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Messages - TheShadowCross

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16
Modification Help / Need 1 on 1 Blender/Coding help. Details inside.
« on: December 29, 2014, 11:19:18 PM »
So, many months ago, I got into Blender, with hopes of being able to make weapons. I believe I got pretty competent with the modeling portion. I have tons and tons of models that could potentially be ready for working into addons. Many of them I didn't even post to my old topic, as I was cranking them out, 2 or 3 a day when I wasn't working.


During this time, I ran into a few snags though. All I had to go on tutorial wise was Racer's stuffty videos. While those helped in the early stages, it left out some important details when it came to exporting and all that stuff. When I came here looking for help, I was directed to a post on this forum that is full of broken images, and I couldn't find anything from the text that I could tell was missing from my process. I managed to get 1 person on steam to try and help me... But that resulted in responses being several hours apart, and not actually being helpful with what I was asking for help on.

http://cloud-4.steampowered.com/ugc/486693770191083992/009BE47A9A47241E306EA261DBCAE7E544CCA4A3/
This image (Large) was the result of my best attempt. The model came in properly, but the textures did not. The bullets came out of the barrel properly, but the gun did not mount to the hand... Or anywhere near the blockhead. And no, simply flipping the model around didn't work. I tried that.

What I need:
Someone patient, with Steam, who will help me step by step through chat, the entire process of making a weapon work, with the starting point being the complete model with no mount points set. This will include changing any settings in Blender (2.6.2) that need to be set, then the exporting, and then the coding. If I can make JUST ONE weapon function properly ingame, I am confident that I can be self reliant from then on, with the exception of "special" weapons I might try at a later date. In this case, all I will need is the weapon shown above to function in a very basic way.

-Custom bullet model and casing, lower poly than default
-Custom sounds, which I will obtain and doctor appropriately
-No reloading, ironsights, or hands. Just basic like the "good ol days"
-(Optional) Bullet drop without needing other addons, if possible.
-(Optional) Headshot bonus without needing any other addons, if possible. May not even use these last 2, but we'll see

Things I may need at a later date, though do not need for this particular weapon are
-Custom projectile trail, incase of rocket or tracer bullet
-Bare basic animation, in case of bolt/pump guns. Nothing fancy, just an idle position, and a cycle position.
-Alt fire, incase of underbarrel mounts, or multi functional items
-Delayed function when holding fire or alt fire, incase of minigun or charge-up type weapons
-Healing items, incase it's not as simple as making negative numbers for damage
-Modified movement speed, incase I want a certain heavy weapon to slow you down

Time and other details:
-I live in a -6 timezone. Adjust accordingly. http://www.timeanddate.com/time/map/
-I am available all day on Mondays and Wednesdays. Every other day, I am available at 1:30 AM to roughly 7:30 AM, as I work a very long/late shift job.
-If this timing doesn't quite work, you can give me a specific time to look for you, though it will be difficult for me to adapt too far, because again, job.
-Upon completion of the fully functional weapon, I can gift the teacher $20 worth of games through steam, purely as a show of goodwill. I'm ready to get this stuff going!
-If interested, add me on Steam, and comment on my profile. http://steamcommunity.com/id/theshadowcross/

17
Modification Help / Re: WorldRP (Modelers Needed) | Progress:25%
« on: April 13, 2014, 06:06:26 PM »
Small content update bump



My progress has slowed since I can't get adequate help making sure I've done everything right or not when exporting, but I'm still working on things in the shadows~

18
I don't bother trying to scale the stocks properly yet because I can't get my models ingame to do so properly. Once I have that skill, everything will be adjusted

19
Well I know that, and I was already planning alot of those.

What I mean is, in terms of my whole thing I already have. I have the whole "Army, Criminal" etc. and I'm wondering if that's the best format. Ingame I know I want them all to be organized somehow by name. And when you have the regular ol' gun names floating everywhere "M16, M4, M9, M95", it can be confusing and annoying if you don't know what those are by heart.

So because the ingame wrench item list has everything alphabetical, I'll use that to organize the guns. I'm thinking I drop the whole "Category" system and go by something more broad and simple. After some thought, I'll use a even more streamlined system, where guns simply do not have name. Just a type, grade, and number. So, for example.
[AR] Mil.1
[AR] Mil.2
[AR] Civ.1

[PST] Civ.1
[PST] Civ.1+ (For dual)
[PST] Civ.1B (For alternate skin, if that ever happens)

Type: [AR] for Assault Rifle
Grade: Civ. for Civilian level
Number: 1-X for individual weapon.

This way, there can be a long organized list, with each specification giving people an idea of what the weapon will be without knowing anything about REAL guns, but people who do know them can still appreciate them. I wanted the varying categories such as "Civilian" versus "Military" because I wanted the weapons to have varying levels of power, that didn't exactly have to be balanced. So in terms of PURE gameplay, the Civilian weapons will be balanced with eachother, but significantly weaker and less effective than any Military counterparts. Further, the 4 "Grades" of weapon will all be neutral in nature. Military will refer to any form of organized top-tier fighting force, good or bad, whereas Civilian will refer to the most low-tech and usually solo personal defense types.

With all that said... As I've gotten better and better with the modeling, I've grown to dislike my older models a bit, some more than others. Ever since the M95, I always felt I could do better work than the previous stuff. So, while I work out what "Format" I want, I'll also be tweaking/redoing most of the already done weapons here, aswell as a giant batch of new ones in the works. But for now, here's a teaser of sorts!


20
I'm at a bit of a loss at the moment in terms of categories... There's so many ways I could handle it and I'm just not sure which to move forward with.

Tons of categories with 1 of each weapon type.
A select few categories with multiple weapons of each type.
No categories, just a bunch of weapons with the weapon type marked at the beginning of the name, such as Assault Rifle 1, Pistol 5, etc.

I really don't want to just list off all of the weapons by their real life names, because everyone does that and if you're not a gun enthusiast, it gets clunky and hard to keep track of all of the different names for things.

21
Thanks, that took some tricks to get mathematically symmetrical, but it wouldn't been an M95 without it.

As for sawn-off shotguns, if I can get the coding knowledge I need, I'll probably be making a few different double barrel shotguns, but instead of a "reload", I'll use the same methods used on a basic pump action shotgun, where the "pump action" is the quick reloading double barrels have.

22
As said in the OP, no. That's the point. They will function as simplistic as possible. None of that extra flare that other big packs have now. Which, is the point. There's not very many consistent options anymore in this older weapon style, so thats what I'm aiming for.

It's mainly to keep things as low-lag as possible to function well in big server stressing modes like a CityRP or zombie survival thing, or anything with a giant elaborate build and lots of players.

23
There might be, though there might not need to be considering how simple they are going to be. I'll test them 1 by 1 manually as I go

24
Small update. My attempt at an XM8. I hate doing the curved magazines, but I couldn't avoid it stylistically here, so it is what it is. I'm also gonna do an LMG and SMG version while I work on stuff for JJstorm


25
Modification Help / Re: How to get transparency in Blender 2.49b?
« on: March 30, 2014, 05:37:10 PM »
Does this method make it totally invisible? Or just partially seethrough? I want something to the effect of colored glass once all is said and done.

26
Modification Help / How to get transparency in Blender 2.49b?
« on: March 30, 2014, 03:45:16 PM »
So, I've asked a few people this question. I want to have transparency on some things I model, but I don't see the option. Everyone always says "Well there should be a 4th variable with RGB called Alpha". Well, here's what's happening in my blender.

Alpha doesn't exist here. How do I get transparency in this situation?

27
Modification Help / Re: WorldRP (Modelers Needed) | Progress:10%
« on: March 30, 2014, 09:08:49 AM »
I also tossed a carrot in there.

To be perfectly honest, I havent even looked at the website or anything. But I threw that in there with hopes of farming being a thing  :cookieMonster:

28
Modification Help / Re: WorldRP (Modelers Needed) | Progress:10%
« on: March 29, 2014, 08:41:07 PM »
Its not much, but this is what I have going so far.


29
Make the Military rifle more Service rifle'ish. The Service rifle is just way to lovey 4 me.

I don't know what you mean. The Fallout New Vegas service rifle is what I based the Army/Military AR on.

30
I don't think they would. I think that would be too much clutter.

Edit: Also, I tweaked the Military AR a bit more. Adjusted the stock, scaled the carry-handle on top, and the front sight, and gave the magazine a little groove for style.

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