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Messages - Gumba Jonny

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256
Creativity / Re: Drawings Megathread
« on: July 31, 2015, 06:33:19 PM »

The debut of jimley gimbus??

257
Gallery / Re: Unfinished Projectsland pt. II \\ SPACE
« on: July 24, 2015, 11:34:42 PM »
Excellent job, Cobble! I like the curvaciousness - an example would have been the tunnel snake ceiling.

258
Modification Help / Re: Bioblock Infinite - Finest in the city blah
« on: July 21, 2015, 11:06:19 AM »
You deserve a drama
Because your modeling skill triggers me

259
I made some changes and I'm pretty proud of the results. Thoughts?

260
Edited the model a bit yesterday. Here's how it looks in-game, compared to the default gun.


So here we can see that (in the default gun):
-the lower reciever (grip, magazine, trigger + trigger guard) look detachable from the slide.
-the trigger guard is not uniform in shape/slant with the pistol grip.
-the pistol grip is slanted - not uniform, like in my model.
-the recoil block-thing (under the barrel) barely extrudes from the default gun.

So basically, it seems like being neat kind of takes away from what I'm terming the 'default look'.

261
That's exactly the type of feedback I want, thank you. I'm going to remodel the double barrel anyway because I'm feeling that a more cartoonish design would fit a lot better than a more realistic portrayal of the shotgun.

That being said, I'm starting on a new branch of models with different design ideas in mind.
Here's a silenced pistol:

The colors are mocked up - in game they'd be colorshifted.

The muzzle of the silencer is shaped rocket launcher-style. Feedback? Ideas??

262
Well i'm here,i'm good at ideas.
my friend WHO ARE YOU HELPING by just posting this alone

263
ha ha no no no, i no really forget dog!!

264
I actually have a buttload of other models. I probably won't end up using most of them so I guess I'll put them up for download after I come up with what I want to do modeling-wise.

EDIT: I figured I should include some notes on what i tried in particular with these models:
  • Double barrel, assault rifle: flat black faces for barrel muzzle- the double barrel in the picture is rocket launcher-type but the updated model has flat black barrel muzzle
  • Machine pistol: black shape for barrel, like the default gun
  • Assault rifle, gauss rifle (bottom left): non-rectangular trigger guard, more complex shapes
  • Revolver: block on pistol grip vs. extruded triangular faces like on default gun, black cylinder to fit aesthetically, rocket launcher-type barrel muzzle
  • Gauss rifle: magazine is a simple hexagonal design (could be swapped with a rectangle), pentagonal barrel, traditional muzzle with depth

In a way, i was trying to mimic PiTheKhoz's classic AK47 from RTB with the assault rifle (magazine, sight designs).

265
 For me it's pretty hard to both work and come up with ideas at the same time. I can only do one or the other, sadly. And I'm also no artist. So because of that I'm in a bit of a dilemma. I've modeled a bunch of different weapons and the point is to come up with an ideal style that fits in with default weapons.
 Default weapons themselves are inconsistent, though - the rocket launcher has an extrusion that has a octagonal black face for the muzzle with no depth, the tank turret has a muzzle with actual depth, and the gun just has a black barrel. This poses a problem for me because I constantly question what should be allowed and what should be avoided while I model.
 So I experimented with different designs, and I'm debating what would fit and what would not fit:

 The textures look funny because they're meant to be flatshaded so that they're colorshifted in-game. For example. the textures black25, black50, etc. all look black in the picture but the black50 would be darker in game.
 On my p3d.in I have a bunch of other models that you could take a better look at too.
 What I want out of this is to filter out what makes a model appeal to the sense of "defaultness" and stem off of that. It involves all sorts of things, from proportions to the shape of the stock or trigger guard. I've thought of different philosophies as well (pretending it's supposed to be a toy, creating unique designs as if created by a blockhead, etc.) and I'd like to see what your takes would be on this as well.

At the same time, gameplay also matter as well. I think I have this covered well, like creating simple spread that's locked to the horizontal axis rather than random spread across all axes. That being said, I need to still come up with what weapons to include. My plan is to make these models and fit how ever many I can to the weapons I come up with, so some models are probably going to be left over.

Thanks if you read all of this, and please give me some moforgetin feedback.
 
TL;DR: OPINIONS AND IDEAS, PEOPLE. IDEAS ESPECIALLY!!

266
Creativity / Re: The new and improved 3D model topic!
« on: July 13, 2015, 10:55:03 PM »

Nostalgier

267
Creativity / Custom high-quality TS3 voice pack
« on: July 06, 2015, 01:12:46 AM »
Hello. I make the good sound-di pack por the tingspik, it come with all da sound efect ju find in the default male soun-di-pak. I encouragie u to use ang soport me, get the greencard to ju kno... jaja.

https://dl.dropboxusercontent.com/u/152259396/ecuador_english.rar

All ju do is take the folder frong the .rar e file and ju put in the sound de your Teamspeak.

WARNING: IS LOUD JU KNO??

268
Modification Help / Re: Simple arithmetic help in torque
« on: July 05, 2015, 04:23:08 PM »
That fixed the error, thank you. I actually remember that being a problem before when it came to timeout values in sequences and I guess I'd forgotten.

It creates a really weird effect though. The bullets deviate in a straight line, like I'd intended, but the direction seems to depend on where I'm facing. It can deviate downwards, upwards, and I'm pretty sure I even saw diagonal spread. I wanted it to only be upwards. Any ideas?

269
Modification Help / Simple arithmetic help in torque
« on: July 05, 2015, 04:09:25 PM »
The way this weapon is supposed to work is that every time this script onBuffer is called, a variable increases in value. That variable directly affects bullet deviation in a very simple manner. Here are the weapon's scripts:


function BusterCarbineImage::onReady(%this,%obj,%slot)
{
   %obj.RecoilCount = 0;
}

function BusterCarbineImage::onFire(%this,%obj,%slot,%recoil)
{
   serverPlay3D(gunshot1Sound, %obj.getPosition());
   %obj.playthread(0, plant);

   %recoil = %obj.RecoilCount;
   %spread = 0.1;
   %vector = %obj.getMuzzleVector(%slot);
   %vector = VectorScale(%vector, 130);
   %x = 0;
   %y = (%recoil * %spread);
   %z = 0;
   %mat = MatrixCreateFromEuler(%x SPC %y SPC %z);
   %velocity = MatrixMulVector(%mat, %vector);
   %p = new projectile()
   {
      dataBlock = gunProjectile;
      initialVelocity = %velocity;
      initialPosition = %obj.getMuzzlePoint(%slot);
      sourceObject = %obj;
      sourceSlot = %slot;
      client = %obj.client;
   };
   missionCleanup.add(%p);
   return  %p;
}

function BusterCarbineImage::onBuffer(%this,%obj,%slot,%recoil)
{
   %obj.playThread(0, root);
   if(%obj.RecoilCount >= 1)
   {
      %obj.RecoilCount = 1;
   }
   else
   {
      %obj.RecoilCount += .25;
   }
}


A syntax error occurs here (from console log):

function BusterCarbineImage::onBuffer(%this,%obj,%slot,%recoil)

{

^%obj.playThread(0, root);

^if(%obj.RecoilCount >= 1)

^{

^^%obj.RecoilCount = 1;

^}

^else

^{

^^%obj.RecoilCount += .##2##5;

^}

}
>>> Error report complete.

ADD-ON "Weapon_BusterCarbine" CONTAINS SYNTAX ERRORS


What's actually wrong with the code? Other pointers would be appreciated as well. Thank you.

270
Modification Help / Re: Hands visible in first person
« on: June 18, 2015, 07:40:00 PM »
I'm pretty sure badspot just took the hand model from the player doll and made a model out of that, and set the LOD (you see it when exporting using milkshape) to a value that makes it so it only appears in first person. I couldn't tell you what to set it to exactly because I haven't messed with it personally, but try 1. It's 0 by default.

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