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InsideQC Forums • View topic - ShadowBorg's gun

ShadowBorg's gun

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ShadowBorg's gun

Postby ceriux » Sun Jan 25, 2009 3:31 am

hey, i know i was supposed to give this away along time ago... but iv been really busy and in bad times, dad says there's no room for me any more.... so im really limited on time here's the gun. sorry if it was supposed to be more private....


this should be it, all of my files i belive can be found on my filefront page.


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Postby xaGe » Sun Jan 25, 2009 2:55 pm

..I remember the picture/sketch that model was made from. I think you did a good job modeling it. Sorry to hear about the personal stuff though, hang in there...
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Postby Dr. Shadowborg » Sun Jan 25, 2009 8:46 pm

Groovy!

I'll start working on animating it 'n stuff. :wink:

Once again, thanks for helping to make this model ceriux! :D

EDIT: g_model finished, v_model animations and skin mods finished, player model integration model created. (but not merged into the player model and made to mesh with the animations.)

Vertex swimming is a bit of a nasty, and interpolation will not look good. (I'll probably try and do a remix version of this using the skin and quark / qme later.)

Also, I decided not to do the reload anims. This weapon is simply stored in a charge cradle / holster when not being used. (this is of course to enhance battlefield durability by reducing the amount of moving parts to a minimum, and not actually a result of zee doctor being lazy and not wanting to do a reload animation.) :wink: :P
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Postby ceriux » Mon Jan 26, 2009 1:11 pm

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Postby MeTcHsteekle » Mon Jan 26, 2009 8:25 pm

bah
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Postby Dr. Shadowborg » Mon Jan 26, 2009 11:59 pm

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Postby Dr. Shadowborg » Thu Jan 29, 2009 8:47 pm

Okay, few screenshots hot off the press:

Gun in depleted state, with weapon_pbmagnum g_model in front.


Gun in fully charged condition. (well, shots remaning > 80 anyway...)


Super Low Quality version integrated with the player model. (this took forever, ugh I don't wanna even think about how much work this took to animate with the player model properly...)



So far it's a pretty fun starting weapon to use. Still need to add decapitation for the melee, whatever it's secondary is going to be (either airfist like sonic disruptor, or an overcharge), and finally balance it so that it isn't totally useless against somebody wielding the higher class weapons.
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Postby xaGe » Thu Jan 29, 2009 9:09 pm

Looks GOOD in game.. nice.
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Postby MeTcHsteekle » Thu Jan 29, 2009 10:29 pm

aww man that gun lookz soo coowal, wish i had one :O
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Postby Urre » Fri Jan 30, 2009 12:07 am

Neat :)
I was once a Quake modder
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Postby ceriux » Fri Jan 30, 2009 7:51 pm

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Postby Spirit » Fri Jan 30, 2009 9:02 pm

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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