Ion Rifle Development Progress

Misc work in progress screenshots etc...
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Gary
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Ion Rifle Development Progress

Post by Gary » Wed Feb 03, 2010 5:39 am

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.
Last edited by Gary on Wed Apr 07, 2010 7:28 am, edited 1 time in total.

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Post by Ny » Wed Feb 03, 2010 12:09 pm

I was looking at the Original thread and noticed that the programming can be done via a custom_weapon script for the burst and full shots (probably if you put a massive fire rate so that the bullets fire out all at once).

I'll look into it and get a custom script to you via pm
:nyoron:

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Post by Shana » Wed Feb 03, 2010 2:30 pm

Meh, we rather do this properly.
Image

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Post by Ny » Wed Feb 03, 2010 3:25 pm

W0rf0x wrote:Meh, we rather do this properly.
True, although the concept seems very similar to an admin gun i've seen
:nyoron:

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Post by destiny » Wed Feb 03, 2010 5:14 pm

i hope it wont become one so that we can also fully enjoy it.
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Post by Gary » Wed Feb 03, 2010 9:26 pm

W0rf0x wrote:Meh, we rather do this properly.
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++.

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.

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Post by Gary » Wed Feb 03, 2010 9:54 pm

Okay, it may not of been necessary, but what ever.

Using it as a reference can be useful as we can properly balance it then.

Battle Rifle Rate of fire Settings
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Battle Rifle Projectile Damage
Image

Player's Health/Shield Properties
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Post by Gary » Wed Apr 07, 2010 7:34 am

Progress has be accelerated, or better said, started.

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Post by destiny » Thu Apr 08, 2010 8:11 pm

thats good to hear.
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Post by Linkmister » Tue May 11, 2010 5:31 am

Alright my friends, this weapon has been around on the forums for awhile so I'll get this done A.S.A.P. Here is what it looks like all rigged up.

Image


All that is left is the battery model and then some animations. The animations should be posted here within the next few days.
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Post by Gary » Tue May 11, 2010 5:41 am

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.

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Post by Linkmister » Wed May 12, 2010 4:43 am

Just added the battery and tried to replicate to how Gary wanted it to be held.

Image



I know the gun seems puny but in the player's view it is huge. Working on the animations now.
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Post by fug4life » Wed May 12, 2010 9:26 am

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.

http://www.youtube.com/watch?v=V_3aFLDmFj0
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Post by killkill85 » Tue Jul 13, 2010 12:43 pm

Will it be ready in time for 1.4?

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Post by Gary » Tue Jul 13, 2010 8:24 pm

No idea. Last I checked the animation is going good, but I am clueless on the programming side, I'll ask Neico if hes started working on it.

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