New weapon modela

New weapon modela

Postby FryingHigh » 02 Mar 2013, 03:24

I feel like the game needs several new weapon models, the Rifle needing it the most. The rocket launcher, and plasma gun too.. any news on this front?
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Re: New weapon modela

Postby Evropi » 02 Mar 2013, 03:41

Rapidbutton was developing a new plasma but I don't know what happened regarding that. LuckyStrike-Rx also made a plasma, and he nearly completed his work in fact, but neglected making backups and his hard drive died, losing the work forever.

There is also a concept for a new shotgun made a while back by LuckyStrike-Rx. I don't think the shotgun needs a new model very urgently though, it looks pretty good. The rifle, plasma and SMG though badly need some pimping.

The pistol is the only weapon so far that had received significant cosmetic modification since the days of Blood Frontier. If I recall correctly, anyway.

Currently there are more pressing needs in development, like the addition of top hats and silly things that generally don't need animating. So there's your answer. ;)
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Re: New weapon modela

Postby Julius » 02 Mar 2013, 11:21

Yes I agree, weapon models are really not all that great looking.
A while ago I toyed around with this: http://www.blendswap.com/blends/view/50011 to see if one could maybe make a modular set of mesh parts in that general style to create several different weapons the same time (e.g. saving time and effort). The mesh turned out to be too messy to be easily converted into a game mesh though, and I wasn't sufficiently motivated for making a complete rebuild.
However, I still think the general style (of course not exactly the same as this is a copy of a Mass Effect weapon) would fit great to RE.

Edit: I attached some other concept art I found on the internet illustrating my point that a modular set could be created to make a full set of weapons in the same style. Maybe one could even go the Borderlands approach to have a set of modular weapons according to some rule-set and allow players to create their own custom weapons? Would be probably a nice innovative idea (after all one of the strong points of RE is that it breaks away a bit from the standard Q3 like arena shooters).
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Re: New weapon modela

Postby ballist1c » 02 Mar 2013, 17:09

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)
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Re: New weapon modela

Postby ballist1c » 02 Mar 2013, 17:17

Sorry for double post but that blue rifle looks like it has some good elements on it, particularly like the handle. The style, however, is not RE, and it is not complete enough, nor original enough to model on it's own. it's still worth noting down though :)
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Re: New weapon modela

Postby Julius » 02 Mar 2013, 17:37

Ok, looking forward to what you come up with then... I still think modular weapons as explained above would be cool though.

@Quin: would that be possible to code via script so that people can edit their own weapon combinations in the menu?
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Re: New weapon modela

Postby qreeves » 03 Mar 2013, 05:44

Julius {l Wrote}:@Quin: would that be possible to code via script so that people can edit their own weapon combinations in the menu?

Anything is possible, but AFAIK the attachment system doesn't allow recursion.
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Re: New weapon modela

Postby Julius » 03 Mar 2013, 11:29

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.).
And I was also indirectly asking if you like the idea and would implement it in mainline RE :p
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Re: New weapon modela

Postby qreeves » 03 Mar 2013, 15:24

Let's just say I've had the idea too (but I imagined vanity items doing it), but it is an idea best left to its own game. It is too far off base and way too complicated.
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Re: New weapon modela

Postby wowie » 03 Mar 2013, 16:49

I'd play that game just so I could have a custom taser gun for team games. :D
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Re: New weapon modela

Postby Evropi » 03 Mar 2013, 17:01

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.
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Re: New weapon models

Postby quintux_v » 04 Mar 2013, 06:07

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)


That's good to know.

ballist1c {l Wrote}: The style, however, is not RE, and it is not complete enough, nor original enough to model on it's own.


Speaking of which, what is RE's style?

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.).


Kind of like in the RPG games where upon leveling up you receive 3-5 points to apply to 4-7 categories of your choosing?

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.


Sort of agreeing, maybe each weapon would have their own unique and appropriate shape, but all would have a common set of detailing systems (e.g. color, logos, light styles, etc) and maybe a "company logo" sort of thing to tie them all together.
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Re: New weapon models

Postby LuckyStrike-Rx » 04 Mar 2013, 20:48

quintux_v {l Wrote}:Speaking of which, what is RE's style?

What Julius posted totally fit the style to me. Basically it should looks "e-sport" and futurist (not sci-punk). Technically it's curved shapes, clean surfaces, gloving lights, not blocky...

Some more example :
http://goo.gl/K4cQH
http://goo.gl/Qd4Sv
http://goo.gl/0qVzW
http://sum.cghub.com/files/Image/218001 ... stream.jpg
http://goo.gl/w0MmN
http://media.moddb.com/cache/images/mod ... 4dh65z.jpg

Well, this is the recommendation I were given by Quin when RE started.
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