i like the direction your pack is going in. the whole navy theme is awesome.
my biggest beef though is your anchor doesnt have that recognizable "anchor-shape" to it.
it seems like the pick axe with barnacles. push the silhouette.
keep on truckin.
Anchors usually have a very wide spread as to catch as much drag as possible, a narrower spread does not have as much a chance to catch on rock (etc.)
But as always I'll try it and if I like the results or if they're worth posting I'll put it up.
thatis a nice shotty, but how is it related to theme (I know it is somehow but I would like an explanation...my guess is some kind of harpoon-gun )
To rehash a previous post;
Based off of WW2 battleship cannons. Mostly in the barrel and the chamber/housing. Minor ship-like attributes (ex: piping for the finger-guard) mixed in.
Well, I don't mean to critisize, I like the gun, but i think vcool could have meant that the barrel is octangular and it looks like it could be from an 'antique' game running the GoldSrC engine, which was the quake mod engine that ran Half-Life and it's many famous mods (including Counter-Strike). And that the hole into the barrel merely is a textured black circle (At least it looks like it, but I don't know if it really is any better on the other TF2 weapons), and it just looks a bit weird. I dunno..
The weapon is close to perfection! I can feel it!:thumbup:
I'm a poly muncher, I feel bad when I make a weapon go over the original weapons poly count at all lol.
If you can point out where adding polies will change the silhouette strongly then do so.
We have a whopping 8k in our budget, it's ok to add more detail.
Places where you can add detail:
1) barrel - 8 sides? come on. Valve's models aren't at all polygon conservative, it's just that when they were still going down the v_model/w_model road they deleted all the faces you couldn't see from the v_model.
The demo's launcher is like 32 sides.
2) pump - same story with more sides.
3) the mechanism box is waaaaaay too angular. You can also model in the ejection port.
Well, I don't mean to critisize, I like the gun, but i think vcool could have meant that the barrel is octangular and it looks like it could be from an 'antique' game running the GoldSrC engine, which was the quake mod engine that ran Half-Life and it's many famous mods (including Counter-Strike). And that the hole into the barrel merely is a textured black circle (At least it looks like it, but I don't know if it really is any better on the other TF2 weapons), and it just looks a bit weird. I dunno..
The weapon is close to perfection! I can feel it!:thumbup:
That's how all weapons look to me because I run it on shit-tastically low graphics.
3) the mechanism box is waaaaaay too angular. You can also model in the ejection port.
To answer,
*The current in game shotgun's Viewmodel highest barrel level of detail is 8 sides (or at least the one from the MDL file)
*Its meant to look like a battleship's turret, which has a very sharp angle. Although if it looks good with a slight bevel I will do so.
*Ejection port is modeled in on the left side of the gun, albeit it needs more depth.
So trying to compile the shotgun has become my worst nightmare. Viewmodel refuses to decompile, when it does, GUIStudio refuses to load it.
Etc. My mind is exploding.
Edit:
Ok, figured out that MDL Decompiler hangs on the .QC file and crashes then.
Have you got a working world model for the shotgun? If you do I could send you my viewmodel compiler and associated files that should take any shotgun with minimal fuss, as long as the bones are set up right.
Have you got a working world model for the shotgun? If you do I could send you my viewmodel compiler and associated files that should take any shotgun with minimal fuss, as long as the bones are set up right.
Did you finished downloading the recent tf2 update? If you didnt have yet, do it, play tf2 a bit, quit tf2, open source SDK and the modelviewer and try to compile again.
Did you finished downloading the recent tf2 update? If you didnt have yet, do it, play tf2 a bit, quit tf2, open source SDK and the modelviewer and try to compile again.
By the looks of things your ejection port is protruding from rather than being flush with the side of the gun body, so the awkward shape is producing some weird lighting.
Replies
Anchors usually have a very wide spread as to catch as much drag as possible, a narrower spread does not have as much a chance to catch on rock (etc.)
But as always I'll try it and if I like the results or if they're worth posting I'll put it up.
Based off of WW2 battleship cannons. Mostly in the barrel and the chamber/housing. Minor ship-like attributes (ex: piping for the finger-guard) mixed in.
Lots of doodads in these pictures that could work.
[IMG]http://john_wick.tripod.com/dadatgun.jpg[/IMG]
http://www.subchaser.org/system/files/3_23-Sight-01.jpg
http://www.subchaser.org/system/files/3_23-Sight-02.jpg
http://www.subchaser.org/system/files/3_23-Breech-Right.jpg
Have I told... you lately... that I love you?
If you can point out where adding polies will change the silhouette strongly then do so.
The weapon is close to perfection! I can feel it!:thumbup:
Previous name Ideas was
"Mad Man's Hook"
Mostly because I couldn't help but think of stats for it lol.
-25% damage dealt
On hit slows target Xx% - Xx% for X - X seconds
Which would be a rather balanced effect for a melee weapon in my opinion.
We have a whopping 8k in our budget, it's ok to add more detail.
Places where you can add detail:
1) barrel - 8 sides? come on. Valve's models aren't at all polygon conservative, it's just that when they were still going down the v_model/w_model road they deleted all the faces you couldn't see from the v_model.
The demo's launcher is like 32 sides.
2) pump - same story with more sides.
3) the mechanism box is waaaaaay too angular. You can also model in the ejection port.
That's how all weapons look to me because I run it on shit-tastically low graphics.
To answer,
*The current in game shotgun's Viewmodel highest barrel level of detail is 8 sides (or at least the one from the MDL file)
*Its meant to look like a battleship's turret, which has a very sharp angle. Although if it looks good with a slight bevel I will do so.
*Ejection port is modeled in on the left side of the gun, albeit it needs more depth.
-I think it's okay the way it is but I'd like to see a more smoothed version to compare.
kark - I think you mean that would be a guaranteed wining item.
I don't see 8 sides on the barrel.
Viewmodel is what you see in first person, world model is what the other see you holding.
I'm sure there's folks who would help with that, it's not a hugely complex animation.
Upresed barrel with some other minor details upresed.
That barrel's a spah!
Etc. My mind is exploding.
Edit:
Ok, figured out that MDL Decompiler hangs on the .QC file and crashes then.
Helps!
Now when I try to compile GUI studio tells me
Can't load C:\Program Files\Steam\steamapps\username\sourcesdk\bin\ep1\bin\filesystem_steam.dll
So...I downloaded "filesystem_steam.dll" and placed it in \bin\ep1\bin
Re-opened GUIStudioMDL and tried recompiling "Can't load ...Filesystem_steam.dll"
w.t.f.
Nope. Brb.
Shotgun viewmodel (and soldier arms) are invisible unless starting/finishing the reload animation.
Soldier arms are wrong team color.
help nao! Heeelp! Help Capture point with me!
I'm rather new at programming; More information or more specific information/instructions would be very helpful.
Now to just learn how to fix the Phong issues...
THAT SHOTGUNS A SPY!
By the looks of things your ejection port is protruding from rather than being flush with the side of the gun body, so the awkward shape is producing some weird lighting.
Indeed. The slanted shape of the housing is creating a really weird shading issue. I'm gonna try and clean that up later tonight.
Soldier's gonna be swabbing some decks if you catch my drift