Ion Rifle Development Progress
Ion Rifle Development Progress
This is a summery of the weapon:
http://www.obsidianconflict.net/forums/ ... sc&start=0
I was thinking about making it a combine weapon instead of rebel, as the combine only have one gun while humans/rebels have many. Just a thought.
The weapon it's self has almost no progress as of right now, though I have been learning XSI and how to do different features I wish the weapon to have.
Here is a list that I will try to keep up-to-date:
Key: No Progress - In Progress - Done
Remember, I do not count the base model as progress, I only count modifications and creations add to it.
Some additions I would like to see is the sight and a stock added to it, to make it look more rifle like.
-First Person (View)
Very little mesh here, as most mesh will be taken from EP2.
-- Textures
-- Mesh
-- Animation
-- Particle Attachment Points
-Third Person (World)
Very little mesh here, as most mesh will be taken from EP2.
--Textures
--Mesh
--Animation * This may not be necessary, depending if we can just use the AR2 or SMG1 animations or not.
--Particle and player attachment points
-Sounds
Very little work here, as most sounds will be taken from EP2.
-- Charing Sounds
-- Reload Sounds
-Special Effects
Most the partials will be taken from EP2.
-- Secondary firing Particles
-- Secondary projectile Particles
-- Secondary impact Particles
-- Telescopic Sight Mesh
-- Telescopic Sight Magnification Texture
-- "Eject Brass" Which will be the empty clip that falls out when reload.
-- Kill Icon Image
-Programing
Depending what is in the Source code, we might be able to grab some from EP2.
-- Three Round Burst Code
-- Projectile Code
-- Secondary Projectile Code
-- Secondary Fire Code
-- Proper Iron Sights Code
Anyone that wishes to help may do so, with animation, if you want to make a thirdperson player animation, you must not have it held from the hip,you will never truly understand how much I dislike it that way.
I have just started work in this, so it will be a bit to get this out. Though more help from other Team members or anyone else would greatly speed up progress.
http://www.obsidianconflict.net/forums/ ... sc&start=0
I was thinking about making it a combine weapon instead of rebel, as the combine only have one gun while humans/rebels have many. Just a thought.
The weapon it's self has almost no progress as of right now, though I have been learning XSI and how to do different features I wish the weapon to have.
Here is a list that I will try to keep up-to-date:
Key: No Progress - In Progress - Done
Remember, I do not count the base model as progress, I only count modifications and creations add to it.
Some additions I would like to see is the sight and a stock added to it, to make it look more rifle like.
-First Person (View)
Very little mesh here, as most mesh will be taken from EP2.
-- Textures
-- Mesh
-- Animation
-- Particle Attachment Points
-Third Person (World)
Very little mesh here, as most mesh will be taken from EP2.
--Textures
--Mesh
--Animation * This may not be necessary, depending if we can just use the AR2 or SMG1 animations or not.
--Particle and player attachment points
-Sounds
Very little work here, as most sounds will be taken from EP2.
-- Charing Sounds
-- Reload Sounds
-Special Effects
Most the partials will be taken from EP2.
-- Secondary firing Particles
-- Secondary projectile Particles
-- Secondary impact Particles
-- Telescopic Sight Mesh
-- Telescopic Sight Magnification Texture
-- "Eject Brass" Which will be the empty clip that falls out when reload.
-- Kill Icon Image
-Programing
Depending what is in the Source code, we might be able to grab some from EP2.
-- Three Round Burst Code
-- Projectile Code
-- Secondary Projectile Code
-- Secondary Fire Code
-- Proper Iron Sights Code
Anyone that wishes to help may do so, with animation, if you want to make a thirdperson player animation, you must not have it held from the hip,you will never truly understand how much I dislike it that way.
I have just started work in this, so it will be a bit to get this out. Though more help from other Team members or anyone else would greatly speed up progress.
Last edited by Gary on Wed Apr 07, 2010 7:28 am, edited 1 time in total.
Thank you. I would rather do this the proper way as well. It's not like doing it in C++ will make it take 10 times longer. Though it depends on your understanding with C++.W0rf0x wrote:Meh, we rather do this properly.
Plus, wouldn't it lack some features being a scripted weapon, such as new particle effects?
And like I said, we might be able to get code from the SDK, pretty sure I heard that EP2 code is in the single player SDK.
Also, I was thinking the secondary fire would be some sort of super blast, which would require an entire ammo clip to use and would have a 2 meter blast damage. So it would be like a grenade almost. Maybe?
Btw, I could grab battle rifle damage and player health values from Halo2 if we need.
- Linkmister
- Former Developer
- Posts: 192
- Joined: Mon Mar 15, 2010 1:59 am
- Location: California, United States
- Contact:
I am very happy we have the talented Linkmister helping us with the Ion Rifle. I am looking forward to seeing his animations.
Also, a note, the "Programing" second of the main post is not to date, I honestly have no idea the progress in that area. I hope Neico will contact me when he starts(or if he already has been) working it it.
Also, a note, the "Programing" second of the main post is not to date, I honestly have no idea the progress in that area. I hope Neico will contact me when he starts(or if he already has been) working it it.
- Linkmister
- Former Developer
- Posts: 192
- Joined: Mon Mar 15, 2010 1:59 am
- Location: California, United States
- Contact:
whats with the gap in the wrist in the first pic? Looks like the weapon v_model needs to be compiled with something like:
'Poceduralbones'
Go into you Source SDK folder and grab the file: \sourcesdk_content\hl2mp\modelsrc\humans_sdk\male. vrd and copy it to the folder where your v_models QC is. Next, in your QC after the $sequence defines, put the line:
$proceduralbones "male.vrd"
^I had to use that when I recompiled all the dod:s weapon v_models. Not sure if it applies here?
Here's a video demo of it in action.
'Poceduralbones'
Go into you Source SDK folder and grab the file: \sourcesdk_content\hl2mp\modelsrc\humans_sdk\male. vrd and copy it to the folder where your v_models QC is. Next, in your QC after the $sequence defines, put the line:
$proceduralbones "male.vrd"
^I had to use that when I recompiled all the dod:s weapon v_models. Not sure if it applies here?
Here's a video demo of it in action.
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.
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'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
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- Fatal Error (IQ = -10)
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