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Messages - YoshiDude

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31
Modification Help / Re: UTA (Untiered Arms)
« on: May 26, 2012, 08:01:57 PM »
Madsen LAR
Korobov TKB-408
RPA-Rangemaster 50 Anti-Material Sniper
FN-FNARL Sniper rifle, light-barrel version
Fort-500M Police Version
fine.

how about the Vepr?
Maybe. I'll be honest - it looks almost like a combination of the TAR-21 and M16A1.

or the Calico M960 SMG?
I've seen that in a game before, but I'll think about it.

32
Modification Help / Re: UTA (Untiered Arms)
« on: May 26, 2012, 07:57:10 PM »
Vigneron Submachine Gun

produced up until the mid 80's

it's kinda cool I guess
Sure, but
* it doesn't fit very well with the other guns.
* at first glance it looks like an MP40.

33
Modification Help / Re: UTA (Untiered Arms)
« on: May 26, 2012, 07:55:49 PM »
If you truly don't believe that your models need work
I'll stop you there. I'm not implying I'm a AAA video game modeler coming straight from Treyarch or any other high-level companies. I know I need improvement. I'm just not being given much direction here.

34
Modification Help / Re: UTA (Untiered Arms)
« on: May 26, 2012, 07:50:21 PM »
Realism =/= actually looks good

Look at ephi's shotgun and the default rocket launcher for a better idea of the style you should be going for. Simplistic, yet has detail. What you have is simplistic but has no detail
If I remember the look right, Ephi's shotgun adapts a theme that was created and upheld by the community rather than the game. Bunches of bevels and that's it.

Bevels =/= detail
Bevels may contribute to detail, but tapping W+hitting Bevel on every single edge isn't going to get you a perfect model.

Question-Why not pick some weapons that have never been made before? Stuff that nobody has heard of?
I'll sum up my reasons why in a point here. Show me a weapon that isn't in any modern FPS game that's actually pretty cool.

We get it, we get it. But seriously, you need to have a concise, consistent, and proportional style to your weapons.
At this point, everyone's pointing out that there is an inconsistency between the models. You need to understand that I don't see this, and I have no idea what you're talking about. I'd appreciate some examples.

35
Modification Help / Re: UTA (Untiered Arms)
« on: May 26, 2012, 07:41:45 PM »
There's so much that needs work it's diffcult to keep it concise.
To start, scrap your current models and try basing your models on guns, not on compound oblong rectangles with triggers
It's a little more than oblong rectangles with triggers - not to mention it's in the style of Blockland's Gun.

Shotgun - Franchi SPAS-12 + Remington 870
Sniper - GmbH DSR-1
Pistol - Paris Theodore's ASP + Colt model 1911
Rifle - Fabrique Nationale FAL
Revolver - Mateba Model 6 Unica + Colt Anaconda

This isn't Tier+Tactical, and it's not Gravity Cat's pack either. It's not a "blockland realism" pack or anything of the sort, so if that's what you're expecting, I'd like to ask that you get it out of your head now.

36
Modification Help / Re: UTA (Untiered Arms)
« on: May 26, 2012, 06:33:56 PM »
the models themselves need a lot of work
everything besides the models is awesome
I'm confused
These models aren't that great tbh

Can you be any more vague? I don't mean to be rude, but honestly - I'm not going to be able to make progress on modeling with a comment as simple as "needs work," or "not that great tbh." If you're going to criticize, do it right. Otherwise, it'll just hit my "trolling" filter.

Can you make the sniper have headshots
It already headshots. Body-shots do 20 damage and headshots do 60. There will be no OHK.

37
Modification Help / Re: UTA (Untiered Arms)
« on: May 26, 2012, 05:40:06 PM »
I'm hosting a server with these.

Starch's UTA arena
I'm guessing that went down.

38
I don't think this should be called an MMO unless CoD and Halo are also MMOs
and they aren't
because this isn't

huh what
cod =/= halo =/= blacklight
seriously they're so different it's not even funny.

blacklight is MMO because of the way it treats the servers - you get a list of servers along with a chatbox rather than matchmaking, and halo and call of duty both do the latter.

39
It's so useless, there's an integer overflow on the level of it's uselessness, thereby crashing life, the universe, and everything.

When life, the universe, and everything, comes back, the useless level is set to zero, thereby making it neutral.
This hasn't happened yet, so it's still really useless. Go away.

40
Modification Help / Re: UTA (Untiered Arms)
« on: May 21, 2012, 09:43:00 AM »
wugh

41
"No, it's spelled 'Run, forest, run!' I know what I'm talking about, and I don't give a stuff about what you have to say."

^ this guy was such a loving friend.
he was like
constantly saying he didn't care about what i had to say
and yet
he decided to start the argument to begin with
expected for me to give my own precious stuffs

bigot

42
So I was thinking - since V21 is so revolutionary and all, why not introduce a few more new things to simplify and improve upon custom player animations? Pretty much the title, really - there isn't much I can elaborate about. Just having bones appropriately named to a player's bones in a .dts file will take control of and move the according bone - this would make animations a whole world easier to do. Just being able to use any dsq straight off would be nice, too, if the dsq is appropriate for the player datablock.

43
Modification Help / Re: UTA (Untiered Arms)
« on: May 20, 2012, 11:03:25 AM »
May I make a suggestion?

Dual wield pistols :3

Same damage but more ammo, maybe longer reload and less accuracy.

I don't see how I didn't think of that - I'll be right on it.

44
Modification Help / Re: UTA (Untiered Arms)
« on: May 20, 2012, 12:33:05 AM »
Do you plan on adding any features to the guns, like selective fire modes, and scope-ability for the sniper?
I don't think so. I may do those for a different pack if I ever get to another. For this I'm concentrating on simplicity and balance.

45
Modification Help / Re: UTA (Untiered Arms)
« on: May 19, 2012, 07:30:06 PM »
Would be great if you weren't too lazy to fix the animations from making everything look like its completely halfassed.
Just my opinion.
Just think about it for a second.
Move the right arm, you move the whole gun. The magazines also stick to the gun, which sticks to the right hand. Any animations having to do with the insertion of the magazine will require the use of the left hand. It would require a long time of trial and error just to make it look right.

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