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Messages - TheShadowCross

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46
Modification Help / Blender Weapon Placement
« on: March 23, 2014, 12:46:42 AM »
So, I've started in modeling not long ago, and I'm very slowly learning to code the weapons I make. In this case, I made a laser pistol type weapon by request of someone else, and wanted to make sure everything was to scale and everything before sending it to them, as they wanted to actually code it themself. To test the model itself, I created a MountPoint, and a MuzzlePoint the same as described in Racer's old video tutorial. Then when I exported to DTS, I named it pistol.dts and replaced the model of the default gun (after backing it up elsewhere) in order to get it into the game without any coding help.

Here is the result.


As you can see, I have another random weapon (mech rocket launcher for Gravity Cat's Mech) placed on a brick to show the fact that the gun I have seems to be angled correctly, but that somewhere in the code or otherwise causes it to face in reverse, and a bit low when actually equipped. Any ideas what to change in order to fix this?

And while I'm here: What if my blender 2.49 doesn't have an "Alpha" option for colors in the material section? I have a model I want transparency on, and everyone says to just move the alpha slider... But I dont see an alpha slider. Only RGB and HSV

47
I've had an improved script for the portal gun sitting around for a while, with some new features including events, functionality, and co-op guns. If you felt like making a better, more Blocko-style model for the guns and a portal model (essentially the same size and shape as a 6x6f circle with a raised, color-modifiable rim) that'd be cool. I can show you everything I've done with it if you want.

If you're looking for weapons to add to your pack, there should definitely be some kind of sniper rifle that causes a large explosion when scoring a headshot. And maybe some kind of sci-fi plasma ball launcher with a low fire rate, low projectile speed, and very large explosion. Definitely have explosions, ok?

I will help you with this if: You can help me script 2 of the weapons I already have here. The 2 weapons I have in mind will give me all the insight I need to complete the rest. Keeping in mind, I know nothing of scripting as it stands, so I will ask questions, and so you will just have to bare with me and have a bit of patience.

As for those suggestions, they won't fit into any of the categories I have now, as the current setup I have is meant to be a bit generic. But once I get a feel for completeing my own weapons and understanding the coding half, I'll likely go into more creative categories as either a seperate release or an expansion or something like that. I really wanna make a Star Wars set, since there aren't hardly any Star Wars weapons in Blockland, unless you count the lego packs which I don't.

I don't know if you have Steam, but if you do you can find me at http://steamcommunity.com/id/theshadowcross/ under the display name Nirvash.

The fact that someone would come to me, to make a "better" model of something that's already existed in the community for years now humbles me, so I'd be happy to give it a try.

48
Suggestion: looking at the pics, I think the Assault Rifles in the Civilian and Military categories should be swapped. A wooden stock (what looks like a generic AK-47 or old M4) is something I'd see in a rednecks hands, while the green color of the civilian one makes me think it belongs with a military unit.

Otherwise, the rest look great. I'd like to see these finished!

The wooden one is full size, and is going to be full auto, while maintaining the look of a standard issued weapon. The Civilian model is shorter, semi-auto, and modified to take pistol rounds, and more resembles some of the options one would have if they owned their own gun without being in military service. Also keeping in mind, I'm not trying to be realistic, I'm just taking design ideas from what I know about real guns and gun owners and taking advantage of what looks good. As for triggers, it couldn't be to hard to lengthen them a little.

On another note, I'm going to need someone to help me figure out the coding portion... I had someone who said they would help me, but they decided to just stop for no good reason leaving me with a half done code. These SHOULD be the easiest weapons in the world to code for, but since I don't already know the terminology or how coding in general works, certain people like to treat me like I'm a moron, so... If I could get some actual help on that, that would be great.

Don't forget to suggest weapons! Surely there's something you all would want made.

49
(Bump)

Progress!




I've updated all of the models that were already done, and made a few more! We're up to 9 weapons now and I'm looking for suggestions on more to work on. I'm itching to keep going, though I'm a bit stuck on what I should make next.

50
Modification Help / Re: Beginner at modeling, taking suggestions.
« on: March 01, 2014, 03:54:29 AM »
Yeah these are really good for a beginner, they especially suit the style you've got planned with the features.
honestly i wouldn't have thought you were new at modeling if you hadn't mentioned it.

also, by no ammo system do you mean endless bullets when you hold the trigger or just, no sort of reserve ammo system, but still reloading and all that?

Well thank you! And, by no ammo I mean pretty much the default gun. I might go back later on and add a super simple reload if the weapons prove too chaotic without anything to halt the fire. Though, I'll make sure to tweak the fire rate so is to prevent bullet walls. That, combined with things like gradually decreasing accuracy and bullet drop, they shouldn't be too bad. That said, I'm not above suggestions.

51
Modification Help / Re: Beginner at modeling, taking suggestions.
« on: March 01, 2014, 02:24:34 AM »
Updated the post so people can now suggest weapons for me to make. Like my existing models, they will be more blocko than anything else, but I'm open to ideas.

52
Modification Help / Re: Beginner at modeling, looking for script help.
« on: February 28, 2014, 06:20:49 AM »
It appears I should have posted these sooner... The M16ers I did like 2 weeks ago. Here's another thing I did!


53
Modification Help / Re: Beginner at modeling, looking for script help.
« on: February 28, 2014, 05:02:10 AM »
I absolutely love the style of these weapons, and I'd gladly help scripting them.

Wow, not at all the initial response I was expecting. Thank you very much! We can go by private messages, or I can send you my Steam if you have that to work with.

54
My latest creation!
Seeing as my models have gotten some positive responses, I'm confident enough to turn it into a full project. In keeping with my original plans, I now have a list of weapon "types" I want to make. Each category (while maybe redundant at times) will have 1 of each weapon type, as listed. Currently finished models will be highlighted in blue, meaning you should click it and see the picture! I did it this way because my screenshots are straight from Blender, to Paint, to Tinypic, and are stupidly big.

When suggesting weapons to me, keep in mind these guidelines.
-I MAY change the category of a weapon if I feel another option fits better.
-I WILL make either real or fantasy guns, though I will make them blocko and as a result, there will purposely be inaccuracies in order to make the blocko style look good.
-I will NOT be a richard-ass to you if I dont like your idea.
-I WILL take suggestions on adding another category later on down the line when I've got more of my already-planned stuff completed.



Here are the current categories, aswell as finished and planned weapons. If the name does not have a link attached to it, then it is open for suggestions.

Army Category: Think any global armies from WW2 up to now, and maybe even beyond.
Assault Rifle
Pistol
Submachine Gun
Sniper Rifle
Shotgun
Melee
Utility

Civilian Category: Think home defense, self defense, and hunting.
Assault Rifle
Pistol
Submachine Gun
Sniper Rifle
Shotgun
Melee
Utility

Criminal Category: Theives, Gangs, Mobsters.
Assault Rifle
Pistol
Submachine Gun
Sniper Rifle
Shotgun
Melee
Utility

Police Category: First responders, on patrol police in populated areas.
Assault Rifle
Pistol
Submachine Gun
Sniper Rifle
Shotgun
Melee
Utility

Swat Category: Step up from Police, to more "creative" weaponry.
Assault Rifle
Pistol
Submachine Gun
Sniper Rifle
Shotgun
Melee
Utility

Request Bin: To help me get more solidified in modeling, I'm taking requests within reason. Here's what I've done so far.
Portal Gun for Wheatley
Laser Pistol thing for Legoboss


Weapon features!
-No animations
-No recoil
-No ammo system
-No ADS
-No Raycasting
-MAYBE headshots, maybe not.
-Basic accuracy with a gradual spread increase with continued fire
-Bullet drop as an option on a weapon-by-weapon basis, for my own ideal of balancing
-Custom bullet I modeled
-Default muzzle flash
-Default smoke
-Default gun shell casings
-Gun sounds which I possess, and  have the power to edit with Audacity
-Streamlined ingame names. (Army Assault Rifle, Police Shotgun, etc as opposed to M16, Remington 870)

The aim of my debut weapons will be simplicity, low lag, high performance, and balance for large scale builds. Model criticism is more than welcome, but keep in mind that I'm not aiming to make them as detailed and realistic as possible. I'm all about the classic blocko style, and if you want realistic weapons, there's plenty better people to do it than me.

Also, I'm on Steam. If for some reason you want to speak to me there, I'm always online if I'm at home. http://steamcommunity.com/id/theshadowcross/

55
I'm not really interested in doing reload animations or anything like that, though if I can find an easy way, I'll probably add an indication sound when it's ready to fire again if I can make sure it stays in synch. As for a lock-on version, maybe, but my aim for weapons is simplicity. And I still haven't found anyone willing to help me learn the whole scripting part, so the learning process for that might be pretty slow.

I have 2 other weapons planned at the moment, but coming up with a good design off the top of my head isn't always a successful venture. The first is another launcher with the opposite focus. Infantry killing and the like. The other item I want to make is one that can identify players from long distances. I'm thinking maybe a high-tech looking scope on a pistol grip that when you click on a player while holding it, it shows their name and ID somewhere on the screen. Possibly even show their team in certain minigames.

I also want to make a healing weapon without copying TF2... Any vague ideas on something like that? I may be getting ahead of myself with all these ideas, but I can't help it.

56
General scaling can be tweaked no problem, though the idea is a thin and long launcher to go with the feel of how it will function. As for "More blocko", could you point out what you mean? I think this is fairly in line with the blocko definition.

Meanwhile, is there anyone who would be willing to try and help me with coding in a more step by step fashion? I'm still trying to wrap my head around the provided tutorials, but as someone who's never coded anything before, it's really a foreign language.

57
Modification Help / Re: So, I learned Blender and made a model!
« on: January 31, 2014, 06:00:58 AM »
I was totally unhappy with my crayon gun, and attempts to modify it left me unsatisfied, so I just started fresh and came up with this. I am MUCH happier with it. It has 254 faces, and I was going for a wasp/bumble bee color scheme since the idea is a fast moving missile with very high direct damage, but next to no blast radius, and a very slow fire rate.

So, now that I have the model itself done, I'm going to start working on coding and all that jazz. In the meantime, tell me, is the model any good? I might have to adjust some things around the grip/shoulder rest area to fit on the blockhead, but that won't take any time at all.

58
Modification Help / Re: So, I learned Blender and made a model!
« on: January 29, 2014, 10:01:48 PM »
Well I'd more like to learn it myself. I don't want to have to go to someone else everytime I want coding done.

59
Modification Help / Re: So I wanna start modeling.
« on: January 29, 2014, 06:10:37 PM »
Alright, I gave up on importing the Mac-10 to Blender for now. I decided to buckle down today since I'm sick and therefor do not have to go to work. Made from scratch, this is what I came up with. I always wanted to do a rocket launcher that would fire "missles" instead of rockets. By that I mean super fast projectile, very high damage, but almost zero blast radius, for the purpose of killing quick flying vehicles and jeeps.

I realize now that I'm done that it shares some similarities to the default rocket launcher, such as the scope and the color scheme, but I still think I got my idea across. Now, on top of hearing opinions on the design and such, I'd also like to know what to scale it to. Racer's video (the first link from a previous post) was unsure of the sizing when compared to the grid thingy. And then soon after learning that, I'm obviously gonna need to start looking into how to code it into the game... Any links or advice for that is also appreciated.



... And yes, I know, kinda looks like a crayon. But ignore that!

60
Modification Help / Re: So I wanna start modeling.
« on: January 26, 2014, 04:15:18 PM »
I'm watching these tutorial videos... The first one has nothing to do with modeling it seems, but on the second one, is modeling in blender REALLY just placing a square down and squishing it into the shape you want? Is there no way to manually draw the model or some other method? That seems very odd.

Edit: And can someone tell me which Blender version I should use? The newest version is very different looking from 2009

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