weapons modeling

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EvilGrins
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weapons modeling

Post by EvilGrins » Sat Oct 08, 2011 11:40 pm

Among the guhzillion edits of the map MH-Brutes][ I've made, or had made (really only about a dozen·ish so far) was MH-Doom][. I've had 2 of the monsters from Doom for ages, looked for more but the largest packs of them are either for Unreal or ut2004. So for now it's just these two, remarkably stiff, models.

I've been looking for Doom textures to change the terrain, structures, sky, and other elements of the map. Found some good ones too but haven't gotten around to selecting ones I wanna use yet. Also been looking for Doom weapons, as I've gotten into weapon switching recently. Heard about a UDoom project that apparently got cancelled by ID·Games due to copywright issues.

Nice thing about the internet, nothing ever really gets deleted.

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Currently I've only selected the BFG & PlasmaGun for the map. I've been avoiding most of the weapons that show the hands because, personally, I think the real reason this MOD got chopped was due to the exceedingly ugly hands.

I may use the RocketLauncher. No hands and pretty cool.

PlasmaGun is very cool. 2 modes of fire, both pretty damned powerful.

The BFG on the other hand? It's a 1 shot kill weapon, can kill multiples if they're close enongh to the target zone. In hand it looks great, but if you see somebody else with it or where you picked it up...

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...not so much.

Anybody think it's possible to model up a better looking version of the BFG? Like the version it appears when you're firing it.

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Re: weapons modeling

Post by ZippityDooDa » Sat Oct 08, 2011 11:44 pm

Unfortunately nobody here can model a weapon into the game from start to finish I was working on it but it takes so much work and no how about code that I kinda gave up for now. I do have the hi res doom textures (all of them) from doom1 and doom2 from my Doom map I am working on
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Re: weapons modeling

Post by EvilGrins » Sat Oct 08, 2011 11:46 pm

Well, poo.

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Re: weapons modeling

Post by ZippityDooDa » Sat Oct 08, 2011 11:47 pm

I mean i can try the actual BFG 9000 in milkshape but i don't know how to code it into the game, that would require Helen or some other coder unless i redo the bfg you have already and just add the model and animation
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Re: weapons modeling

Post by EvilGrins » Sun Oct 09, 2011 12:11 am

Well, at least I finally got the sky to something more appropriate...

Image

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Re: weapons modeling

Post by ZippityDooDa » Sun Oct 09, 2011 12:16 am

yes sir you do it, does it move too?
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Re: weapons modeling

Post by EvilGrins » Sun Oct 09, 2011 12:26 am

KiLLaKeLLeR wrote:yes sir you do it, does it move too?
I've got no animated sky skills as yet, no.

Got a massive Doom texture pack with animated blood. Seeing if I can get that to work on the ground now.

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Re: weapons modeling

Post by EvilGrins » Sun Oct 09, 2011 1:36 am

About done:

Image

Other weapons...
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Re: weapons modeling

Post by ZippityDooDa » Sun Oct 09, 2011 1:44 am

Kewl. looking good man
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Re: weapons modeling

Post by EvilGrins » Sun Oct 09, 2011 2:10 am

KiLLaKeLLeR wrote:Kewl. looking good man
Trying to decide if it's good as is or if I wanna edit some of the trench.

All that red is animated. The ground and mounds have a bloody puddle effect, the inside of the mounds is a bit more animated.

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Re: weapons modeling

Post by ZippityDooDa » Sun Oct 09, 2011 2:14 am

EvilGrins wrote:
KiLLaKeLLeR wrote:Kewl. looking good man
Trying to decide if it's good as is or if I wanna edit some of the trench.

All that red is animated. The ground and mounds have a bloody puddle effect, the inside of the mounds is a bit more animated.
were they already animated or did you do it?
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Re: weapons modeling

Post by EvilGrins » Sun Oct 09, 2011 4:11 am

KiLLaKeLLeR wrote:
EvilGrins wrote:
KiLLaKeLLeR wrote:Kewl. looking good man
Trying to decide if it's good as is or if I wanna edit some of the trench.

All that red is animated. The ground and mounds have a bloody puddle effect, the inside of the mounds is a bit more animated.
were they already animated or did you do it?
Already.

Anytime I try to take animated textures out of UT or put them in, UnrealEd crashes/closes automatically.

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Re: weapons modeling

Post by ZippityDooDa » Sun Oct 09, 2011 4:14 am

EvilGrins wrote:
KiLLaKeLLeR wrote:
EvilGrins wrote:
KiLLaKeLLeR wrote:Kewl. looking good man
Trying to decide if it's good as is or if I wanna edit some of the trench.

All that red is animated. The ground and mounds have a bloody puddle effect, the inside of the mounds is a bit more animated.
were they already animated or did you do it?
Already.

Anytime I try to take animated textures out of UT or put them in, UnrealEd crashes/closes automatically.
yes because it is not really a texture but an animation, two different types of files
think of the animation like an individual transparent sheet over a texture.
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Deemer

Post by ZippityDooDa » Mon Oct 10, 2011 3:10 am

I have at least recreated the usa texture on the deemer now on to a custom one
Image
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Re: weapons modeling

Post by EvilGrins » Mon Oct 10, 2011 4:00 am

Cool.

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