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MP1: SoA - Laser Cannon

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  • 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.

  • #2
    it looks nice; even at this early stage... i'm looking forward to the final version. however, there is something i don't quite like about the q1 weapons - gun models are centered and aim straight forward. i think that especially this weapon with long barrels would look nicer if you move the gun off the centre. just like in the other games in which the guns are moved to the right/left and you can see one side of the guns. i understand that q1purist would consider this change a heresy :-)
    -
    i guess there must be some variable in darkplaces that handles the position of the gun, or em i wrong and the position/direction settings of the gun is part of the model itself?
    my projects so far:
    Travail retextured
    Tronyn in high definiton
    Ab
    yss of Pandemonium HD textures
    Nehahra rtlights and other experiments

    Comment


    • #3
      You can adjust the handedness and angle from within the engine. Having a center-position standard is a good thing
      In Qrack, the command is cl_gun_offset.
      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

      Comment


      • #4
        Hello ooppee,

        is it correct that you use a different length for all 3 barrels ?
        Or do my eyes play tricks with me ?

        You surely know, that the original had only 1 looking forward.
        Also the laser shot are same this: 2 fire in parallel and one single is earlier.

        I think this would look strange if your barrels move different compared to the laser.
        I would suggest to make it like the original. But its just a remark of course.


        @ jakub1,

        if ooppee makes the animation within the md3 file,
        it will be easy to move it in QME afterwards (after converting to mdl).
        But as long as I know ooppee, he will have a separate framegroup file, which makes it impossible (at leat for me).


        Kind Regards,
        Seven

        Comment


        • #5
          No it's just the angle of the image. The bottom 2 barrels are the exact same length, top is pushed back more - the shot on the far left (tallest shot) is of all 3 barrels. The other bottom you can just see peeking - however it's the exact length of the other.


          As for the framegroups part. Until I find out how to fix the animation bug without using it - all of my models will sadly have it. I tried inside3d and got no real answer how to fix it.
          Attached Files

          Comment


          • #6
            @Seven - actually the animations are still in the md3 - the framegroups file just tells the game to start on frame 1 instead of 0. Without it - I get the bug of the model going into "rigging pose" at the first frame of animation. I should take a look into some md3 editors and see if I can remove just frame 0 - doing that will fix the framegroups issue. Any program that can open md3's can open any model I use - but you need to delete frame 0

            Comment


            • #7
              QuArK might be able to do it, but there might be a catch as it has many snags in it here and there.

              Comment


              • #8
                Done the design aspect. Now onto optimization. After that textures, rigging and animating.
                I changed the back of the model's design from the original. However kept it recognizable. I also added a "fire button" to the back handle - of course you will only see this on the pickup model.
                Attached Files

                Comment


                • #9
                  another typically awesome peice of work from you, my friend.

                  Comment


                  • #10
                    Originally posted by ooppee View Post
                    I should take a look into some md3 editors and see if I can remove just frame 0 - doing that will fix the framegroups issue. Any program that can open md3's can open any model I use - but you need to delete frame 0
                    Npherno's MD3 Compiler is a simple tool in which you can easily edit frames.
                    I used this to fix the animation issue with the grunt and enforcer models and it worked.

                    Comment


                    • #11
                      Originally posted by Joz View Post
                      Npherno's MD3 Compiler is a simple tool in which you can easily edit frames.
                      I used this to fix the animation issue with the grunt and enforcer models and it worked.
                      NFW! The Return of the immortal Jozsef Szalontai --- author of JoeQuake and holder of several of the fastest speed runs of numerous Quake levels. And soul incarnate of the heart of the origins of Qrack and Engine X.
                      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                      Comment


                      • #12
                        Having issues unwrapping this model, anyone good at doing this (this is my BIGGEST issue with modeling).
                        Until I can get this UV mapped - model progress is halted.

                        Attached Files

                        Comment


                        • #13
                          Holy Cow! Hi Baker

                          I'm checking the QuakeOne forum lately and was totally surprised how much new stuff is still under progress and so many people are still interested against Quake. After I found SDA dead already, I was thinking Quake is gone, but seeing so much action is happening here makes me think the opposite.

                          I'm especially so happy to see the SoA models are redone. I'm planning to record a hi-res version of the most famous QdQ movie called Scourge done Slick.

                          Comment


                          • #14
                            Well this is the last model I need to finish for SoA - then all have been redone

                            Comment


                            • #15
                              Wouldn't you like to redone the 'The Horn Of Conjuring', 'The Empathy Shield', 'The Wetsuit' and 'The Spike Mines' models too? They are not animated, shouldn't be a really complex job for you ooppee I bet Moreover, The Wetsuit is just a reskinned Enviro-suit from Original Quake, and you should just re-skin Ruohis's md3 suit model. What do you think?

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