Author Topic: Learning to model (Updated, Stinger prototype 2. Taking name suggestions)  (Read 3249 times)

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
You need to use 2.49b to export
see this topic for downloads & help with blender

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!

I can do the coding part if you want

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.

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.
Looking at the default add-ons helped me get started, and Iban's guide
I didn't realize you could download the files yourself. Here's everything as PDF because nobody uses RTF anymore:
Iban's TorqueScript Guide

The appendices in case someone doesn't already have them:
Appendix A. Quick References
Appendix B. GPGT Lesson Kit Docs
Appendix C. Combined Maze Runner Lessons
Appendix D. GPGT Lists

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.

tell me, is the model any good?
It looks a bit too long for a blockhead to hold and could use some changes to look a bit more "blocko"esc. It's great for a first weapon though.

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.

Name Ideas
Painblaster
Beamdriller
Painbeam
Turbomissle

-snip-
I'd say around 9/10 for a beginner


Suggestions:
  • Sounds when you have to reload?
  • Lock on version

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.

That looks sweet

and for a healing item, you could have a gun that shoots orbs of nano-robots that sligthly home to friendly players and rapidly regenerate about 20 HP per hit

A healing dart could work. Heal grenades, if you can somehow find away to reverse the damage effect, which is addhealth instead of removehealth.