be carried...
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#50 fux0r666

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Posted 15 February 2005 - 12:44 AM

Hey Mikker...
I believe I've commented on this before, but the placement of the handles for the heavy laser rifle is odd... I still can't quite figure out how is it supposed to be carried...


I believe it is based heavily upon the smart guns in the movie aliens. I surmise it would be held in an similar fashion.

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Edited by fux0r666, 15 February 2005 - 12:48 AM.


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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