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Quake MP: SoA - Prox Launcher

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  • #16
    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

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    • #17
      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.

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      • #18
        yet more tastyness for soa from ooppee, the man's a machine!

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        • #19
          @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.

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          • #20
            why does every SS taken from a model/whatever editing program always look super-mega-ultra-dark ?
            Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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            • #21
              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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              • #22
                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

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                • #23
                  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.

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