Tremulous Forum
General => Feedback => Topic started by: KrazyKain on April 28, 2006, 08:37:24 am
-
ok i cant do this, so dont ask me to do it..
BUT, the game is great, i love everything about it, however the gun models are somewhat ugly. would be nice if someone can redesign the guns, make the shotgun look like a shotgun, the assault rifle look more like an assault rifle, the lucifer cannon more like a big gun and not a pipe thingy.
also if someone decides to do this, reload animations would be very nice.. its great that the game has reloading, but lets face it, lowering the gun and raising it isnt much for the eyes...
dont get me wrong, its the gameplay that counts and this game far excells at gameplay, but new gunmodels would be really nice
-
ok i cant do this, so dont ask me to do it..
BUT, the game is great, i love everything about it, however the gun models are somewhat ugly. would be nice if someone can redesign the guns, make the shotgun look like a shotgun, the assault rifle look more like an assault rifle, the lucifer cannon more like a big gun and not a pipe thingy.
also if someone decides to do this, reload animations would be very nice.. its great that the game has reloading, but lets face it, lowering the gun and raising it isnt much for the eyes...
dont get me wrong, its the gameplay that counts and this game far excells at gameplay, but new gunmodels would be really nice
Exactly what i thought this morning (don't read my thoughts or i kill you next time!^^).
And maybe change the blaster to something like a pistol, knife, tonfa, or etc. The Damage should be the same, but i don't like the animatin and the "pschiou" sound it makes.
Maybe give it a "dual"-mode in S2/3 where you can buy another one (like the enforcers in UT).
Also an instant impact would be appreciated --> projectile weapon or like lasgun.
just some thoughts.
-
I have been drawing up some gun designs, maby I will upload them someday.
Redesigns include the Mass driver, the Shotgun, the Lucifer cannon, and a few others.
-
Maps and alien weapon models are our priority now. After that we'll just have to see.
-
...alien weapon models...
YAY! Awesome, I was wondering if you guys were going to add those. :) As for the regular weapons, I think they look fine. The only thing I don't like is that the weapons are too similar to Quake 3's in how they look and function(ie no hands holding them and limited animation). Sprucing them up and adding more polies might be nice, but it's not necessary, IMHO.
-
I know unbelievably little about the Q3 engine so this is probably a very newbish question, but is it actually possible to do reload animations in Q3? because someone had once told me you couldn't but I am hoping that it is possible to have real reload anims instead of the gun dropping out of the screen.
-
CommandoPoop"]I know unbelievably little about the Q3 engine so this is probably a very newbish question, but is it actually possible to do reload animations in Q3? because someone had once told me you couldn't but I am hoping that it is possible to have real reload anims instead of the gun dropping out of the screen.
Baseq3 doesn't support weapon animations, or not in the way you would want. You need to code in your own animation system. Timbo is going to make an animation system for the aliens which can be use for the human weapons too.
-
alright cool, the gun models arent a big deal and if they are left till later no problem, but it would be nice to see new models for them.
-
On thw topic of models, what programs do you use to make the models for Trem? And is there an open source or free program that can do it.
-
eg.
Blender
Milkshape 3d (shareware)
just google a little bit and maybe search at sourceforge.net
I would also like to know with what programs Trems models are made.
-
I believe all the models were made using 3d studio. Although a couple I made with gmax, the free version of 3d studio that kinda sucks...
I've played around a little bit with an old 'arm' model I had made for first person gun animations, but I'd rather not really work on it until the code is place so I can see what I'm doing. As far as the gun models, I agree... although I like the rifle... I may or may not re-make the mass driver, lucifer cannon, and maaaaaybe the shotgun.
But if someone else wants to (and it turns out decent looking) feel free!
-
Some weapons realy seem to look a little bit old :)
Anyway, I realy like the Construction Kid :lol:
I'm no modeller, but I think it shows that weapons still can look great with the Q3 engine
-
I might try make up a mass driver model in milkshape, along a rail gun design. Also someone could make a lucifer model that's similar in design to the BFG in the Doom movie.
Models can look great in any engine, you just need the support for polyongs or hi-res textures :)
As for the earlier blaster discussion, i'd recommend just making the bullest travel faster rather than 'instant hit', as the present speed makes it almost feel like you could almost outrun the bullets themselves. The speed also means that its never used unless you're feeling suicidal, you'd have better odds outrunning a dretch than hitting one with it :D
-
be sure to uv map that well, because ms3d has very very crappy uv tools. I recommend using Blender or Wings to uvmap it instead (and use the .obj format as an exchange format between these programs)
I also agree about the guns being a bit... monotonous
-
what's wrong with the shotgun? t.t
-
Well, it looks wierd and has somekind of stick thing in the middle you can see sometimes. I don't really mind the shotgun apart from the stick thing.
Would it be possible to get side on shots of the weapons so we can match sizes?
-
The current weapon models all look OK IMO, if there is a problem with them it's that some of them are very similar looking from certain angles; the rifle and shotgun in particular. The great thing about the old q3 weapon models was that each one was instantly identifyable from any angle. In tremulous, you often have to wait for someone to start firing before you know what weapon they have.
On a similar note, whether or not someone has a helmet is very important to a dretch. But, with the open top helmet and that wide dretch FOV, from high angles it's almost impossible to see if someone has a helmet or not. As cool as the current models are, it would be good to see a lot more distinction between the base model and the helmet. The same goes with light armour too I guess.
-
http://img52.imageshack.us/img52/9449/mdrivercncpt013xg.jpg
pew pew
I was out of blue so everything is red :/
-
Middle one looks pretty nice, reminds me of a WH40k eldar rifle. Bottom one looks like somekind of mutant chainsaw :D
-
it also reminds me alot of red faction's mass driver thing too, lol
-
http://img52.imageshack.us/img52/9449/mdrivercncpt013xg.jpg
pew pew
I was out of blue so everything is red :/
really nice, i like all of them.
-
Wow, realy nice
-
Turret model looks lame.
Also is really miss a optional gore setting, where damage create blood decals.
Models are Ok, great work guys!
-
Don't any of you be touching our tools! Especially the Shotty, how DARE you! :O D: :(
-
Don't any of you be touching our tools! Especially the Shotty, how DARE you! :O D: :(
Pardon me but, What the crud is that supposed to mean?
-
Don't any of you be touching our tools! Especially the Shotty, how DARE you! :O D: :(
stfu lava you noob :P :wink:
-
It means that all weapon models are fine! Especially the Shotty.