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Quake MP: SoA - Prox Launcher

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  • LambentHammerBurst
    started a topic Quake MP: SoA - Prox Launcher

    Quake MP: SoA - Prox Launcher

    Webangel recently posted a pack with high-res/high poly weapons that were exclusive to the 2 official expansions.
    HERE
    Sadly they were just reskinned and than renamed to match. Not taking into consideration that some of them were meant to look VERY different. Most of the skins worked great - EXCEPT the Prox Launcher. So I felt it needed to be re-done and reskinned

    This is just to v_model, still need to remodel areas of the g_model and then animate the V_model still.

    Attached Files
    Last edited by LambentHammerBurst; 11-22-2010, 11:11 AM.

  • LambentHammerBurst
    replied
    Well I was aiming at a SoA weapons pack release tonight - still possible however encountered a major bug, for whatever reason the glow texture is all wacky ingame - the diffuse texture is fine.
    Thus far the pack will have:
    Prox Launcher - g/v model + prox mine projectile
    Laser Cannon - g/v model + laser projectile
    Mjnolnir - g/v model

    Then optional addons:
    ProxMine with smoketrail
    Laser with Hellknights projectile trail (looks great with Seven's effectinfo.txt)
    Laser Cannon with fading in/out glowing effect

    There anything weapon related that I am missing?

    Update is released
    CLICK HERE
    Last edited by LambentHammerBurst; 01-13-2011, 01:27 AM.

    Leave a comment:


  • LambentHammerBurst
    replied
    seanstar - I adapted your idea. However seeing as I have the psp file (psp7's image format with all layers) was able to accomplish quickly. Did a new gloss and normal map too. This will be released in my SoA weapons pack (which could actually be released in a few days)
    Attached Files

    Leave a comment:


  • LambentHammerBurst
    replied
    Mine doesn't go for the equal spacing like yours and original does. I did however start the black area on part of the red area and again where the trim starts to taper down. Where we chose to start was actually VERY close (mere pixels lol). So closer to the original with personal preference tweak (the holes more towards the front). However I did try and move the holes to equal length and I just didn't like the overall effect. The back hole appeared to be too close to the black metal. If you were to give this a test - they do look spaced enough now due to the much smaller surface area - just the back hole has a bigger gap.
    Attached Files

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  • Mindf!3ldzX
    replied
    why does every SS taken from a model/whatever editing program always look super-mega-ultra-dark ?

    Leave a comment:


  • LambentHammerBurst
    replied
    @Seanstar:
    http://quakeone.com/forums/quake-mod...cher-mine.html
    There's the finished topic for this model. Post skin there will likely get more views.
    On the same note your skin looks alot like the one I have been saving for my SoA pack. I've tweaked some of the models and all - however just felt to wait until I have ALL of the models done and release as a pack instead of individually.

    Leave a comment:


  • osjclatchford
    replied
    yet more tastyness for soa from ooppee, the man's a machine!

    Leave a comment:


  • seanstar
    replied
    i was just thinking maybe you could scale the v_model back length wise a bit.

    or you could scale the black dots a bit bigger on the texture and spread farther apart to cross the whole red section.

    but this is a great idea of yours to use this model, i see it as a perfect fit.

    i like your prox model as well and was thinking about your prox model inside and delete the grenade model...but you wouldnt
    see it...maybe you could make the black dots actual holes and then you could see your prox model inside...just ideas.

    it looks cool as is though=P

    here is a texture mod id did to scale the black dots and short the red section.
    Last edited by seanstar; 01-09-2011, 06:07 AM.

    Leave a comment:


  • LambentHammerBurst
    replied
    yep, take a look at the finished works forums first 2 pages.
    As for the red part. I made it larger to match Ruohis' model (the red part is the same size as his grenade area - I just made it over top). I also did notice that - however the grenade itself is larger than the original grenade - so figured to keep it

    Leave a comment:


  • seanstar
    replied
    from what i understand this prox launcher is a modified Rouhis grenade launcher model.

    I like what you've done with this model ooppee.

    please dont get me wrong...it looks good.

    the only thing i see thats a little off, is the red part looks twice as long as the original...you could edit that part of the texture to make it dark grey.

    have you also done a v_multi with this model.

    Leave a comment:


  • LambentHammerBurst
    replied
    The bomb, currently as you can see - uses the originals texture which is VERY low res. The model itself is very simple, basically just a sphere with the middle cut out of it and replaced with a cylinder (12 stacks) and just scaling the middle stacks to give it the rounded look. Seeing as the model is small AND that you won't be able to get really close up to it (as it will blow up in your face) - a high poly and high detail mesh is unneeded. This was 5 minutes in Milkshape 3D lol - most of which was wrapping the old skin onto the model to see if it looked close enough to the original design.

    Attached Files

    Leave a comment:


  • LambentHammerBurst
    replied
    Made a alt-skin for those who may want a more true to original look with the highly red.



    @LockNLoad - yes I will be. The weapon itself *is* done. However will not be releasing until I do the grenade also. Have a few ideas on it. I am not a fan of the original design overall. So it will be tweaked. It will still be a circle and all and will keep it very close to the original - however modified.

    @grave_digga - in some ways Seven and I have been working together. If you've noticed in some of the shots he's posted in other posts of his - he has a copy of the Enforcer that will never be released. Aside from me, a friend and him - no one else has it. When I am working on a project he gets all the "beta's". Give them to him, let him test it out, gives feedback, I adjust. In alot of ways though him and I are a indirect team. He is improving Quake in the "Effects" - his modified effectinfo.txt, the lava, teleporter, water ect. I haven't touched any of those as his don't need any improvement (although I would LOVE his Teleporter with the effects it has AND another "layer" of the stars above it).
    Attached Files

    Leave a comment:


  • grave_digga
    replied
    Yes i know that you're doing different things, but that's what a team needs. It's just a suggestion, maybe you'll give it a try.

    Leave a comment:


  • Seven
    replied
    @ ooppee,

    sorry, it must have been the small laptop, which I use during my lunch break at work.
    Your screenshot looks now much more red (viewed on my TFT).

    This is exactly how I would love it to be released.



    @ grave_digga,

    ooppee does very different things than I do.
    He is much more talented in almost everything.
    The only thing we did almost simultaneously is the lava nail:
    his and mine (which is just a reworked version from webangel)
    All other things are different.

    And be sure, that ooppee and I PM a LOT
    But he is a uncontrollable beast, which spits out new amazing
    Quake enrichments like the supernailgun spits out nails

    Kind Regards,
    Seven

    Leave a comment:


  • Trickle
    replied
    hey ooppee, are you going to do the prox bomb as well?

    Leave a comment:

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