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Topic: SS2 Tacticool Weapon Replacements
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67413a3f0c56cMercurius

Re: Tacticool Weapon Replacements
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I modified that image in paint, took me 30 seconds max. Yeah... I do believe that's the slightest modification ever. I don't even see how an argument comes from it, but it makes a huge difference.

That looks pretty good.  Unfortunately it's one of those details that will be impossible to notice except in world view so it comes down to how much of a poly budget is left over after I finish the important parts of the rifle.

* * * * * * * * * *

Of course I'm not making 100% carbon copies of the original, trust me that would just look like shit.  But I'm making weapons clearly recognizable as the originals while putting my own personal aesthetic spin on it and fixing glaring flaws like backwards pistol grips. 

Anyhow, AR might take a while.  My free time has become limited again :(
« Last Edit: 12. April 2009, 20:47:40 by Mercurius »
Re: Tacticool Weapon Replacements
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Your applied personal aesthetics are better than most people's vague ideas.

67413a3f0c903jackblack

Re: Tacticool Weapon Replacements
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I think the aesthetic spins add more to the weapons, too. It's not much, but when I look at the now-transparent top of the laser pistol, it really reflects the description: an argon laser ionizing the air inside. You can more or less just call the old version a "tinted glass" version, but being able to see it is still pretty cool I think.
Re: Tacticool Weapon Replacements
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Good to see your new wrench and laser pistol.. They both look very VERY nice ! Your work is truly some of the best for the ss2 universe.. And your Assault riffle sticks to rest.. It kicks ass! I love it ! <3  :thumbwink:

67413a3f0cbdfUnicron

Re: Tacticool Weapon Replacements
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Is there any way to make the mods stand alone?  What I mean is, not dependent on ADaoB?  I like using SecMod, and would like to use these, but it seems the new wrench doesn't like the mod. 

67413a3f0ce88ThiefsieFool

Re: Tacticool Weapon Replacements
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That's most likely a secmod-specific issue, i've added a temporary patch to the secmod thread's main post

67413a3f0cfc5Mercurius

Re: Tacticool Weapon Replacements
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@Unicron

The mods are definitely stand-alone and work perfectly with vanilla SS2.  It's just that SecMod tinkers with nearly all the weapon models.

@TF

SecMod has two wrenches right?  For some reason the bloody wrench effect never worked for me but I could output a 'clean' wrench texture for that.

67413a3f0d14amiracle.flame

Re: Tacticool Weapon Replacements
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The clean/bloody wrench feature is going to be in next update I guess...not implemented yet.

Of course these models are just models and therefore usable with any other mods even when there is conflict warning. You just need to ignore the warning and overwrite necessary models. The game should work anyway.

67413a3f0d2b8ThiefsieFool

Re: Tacticool Weapon Replacements
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The problem was that a test version of the bloody wrench system was somehow left in the current secmod version and has been for a long while, it's just that the models it cycled through were almost identical and you couldn't see anything out of the ordinary unless you changed the wrench model yourself.

The patch I made just replaces the 'bloody wrench' models with Mercurius' wrench models so no matter what you see what you're supposed to, temporary but it works.


At any rate a bloodless wrench texture would be really great, since I'd have to make those myself otherwise and they'd come out a lot uglier that way.
« Last Edit: 16. April 2009, 07:06:15 by ThiefsieFool »
Re: Tacticool Weapon Replacements
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Congratulations on the new productions, Mercurius!

Thanks a lot!
Re: Tacticool Weapon Replacements
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Hi Mercurius, first of all great mods, but I have a little problem.
In multiplayer your new wrench is turned upside down, and its not in players hand, it hovers somehow.
Any solution?

Image: http://i352.photobucket.com/albums/r337/DerWustenfuchs/shock22009-04-2015-29-18-67.png

Btw I have in mod manager:shtup,alyamod,arcaniacgraphicspack reduxed, arcaniac aliens rifle, arcaniac grenade launcher, high res multiplayer models and your pistol(+laser one) and shotgun.

67413a3f0d7eaRainalkar

Re: Tacticool Weapon Replacements
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Lol, 3807,4 seconds grace period :)
I fixed that for the revision :)
Re: Tacticool Weapon Replacements
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Lol, 3807,4 seconds grace period :)
I fixed that for the revision :)

Yeah, we were just testing mods before getting seriously into the game. And yes, I was going to ask you about that time, is it fixed, because I have your latest version+freezing fix ?

67413a3f0dba9Rainalkar

Re: Tacticool Weapon Replacements
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It's just a leftover glitch. I set grace periods to cca 70-80 seconds per CYB on medsci1, but I later saw I left one with 700 :). So, you shouldn't experience anything similiar further. That one case is fixed, but in the next release, when I finish it.
Re: Tacticool Weapon Replacements
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hey guys

I love the wrench!! :)

but the shotgun is down?! i cant download it, it just says
"404 - Attachment Not Found"

greetings
Wrench
Re: Tacticool Weapon Replacements
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Fixed as well.
Re: Tacticool Weapon Replacements
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Thanks Kolya! Now lets have some shooteti-shotgun-fun!! :)

67413a3f0df9eRevenant

Re: Tacticool Weapon Replacements
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I use some of these weapon replacements myself, they are very good, and fit in brilliantly with the game. I cannot wait for the assault rifle, and hope you put a decent arm model on it, I am currently learning Maya and Photoshop at College, so you may see me walk into the Shock 2 Modding scene in the near future :P

67413a3f0e0a2weirwood

Re: Tacticool Weapon Replacements
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Something I just noticed; the laser pistol in hydroponics lies in a very dark corridor, but the model was basically fullbright. Not a big issue, but you might want to fix it.

67413a3f0e177NeutralX2

Re: Tacticool Weapon Replacements
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These look great. Nice work!

67413a3f0e3feunn_atropos

Re: Tacticool Weapon Replacements
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So far I have tried the wrench the pistol and the laser weapon. I'm really looking forward to see the shotgun ingame.
From all the weapon modifications for sys2,that I have seen up to now, yours ist the best. Very nice work!!

67413a3f0e5c0Arteveld

Re: Tacticool Weapon Replacements
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Hey, great work! I love all the mods, even though i have a lot of problems with them!

I have a little question, the pistol replacement here is in two versions, with one that is compatible with ADaoB 0.2.8, but the current version of ADaoB is 0.3.0, my question is, which version should i use then? ModManager tells me that the 0.2.8 version is incompatible with ADaoB 0.3.0.

I guess there should be a little FAQ about "what goes with what" concerning the mods, like, "does SHTUP work with ADoaB" etc, i bet there are more dumb lurkers like me, who spend a whole day wondering, how to make it all stick. ;)

Great work guys, You made me relive my biggest nightmare again!:)
Shodan lives and works for EA.
Re: Tacticool Weapon Replacements
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If you use ADaoB you should use the compatible pistol. Ignore the Mod Manager's warning in this case.

I guess there should be a little FAQ about "what goes with what" concerning the mods, like, "does SHTUP work with ADoaB" etc, i bet there are more dumb lurkers like me, who spend a whole day wondering, how to make it all stick. ;)

SS2 Technical FAQ: Mod Compatibility

67413a3f0ea5eArteveld

Re: Tacticool Weapon Replacements
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Kolya: Oh! Thanks boss! I feel stupid knowing now that i've missed that part..:P The adding/activating "in a specific order" is still kinda misterious to me, because ModManager changes the order in which i add mods anyways [adding ADaoB last actually threw it in the first position], maybe there could be a way to manually drag and drop them to create the order by hand, but that's another topic. Again, great work, and thanks for Your help!

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