Poll

What do you guys think, should I just upload the weapons I mentioned recently?

Yes
74 (61.2%)
No
4 (3.3%)
Just update the stuff!!
15 (12.4%)
*Flip Table*
8 (6.6%)
*Nuke from orbit*
11 (9.1%)
*Scream rabidly*
9 (7.4%)

Total Members Voted: 120

Author Topic: Vulpine Vitality: Midway Sentinel's Add-On Warehouse; Fallout Weapons!! :D  (Read 161647 times)

Ok look, I want to make this better. Give me a list of things that need to improve, that is free of "stuff, crap, stupid, etc.", and I'll see what I can do, but don't fully expect miracles. Taboo, you aren't who I'm gonna listen to on this, you lost that.

we've told you to alter/remove the hands and make the guns less poly.

Alter, maybe. Remove? No. That is one thing I refuse 100%

Ok look, I want to make this better. Give me a list of things that need to improve, that is free of "stuff, crap, stupid, etc.", and I'll see what I can do, but don't fully expect miracles.
Way to go.

Try to make the hand animations smoother. A great example of smooth and simple hand animations is this. Make them more natural and have a smooth feeling to them instead of wildly or oddly flailing hands around and try to remove out-of-place animations.

Make the weapons seem more toy-like. Make them shorter, stubby, and with less detail.
this

The models really have too much detail, and aren't that fitting. Look into packs such as T+T or H&K and try to copy some of their style. Fat, short, and low-poly weapons win.


The reloading should be something like a way to balance the weapons and stop people from continuously spew bullets, and not to have something to slap in people's face saying "DIS GUN HAZ RELOADING IT'S BOUND TO BE GOOD AND ADVANCED DL NOW!!!!11" or have an excuse for high poly models.


we've told you to alter/remove the hands and make the guns less poly.
It's a design choice, and I'm glad to see it not go anywhere.

Way to go.

Try to make the hand animations smoother. A great example of smooth and simple hand animations is this. Make them more natural and have a smooth feeling to them instead of wildly or oddly flailing hands around and try to remove out-of-place animations.
this

The models really have too much detail, and aren't that fitting. Look into packs such as T+T or H&K and try to copy some of their style. Fat, short, and low-poly weapons win.


The reloading should be something like a way to balance the weapons and stop people from continuously spew bullets, and not to have something to slap in people's face saying "DIS GUN HAZ RELOADING IT'S BOUND TO BE GOOD AND ADVANCED DL NOW!!!!11" or have an excuse for high poly models.



forget... this is gonna be a hella long hike I'm embarking on...

actually no forget stop listening to them

scrap hand animations entirely

what you should do is have 2 individual models- the world model and the player model

in ms3d (or blender or whatever the forget you're using) make the model twice (duplicate it or something) and put 0 at the end of one weapons group and 100 at the end of the other. 0 will be the world model, which you shouldn't animate, and 100 will be the player model, which you should animate- the idea being that the player holding the gun will only see player animations, and everyone else will see world animations (which can be just tier+tactical style arm floppin they'll get the image)

but since blockland doesn't come built in with hand models what you should do is just animate anything involving the player model as if the hands were invisible, keeping the weapons consistent with the rest of blockland but also allowing you to keep the interesting animations

ok... let me get this straight...

basically:

two images,

1: animated 1stP model
2:  unanimated 3rdP model

use 1 for all animations and such, and the other for external ones.

the internal ones being ones I create myself involving the hands working the weapon and such, and the external involving built-in player animations?

hmm....... and im wondering, would it reduce lag if i made the 3rdP model lower poly than the internal?

(Side note: I like this concept of combining the two :):) )

the third person model and first person model should probably just be the same models

like blockland models are pretty much as low poly as they need to be already so as long as you don't model like you did in the pack and get closer to, say, t+t or the default style, you should drop a lot of tris by default

the internal model is animated as if there are hands manipulating the weapon but you cannot actually see the hands, keeping the weapon's aesthetic in-line with the rest of blockland (which is supposed to not have hands)

I cant coordinate without the hands, and it would look plain odd. I'll do the previous two-model suggestion though. But this didnt answer my question. Would it make less lag if I rigged lower-quality models as the 100 LOD ones?

edit: does anyone have any leads on a script or method for making model colors (such as hands) matching the player's color?
« Last Edit: October 24, 2013, 02:56:41 PM by Midway Sentinel »

yes i am saying that

they should be the same model you don't need to really make any fps accommodations

also just make hand models, rig with them, then delete the hands when you export

I'm still not removing the hands. There are people (including me) who prefur them... I looks odd when your magazine shoots out and replaces itself too...

The reason I asked tho, is that I'm thinking that maybe I could (for now) make them so that the lag is removed while keeping the original model in 1stP until I (possibly) redo the models to more low detail level.

I looks odd when your magazine shoots out and replaces itself too...

Look at UTA weapon pack and see if that animation doesn't strike your fancy.

No hands in 1st person, reloads look amazing. I don't see the issue. Remove the hands entirely if you want it to be a good pack.

Look at UTA weapon pack and see if that animation doesn't strike your fancy.

No hands in 1st person, reloads look amazing. I don't see the issue. Remove the hands entirely if you want it to be a good pack.
it can be good without. I'll look, but I'm quite dead set on this.


I don't mind the hand animations at all, in fact when done right I think they look really cool, in my opinion