Julius {l Wrote}:@Quin: would that be possible to code via script so that people can edit their own weapon combinations in the menu?
ballist1c {l Wrote}:Hey everyone!
I am currently taking design and 3D Modeling classes. The deal with the old 2011 Shotgun Concept Lucky made was that many of us agreed that it looked too much like a whale harpoon, and not much like the brutal weapon that a shotgun is. I doodled a sketch once (of SMG, shotgun, & rifle) and showed it to a bunch of people; now, all of a sudden I am learning Blender to try and make my vision for a new weaponset a reality.
(I will post once I have something worth showing; i am modeling under Lucky's guidance)
ballist1c {l Wrote}: The style, however, is not RE, and it is not complete enough, nor original enough to model on it's own.
Julius {l Wrote}:Well I wasn't only reffering to the visual representation, but also a script that effects weapon damage, type of shots, spread, ammo clip, particle representation, first and second fire mode and so on, and then checks if it is balanced according to a ruleset (e.g. each feature needs a certain amount of points, so if you add a strong damage the accuracy can not be high, or the shot frequency is low etc.).
Evropi {l Wrote}:I personally don't like the idea of modules... I played the Mass Effect games (except 3) and I thought guns didn't have much personality and they all looked about the same. May just have been the perspective. But I wasn't a fan of the idea of all guns looking about the same, acting differently.
quintux_v {l Wrote}:Speaking of which, what is RE's style?
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