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MP1: SoA - Laser Cannon

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  • LambentHammerBurst
    started a topic MP1: SoA - Laser Cannon

    MP1: SoA - Laser Cannon

    A work in progress of a remake of the Plasma Cannon from Scourge of Armagon. Now I am not keeping 100% faithfulness to the pickup model. I am working on it to be so when you look at it - you know it's the laser cannon and recognizable to it - but some cosmetic differences.
    TEST VERSION RELEASED:
    <Download Removed - Final being released shortly>

    LATEST UPDATE:





    Previous Progress:
    Started it late last night and only about a hour into progress. Barrels are "done".
    Progress will be updated in this first post.





    Attached Files
    Last edited by LambentHammerBurst; 01-11-2011, 05:51 PM.

  • LambentHammerBurst
    replied
    Model has been release in my Scourge of Armagon Weapons Pack

    Leave a comment:


  • LambentHammerBurst
    replied
    Tweaked the position a bit more and made a laser to match it.
    Since I reskinned my Prox Launcher and it's grenade I am just giving things a final test tonight - you can likely expect a:
    Scourge of Armagon Weapons Pack
    tomorrow that have updated versions the previously released Mjnolnir and Prox Launcher.
    Attached Files

    Leave a comment:


  • seanstar
    replied
    really good job on this model ooppee...it looks awesome.

    Seven

    you can kinda fix the laser beam model showing under the gun.

    ive just edited the laserspik by moving it well forward, now it looks like its firing the lasers out the front of the gun.


    full strafe.

    this is really excellent work ooppee...props.
    Attached Files
    Last edited by seanstar; 01-10-2011, 03:08 PM.

    Leave a comment:


  • Seven
    replied
    I can agree with Bloodshot.
    The second screen is much much better.
    Now we are talking...


    EDIT 1:

    After testing your new Laser-Gun-Test.pk3:

    Wooohhwwww, what an improvement !
    The texture looks insane now !
    The v_model position is PERFECT now.
    And no shadow issues anymore.

    Really, that was what made the difference to your previous test pack.

    Yes, you are right, the barrel movement is still too much now,
    but this will be done easily by you.

    OoPpEe:
    You did it ! Thank you.


    EDIT 2:

    One thing you must still be careful with:
    Make sure your v_model has minimum the necessary width to cover the laser shots, which spawn beneath it.
    At the moment we are very close to this width.
    I think I can see the red laser shots on the left and right side a bit... but I might be wrong.
    Anyway, everybody should use the laser shots that you made for the enforcer.
    Those fit perfectly as well here.
    Maybe you can include them in your laser-gun-pack (already renamed, that people can use them right away).
    Last edited by Seven; 01-09-2011, 04:54 AM.

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  • Bloodshot
    replied
    Originally posted by ooppee View Post
    This any better? Don't want to move any more forward because the bottom barrels are suppost to be sticking out more than the top barrel (check the g_laserg and v_laserg models)
    Yes, that's perfect. Looks fully true to the original now.

    Leave a comment:


  • LambentHammerBurst
    replied
    Hi have a TEST version here. Like I said test - not final. Much more skinwork and a temporary firing animation. Due to the redesigning I did for the View model - the animation will have to be done from scratch again.
    This test is for Darkplaces - it uses a shader for a glow effect. To do this effect I had to add 128 polygons that are invisible to apply the glow. Basically those polygons have a invisible texture on them - but that texture has a matching _luma texture to give the glow
    It was either add 128 polygons with invisible texture and a visible glow. Or just do it over the entire model and have approx 30-44mb of texture load - mine is 5.97mb - 680kb for the glow effects - so a drop of about 24-38mb. What a simple modeling trick can do to save MUCH resources.

    Download TEST-OoPpEe-LaserCannon.pk3 from Sendspace.com - send big files the easy way

    Leave a comment:


  • LambentHammerBurst
    replied
    This any better? Don't want to move any more forward because the bottom barrels are suppost to be sticking out more than the top barrel (check the g_laserg and v_laserg models)
    Attached Files

    Leave a comment:


  • Bloodshot
    replied
    Nice, the lighting makes it look much better than the previous shot. It's kind of odd having the bottom 2 barrels more forward then the top middle one. Are you going to make a version with that top 1 more forward to match the original a bit more?

    Leave a comment:


  • LambentHammerBurst
    replied
    Let Seven give it a test run - the placement was off (as figured as I just slapped it as a placeholder and did a animation to match).
    More texture work done to it - so those who don't use all the bells and whistles for textures effects - it will still look good. It looked very "clean" when the lighting in Darkplaces went to "High" instead of full. Fixed that now

    Here's the orig and mine side by side. Yes there's differences as my design is more of a "remix"
    Attached Files

    Leave a comment:


  • LambentHammerBurst
    replied

    Just fixing the texture glitch (see black spot around barrel) and then off to animating the view model.

    Leave a comment:


  • LambentHammerBurst
    replied
    Skinning is done (well aside from gloss, normals and glow)

    Leave a comment:


  • LambentHammerBurst
    replied
    Yeah the barrels were pretty "clean" so touched up the skin more and now did more skinning. I actually only have the back of the gun left
    Attached Files

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  • Seven
    replied
    Yes ooppee,

    the part between the 2 handles look really "Quake" now.
    You are on track.

    Regards,
    Seven

    Leave a comment:


  • LambentHammerBurst
    replied
    Coming along better now. To keep the "Quake" feel and appearance - I have been using QRP's textures as a base. Their textures have really sped up the skinning process. So they will be credited
    Attached Files

    Leave a comment:

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