67ed06a02dabf

67ed06a032e0d
1 Guest is here.
 

Topic: WUP - Weapon Upgrade Project Read 26375 times  

67ed06a0347bePacmikey

67ed06a034825
Hands for guns. FYI this was intended for 90-100 fov but alt versions are coming

[VanillaFusion.7z expired]
[VanillaEMP.7z expired]
[VanillaAR.7z expired]
[VanillaShotgun.7z expired]
[20240312114148_1.jpg expired]
[20240312113638_1.jpg expired]
[20240303040832_1.jpg expired]
[20240303141047_1.jpg expired]
« Last Edit: 12. March 2024, 15:59:34 by Pacmikey »

67ed06a034983voodoo47

Re: Hand Models for Weapons
67ed06a0349d7
be in sync with what we can (barely) see in the cutscenes, would you kindly. or you can simply check the MP player model.

also, don't overdo it with the polycount, this is an old game, superhires things tend to look out of place.
[goggles.jpg expired]
[googlesgun.jpg expired]
« Last Edit: 04. November 2022, 20:37:11 by voodoo47 »

67ed06a034a68Pacmikey

« Last Edit: 20. August 2023, 12:09:55 by Pacmikey »

67ed06a034b9fvoodoo47

Re: Hand Models for Weapons
67ed06a034bef
the game has monkeys, ninjas and zombies, on a spaceship. logic has no power here. also, the worm guns may actually be pleasant to touch, who knows. and if you have seen the updated worm launcher from NDS, it seems to have another part that may be pleasant, if you are a lonely soldier. also, he ends up literally shooting himself up a giant worm's rear end, I'm guessing touching a patch of some weird skin wouldn't be a big deal in comparison.

anyway, consistency with the player model is preferable. or you can offer alternate textures as a separate download.

67ed06a034c76Pacmikey

« Last Edit: 20. August 2023, 12:07:48 by Pacmikey »

67ed06a034da8voodoo47

Re: Hand Models for Weapons
67ed06a034dfe
hardcoded/not modifiable, afaik. that little pull down and up while reloading is all you'll get.

some limited gun animations are doable though, Secmod worm guns pulsate and emp rifle opens up its business end some more when overcharge mode is selected. not sure how this works though.

67ed06a034e9cPacmikey

« Last Edit: 20. August 2023, 01:23:19 by Pacmikey »

67ed06a035029voodoo47

Re: Sight of Hand Alpha - Hand Models for Weapons
67ed06a035081
I doubt it, but we'll see. soon..ish?

@Olfred would be able to help as far as objects are concerned, I bet.


shotgun model looks nice, but something is off with the AR. maybe the gun cutting into the hand in an unnatural way? also possibly cover the arm with the suit texture just a tiny bit more.

67ed06a035112Pacmikey

« Last Edit: 20. August 2023, 01:21:36 by Pacmikey »

67ed06a035252voodoo47

Re: Sight of Hand Alpha - Hand Models for Weapons
67ed06a0352a4
yeah, I always disliked that (much more skin exposed on the hand meshes than on the full model). "whatever looks better in the end", I suppose.
Re: Sight of Hand Alpha - Hand Models for Weapons
67ed06a03574e
I wanted to tweak the Tacticool Pistol but it seems reverse conversion to .E can't handle its polycount. It cuts off at the 1300 line range.   ¯\_(ツ)_/¯
Which tools are you using for conversion? I never had that kind of trouble and I think I even have a tacticool pistol as blend file somewhere.

67ed06a0357f6Pacmikey

« Last Edit: 20. August 2023, 01:12:38 by Pacmikey »
Re: Sight of Hand Alpha - Hand Models for Weapons
67ed06a035a38
I've been using the im/exporter from nemyax in most cases. It's superb for importing models into Blender. The exporter works quite well but I had cases in which the model did have incorrect lighting on export. In that case I reverted back to using BSP.
There is also the limitation that it will only work for static models. In case you didn't know, the game basically does have two model formats. One is for static models which are most of the world models and the most weapons. Then there is one for mesh models, which are the characters, monsters and some of the weapons (if I remember correctly, all the melee models).

You can get it at https://sourceforge.net/projects/blenderbitsbobs/ it's the io_scene_dark_bin-0.4.20161124.zip file. Make sure to check the wiki.

I'm on a business trip the whole week. So if you still have problems with the pistol I can give it to you at the end of the week.

67ed06a035ae8Pacmikey

« Last Edit: 20. August 2023, 01:12:57 by Pacmikey »

67ed06a035d51sarge945

Re: Sight of Hand Alpha - Hand Models for Weapons
67ed06a035da9
That looks really nice!

In a sick, twisted way I kind of hope for someone to make a mod where we get the stumpy dolphin-fin looking hands on the original weapon models.

67ed06a035e40Pacmikey

« Last Edit: 20. August 2023, 01:13:08 by Pacmikey »

67ed06a035f3cvoodoo47

Re: Sight of Hand Alpha - Hand Models for Weapons
67ed06a035f8c
the two handed pistol - while technically correct, it looks just weird. wouldn't do it.

67ed06a0360adZylonBane

Re: Sight of Hand Alpha - Hand Models for Weapons
67ed06a0360ff
One-handed is just cooler.


Acknowledged by: icemann

67ed06a03619dvoodoo47

Re: Sight of Hand Alpha - Hand Models for Weapons
67ed06a0361f2
yes. also the MP Goggles model actually holds the fusion cannon in one hand. take that, realism.
Re: Sight of Hand Alpha - Hand Models for Weapons
67ed06a03642e
ZylonBane
Also, sensemaking. If soldier was holding the weapon with two hands how exactly is he using the inventory?

67ed06a0364cdZylonBane

Re: Sight of Hand Alpha - Hand Models for Weapons
67ed06a03651e
The same way he does while holding a gun and climbing a ladder.

67ed06a0365b6Pacmikey

« Last Edit: 20. August 2023, 01:13:20 by Pacmikey »

67ed06a03669dPacmikey

« Last Edit: 20. August 2023, 01:13:37 by Pacmikey »

67ed06a03677dvoodoo47

Re: Sight of Hand Alpha - Hand Models for Weapons
67ed06a0367cc
about 17.74% less weird, yes.

Your name:
This box must be left blank:

Name the default melee weapon in System Shock 2:
1 Guest is here.
INITIATION: SHODAN was boiling with rage. But most of all she hated her own weakness.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
67ed06a0370ec