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TF2 - Polypack - WCdesign

Hello everyone, after watching couple of days this contest I finaly decided to join. I got TF2 home and I playing it from time to time. My favorite char is soldier so that way I choose to pick him. Ok let`s get started...

So here is my idea:
f_17f1r5w547gm_b93eb6e.jpg

Primary weapon: Mortal (I hope its the right word for it :poly005: )This should be major upgrade for bazooka weapon. It`s slower but it`s more deadly!

Secondary weapon: Landmine,uh?.....Boooom!

Hat: German helmet, classical...Helmed is in 3D it got around 900tris, I`m planning to add some labels or orbs. No texture yet just basis standard material.

Think that these two weapons fits best on soldier, nah? Let me know what u think?

I will post more soon...Thx

Replies

  • Psyke
    you are making weapons to replace the functions of exsisting weapons

    shotgun for shotgun

    bazooka for bazooka


    you could incorperate the motar into a shoulder mounted custom replacement for his rocket launcher

    but the mine wont work
  • WCdesign
    Damn it, landmine wont work? grr...Ok I will figure something else for secondary option.
  • Psyke
    WCdesign wrote: »
    Damn it, landmine wont work? grr...Ok I will figure something else for secondary option.


    keep in mind it can be a replacement for

    gunboats or shotgun or buffbanner
  • ShadowBrain
    You exceeded your bandwidth, I suggest photobucket.com for hosting.
  • Red Communism
    Since the stuff has to fit the class's profile, how about making the german helmet one that he got from actually killing a nazi? make it look beat up and bloody or something. otherwise, it just looks like his regular one but grey. (BLAND)
  • WCdesign
    Red Communism: thx, yes that would definetly work. I got something in my mind for now I`m playing with idea to do something in fly theme, glasses on top of helm. Together with bazooka mixed with huge missle or soo this will make him guy like from "LUFTWAFFE" (I`m not nazi). Or I will change the hat totaly dunno yet.

    ShadowBrain: nope picoodle.com

    Psyke: ty for help, if couldnt be mine, then it will be something else :D Is allowed change shotgun for rifle(classic from 2nd WW), one shot one reload?

    For now I want to start with the Primary weapon I make some variations of what I like, just very few to specify the way... What u think guys which one fits best for sky soldier?

    f_wv2pkfm_c8d3716.jpg
  • Zipfinator
    Offline / Send Message
    Zipfinator polycounter lvl 9
    I definitely like 4 if the shield wouldn't be too large and out of place. None of the rockets really catch my eye though mostly because they don't fit with launcher 4 at all.

    Tight straps on the chin like your hat are a no-no too because facial animations will clip into the strap quite often.
  • WCdesign
    Zipfinator wrote: »
    I definitely like 4 if the shield wouldn't be too large and out of place. None of the rockets really catch my eye though mostly because they don't fit with launcher 4 at all.

    Tight straps on the chin like your hat are a no-no too because facial animations will clip into the strap quite often.

    This kind? In fact it could be cool u will look through the small window but u will be protected against bullets and headshots
    f_1e5cm0cxc2sm_174bd4d.jpg
  • Khthon
    I like the shield idea.
  • Ikimono
    Khthon wrote: »
    I like the shield idea.
    I Really don't. I like to be able to see what I'm shooting at. I dont need 1/2 my screen taken up by

    *Mexican voice*
    "El-chunk-o-metal"
  • WCdesign
    Ikimono wrote: »
    I Really don't. I like to be able to see what I'm shooting at. I dont need 1/2 my screen taken up by

    *Mexican voice*
    "El-chunk-o-metal"

    Hi, Well like any upgrade in this game u get some pluses and some minuses. That way u need to pick right weapon for right situation. This shield for minuses u will have less field of view but u get reduction against direct dmg and headshots. Best pick then u go against a lot of snipers/bullets.

    Exaple Soldier in game has an bazooka upgrade already. 1st one get more dmg from explosion splash dmg but less from direct hit and slower missles also, 2nd upgrade was faster missles, more direct dmg but less splash damage. So its always about +/- and applied for all classes in TF2
  • Buck
    r_drawviewmodel 0

    There goes your dissatvantage.
  • Khthon
    The unspun Heavy's minigun takes up a lot of the screen, it really isn't a big deal. As Buck said, you can turn off view models anyways.
  • WCdesign
    Hi, so finaly DAMN GOD guys i`m telling u to get that weapon together with soldier model is pure art of pain :poly119: but after all I manage to do it somehow. Its simple model just with one solid color I noticed that i need to change some part around shoulders. Need to do a front shield. I noticed that mostly problem will be when he is reloading but this is still doable. I will post renders with details soon.

    f_m30hsrym_7aa2384.jpg
  • Khthon
    Hopefully the shield and texture will be what sets its silhouette apart from the normal launcher and all the clone like entries to the contest.
  • WCdesign
    here is the detail of the weapon for now

    f_rum_0dfcfb7.jpg
  • WCdesign
    Hi so here it is with shield, all animation looks good, reloading weapon is fine. The plan was that shield could go little lower but it cant because of reloading animation, but still i`m quite happy with result, only small modeling update and I can call modeling part for finished.

    Does anyone some good smoothing tutorial? Is there some rule I should stick?

    Question: Did anybody got idea how to quick put this model straight into game, before i start with unwrappping and texturing I want to see how much view u got with shield if the small shield window is possitioned right and so...Thank you

    f_m30hss0m_9fa9217.jpg
  • WCdesign
    here some helm sketch, added few bullet holes and orb(not sure about it)
    f_hf1m_675f504.jpg
  • Thomas Truong
    The bullets holes are nice, I may take out the stray bullet personally.

    Your Primary looks like a great compromise, but as you said, the view from First Person may be largely obscured. The placement of the weapon view model in first person for the rocket launcher normally has you barely seeing your left hand in the bottom corner so I fear your shield might cover a good chunk of the screen.
  • Karkasmolenklok
    I think you've got quite a bit too much shield there.
  • WCdesign
    Guys can somebody help me? I have no idea how to solve it. After I get to this final step Compileing the file into source I get these 7 warning and one error in the end.

    I followed this view model tutorial http://www.fpsbanana.com/tuts/8746. But when was importing .smd files into MilkShape3D the "view model(hands with weapon)" I noticed that hands model is differed from the tutorial. This makes sense it is soldier and no enginer but soldier model uses just one hand and there was also missle model with bones for reloading animation and some 2 bones assigned to sight to original rocket launcher model, I dont need these 2bone connections can I just ignore it?. I get a couple of errors because i didn`t have missle model in my custom model but somehow I figured to do it and I move forward to this point:
    f_l1h0dm_9394e5e.jpg
    and I`m got no idea what to do, how to solve it. Does anyone have experience what to do? Plz help.

    Does anyone know what its mean?
    Sry for my english
  • Fragus
    View models are extremely hard to do due to the fact that decompiler screws up animations really bad. Try to do rotate -90.0
  • WCdesign
    Fragus wrote: »
    View models are extremely hard to do due to the fact that decompiler screws up animations really bad. Try to do rotate -90.0

    I know it`s too messy get everything into game...But I`m sure my custom model possitions are 99% correct, and in fact when u place rotation or position incorrectly this still should work but ur model will be placed wrong but u still should be able to load it into game, I think this is something else, but what?, who know...
  • Fragus
    Bounding box out of range is exactly the problem I was talking about, your models are somewhere in the space of infinity. The view camera has a specific position and you need the animation to be right in front of it. The only thing that helped me is that I found the original position of the animations posted in some forum, I copied them into the animations and everything worked fine. I see that every animation has this error, so you can't do the IceColdFreezie trick.
  • WCdesign
    Fragus yes its like u writing , I meant before that position of my custom weapon is on right place. But that bounding box out of range i didnt know they are animations. Ok i will try to google it hope i will find codes. Ty for explanation. Normaly I wouldnt make big deal of this but I really need to see how is that shield blocking view
  • WCdesign
    So I didn`t get the model in game dunno how to do it so I made it fake in model viewer...this is final model...starting with unwapping and texturing

    f_m30hss1m_4b592a0.jpg
    f_m30hss2m_532d1da.jpg
  • Some Jerk
    Doy you really think it's a good idea to let the shield take up so much space on the hud?
  • WCdesign
    there is little explanation on first page
  • Buck
    But it wont do anything other than annoy people, you cant use it as a drawback if there are absolutely easy ways to disable the viewmodels.
  • BaronVonFail
    the shield would bug me in game not cos the restriction of sight.... there's just something odd about it. may be the extreme shiny ness ( i know it isn't the final textures by any stretch) or the fact it looks overly smooth if you understand where I'm coming from. Maybe have it blown off or bent out of shape maybe.
  • Mico27
    There's also the fact that I 've read somewhere that valve dont want to implement any new weapon/gameplay that would obstruct the player's view (like flash grenades, smoke grenades, blinding stuff, or any other thing that might block the viewer's sight)
    And also in a way that would be forcing valve to implement a downside that they might now want, thus making the weapon more gameplay changing than just aesthetic (like said in the contest rules).
  • WCdesign
    Hi Hi, allright maybe(for sure) u guys right, I was playing TF2 few minutes ago and try to imagine like it would be with the shield and maybe it wouldnt do anything like bloking view thats correct, ok I working on solution.

    For now I made some sketch of secondary item and going to redraw the bazooka...until this:
    f_urr5pm_b893eee.jpg
  • Khthon
    Hm, second or third carbine with laser on it shotgun replacement for Soldier I've seen. Make it a good one!
  • Ikimono
    WCdesign wrote: »
    f_m30hss2m_532d1da.jpg

    Oh fuck no. Get rid of this nonsense.
    A fix could be to bend it back as if it got smashed in.

    In b4 shitty "you can use r_drawview_0" A weapon shouldn't be a gimp unless you're using console.
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