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 Post subject: BW Idea Requests
PostPosted: Wed Jan 13, 2010 8:41 pm 
Sergeant
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Posts: 74
Location: Minnesota
This Forum has moved to BWC Projects
Link: Ballistic Reality Weapon Pack





For BW packs
1. Crossbow (you can pickup the arrows like with the X3 knife)
2. AK-47
3. Dragunov Sniper Rifle
4. Remote Toxic Grenade
5. Skirth Minigun
6. Range-finder (binoculars with displays in the sight telling you how far away something is)
7. Golden Rifle
8. AW50 Anti Matériel Rifle (if you don't know what it is here is a link: http://www.accuracyinternational.com/AW50.php )
9. Stoner 63
10. VSS Vintorez
11. FN Minimi
12. G36
13. Bor Rifle
14. CheyTac Intervention
15. MG42
16. M60
17. FN MAG
18. FN FNC



Options
1. For some of the sniper rifles in BW, could someone make something so you can get (pickup) different sights for rifles, like a wider view, or a
stronger zoom.
2. Weapons can be damaged by being shot, causing it to be less accurate, or jam and cease to work all together.
3. When a player is hit somewhere like in the leg, that player won't be able to move with as much agility as before, and limp slightly, or for an arm-shot
his/her aim might be slightly off.
4. Grenades explode when shot. (this one would be simple, just add a TakeDamage state to the grenade projectile)
5. When a gun shoots long distance(Like with a sniper), then the farther away the target is the more the bullet will fall, so the shooter must adjust his
aim for the distance.
6. Other types of ammunition for some weapons, like for shotguns you can find incendiary rounds.
7. You can find add-ons for some weapons like the M50 you could find a laser sight, or for some guns you could get things like drum-clips.
8. Bullets can take damage and be thrown off by being hit by other bullets.
9. Bullets are affected by wind.
10. Karma, say you shoot someone on your team and kill him, and then suddenly your gun jams, or your sight for your rifle breaks.
11. Bullets can ricochet and still cause damage.



Other
since the developers of BW are good with animations, is there anyway of building replicas of the UT3 weapons for UT2004 with similar animations made by Runestorm developers, with similar rates of fire and damage per hit?


The Ones That Are In Progress:
1. AK47
2. Crossbow
3. CheyTac Intervention

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Links To My Projects: Ballistic Reality Weapon Pack v1.0


Last edited by Unreaity on Sun Feb 07, 2010 12:12 am, edited 8 times in total.

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 Post subject: Re: BW Idea Requests
PostPosted: Wed Jan 13, 2010 9:51 pm 
General
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If you can supply me with animated models I can get these ingame.

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 Post subject: Re: BW Idea Requests
PostPosted: Thu Jan 14, 2010 6:58 am 
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The Dragunov has some really bad recoil.

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http://world.guns.ru/machine/mg41-e.htm
And if that ain't good enough check these out:
http://www.pascaleggert.de/games.html

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 Post subject: Re: BW Idea Requests
PostPosted: Fri Jan 15, 2010 6:20 pm 
Sergeant
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i am on a Mac, it would take me several months to make animations for them, but i could make the Unrealscript source code in maybe a month.
the program that i made to do this is one that i made myself and it won't do animations, only .ini .int .u .uc .ucl and thats it.

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 Post subject: Re: BW Idea Requests
PostPosted: Sat Jan 16, 2010 5:08 am 
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I could have a go at modelling some of then

(not including Skinning Animation)

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 Post subject: Re: BW Idea Requests
PostPosted: Sat Jan 16, 2010 11:16 am 
Sergeant
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TurdDrive wrote:
I could have a go at modelling some of then

(not including Skinning Animation)


Please do

which ones would you do though, please tell me so I can start on the Unrealscript files.

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 Post subject: Re: BW Idea Requests
PostPosted: Sat Jan 16, 2010 11:28 am 
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The cross bow seems to be the one I could give an unique touch to so

The crossbow :D

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 Post subject: Re: BW Idea Requests
PostPosted: Sat Jan 16, 2010 11:46 am 
Sergeant
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TurdDrive wrote:
The cross bow seems to be the one I could give an unique touch to so

The crossbow :D


okay I'll start with the code

I'll add something so you can pickup the arrow you shot as ammo

please post to tell me what to put in for the animation name

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 Post subject: Re: BW Idea Requests
PostPosted: Sat Jan 16, 2010 1:37 pm 
Sergeant
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here is the start of the Unrealscript file, there are some blank spots because i still need to get some more info on the animation but here is some of it
if there are any errors please tell me

Code:
//=============================================================================
// Crossbow Weapon
//=============================================================================

class BWCross extends BallisticWeapon;

#exec OBL LOAD File=***

var   bool         bShootingArrow;
var() name         ArrowBackAnim;
var() name         ArrowShotAnim;
var   float         NextShotTime;


simulated event AnimEnd (int Channel)
{
    local name anim;
    local float frame, rate;

    GetAnimParams(0, anim, frame, rate);

   if (anim == 'PrepShoot' && bShootingArrow)
      return;
   super.AnimEnd(Channel);
}
//simulated function DoWeaponSpecial(optional byte i)
exec simulated function WeaponSpecial(optional byte i)
{
   if (AmmoAmount(0) < 1 || Level.TimeSeconds < NextShootTime || bShootingArrow)
      return;
   PlayAnim('PrepThrow');
   bShootingArrow=true;
   ServerWeaponSpecial(i);
}
function ServerWeaponSpecial(optional byte i)
{
   bShootingArrow=true;
}
//simulated function DoWeaponSpecialRelease(optional byte i)
exec simulated function WeaponSpecialRelease(optional byte i)
{
   if (!bShootingArrow || AmmoAmount(0) < 1 || Level.TimeSeconds < NextShotTime)
      return;
   PlaySound(Sound'{*********}',,1.0,,32,,);
   if (level.NetMode == NM_Client)
      PlayAnim('Shoot', 1.5);
   ServerWeaponSpecialRelease(i);
}
function ServerWeaponSpecialRelease(optional byte i)
{
   PlayAnim('Shoot');
}
simulated function Notify_BWCrossShoot()
{
   ShootArrow();
   SetBoneScale(0, 0.0, 'Knife');
}
simulated function ShootArrow()
{
   bShootingArrow=false;
   NextShotTime = Level.TimeSeconds + 0.15;
   if (Role == ROLE_Authority)
   {
      super.ConsumeAmmo(0, 1);
      DoFireEffect();
   }
}
// Get aim then spawn projectile
function DoFireEffect()
{
    local Vector StartTrace, X, Y, Z, Start, End, HitLocation, HitNormal;
    local Rotator RAim;
   local actor Other;
   local Projectile Proj;

    GetViewAxes(X,Y,Z);
    // the to-hit trace always starts right in front of the eye
    Start = Instigator.Location + Instigator.EyePosition();
    StartTrace = Start + X*10;
    if (!WeaponCentered())
       StartTrace = StartTrace + Hand * Y*10 + Z*0;

   RAim = BFireMode[0].GetFireAim(StartTrace);
   RAim = Rotator(BFireMode[0].GetFireSpread() >> RAim);

   End = Start + (Vector(RAim)*2000);
   Other = Trace (HitLocation, HitNormal, End, Start, true);

   if (Other != None)
      RAim = Rotator(HitLocation-StartTrace);

   Proj = Spawn (class'BWArrowProjectile',,, StartTrace, RAim);
   Proj.Instigator = Instigator;
}
simulated function Notify_ArrowOutOfSight()
{
   SetBoneScale(0, 1.0, 'Arrow');
}
simulated function bool HasAmmo()   {   return true;   }
//simulated function bool ConsumeAmmo(int Mode, float Load, optional bool bAmountNeededIsMax)   { return true;   }
//function ConsumeAmmo(int Mode, float Load)   {   }

// AI Interface =====
function bool CanAttack(Actor Other)
{
   return true;
}

// choose between regular or alt-fire
function byte BestMode()
{
   local Bot B;
   local float Result;

   B = Bot(Instigator.Controller);
   if ( (B == None) || (B.Enemy == None) )
      return 0;

   if (VSize(B.Enemy.Location - Instigator.Location) > FireMode[0].MaxRange()*1.5)
      return 1;
   Result = FRand();
   if (vector(B.Enemy.Rotation) dot Normal(Instigator.Location - B.Enemy.Location) < 0.0)
      Result += 0.3;
   else
      Result -= 0.3;

   if (Result > 0.5)
      return 1;
   return 0;
}

function float GetAIRating()
{
   local Bot B;
   local float Result, Dist;
   local vector Dir;

   B = Bot(Instigator.Controller);
   if ( (B == None) || (B.Enemy == None) )
      return AIRating;

   Dir = B.Enemy.Location - Instigator.Location;
   Dist = VSize(Dir);

   Result = AIRating;
   // Enemy too far away
   if (Dist > 1500)
      return 0.1;         // Enemy too far away
   // Better if we can get him in the back
   if (vector(B.Enemy.Rotation) dot Normal(Dir) < 0.0)
      Result += 0.08 * B.Skill;
   // If the enemy has a knife too, a gun looks better
   if (B.Enemy.Weapon != None && B.Enemy.Weapon.bMeleeWeapon)
      Result = FMax(0.0, Result *= 0.7 - (Dist/1000));
   // The further we are, the worse it is
   else
      Result = FMax(0.0, Result *= 1 - (Dist/1000));

   return Result;
}

// tells bot whether to charge or back off while using this weapon
function float SuggestAttackStyle()
{
   if (AIController(Instigator.Controller) == None)
      return 0.5;
   return AIController(Instigator.Controller).Skill / 4;
}

// tells bot whether to charge or back off while defending against this weapon
function float SuggestDefenseStyle()
{
   local Bot B;
   local float Result, Dist;

   B = Bot(Instigator.Controller);
   if ( (B == None) || (B.Enemy == None) )
      return -0.5;

   Dist = VSize(B.Enemy.Location - Instigator.Location);

   Result = -1 * (B.Skill / 6);
   Result *= (1 - (Dist/1500));
    return FClamp(Result, -1.0, -0.3);
}
// End AI Stuff =====

defaultproperties
{
     PlayerSpeedFactor=1.150000
     TeamSkins(0)=(RedTex=Shader'',BlueTex=Shader'')
     BigIconMaterial=Texture'BallisticUI2.Icons.BigIcon_X3'
     BCRepClass=Class''
     InventorySize=10
     SpecialInfo(0)=(Info="0.0;-999.0;-999.0;-1.0;-999.0;-999.0;-999.0")
     BringUpSound=(Sound=Sound'')
     PutDownSound=(Sound=Sound'')
     MagAmmo=1
     bNoMag=True
     WeaponModes(0)=(bUnavailable=True,ModeID="WM_None")
     WeaponModes(1)=(bUnavailable=True)
     WeaponModes(2)=(bUnavailable=True)
     CurrentWeaponMode=0
     bUseSights=True
     CrosshairCfg=(Pic1=Texture'BallisticUI2.Crosshairs.X3OutA',Pic2=Texture'BallisticUI2.Crosshairs.X3InA',USize1=256,VSize1=256,USize2=256,VSize2=256,Color1=(R=0,A=192),Color2=(B=255,A=192),StartSize1=103,StartSize2=87)
     CrosshairInfo=(SpreadRatios=(X1=0.250000,Y1=0.375000,X2=1.000000,Y2=1.000000),MaxScale=8.000000)
     GunLength=0.000000
     bAimDisabled=True
     FireModeClass(0)=Class''
     FireModeClass(1)=Class''
     PutDownTime=0.500000
     BringUpTime=0.500000
     SelectForce="SwitchToAssaultRifle"
     AIRating=0.200000
     CurrentRating=0.200000
     bMeleeWeapon=False
     Description=""
     Priority=36
     CenteredOffsetY=7.000000
     CenteredRoll=0
     CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross1"
     PickupClass=Class''
     PlayerViewOffset=(X=5.000000,Y=7.000000,Z=-8.000000)
     PlayerViewPivot=(Yaw=32768)
     BobDamping=1.700000
     AttachmentClass=Class''
     IconMaterial=Texture''
     IconCoords=(X2=127,Y2=31)
     ItemName="Crossbow"
     Mesh=SkeletalMesh''
     DrawScale=0.300000
}

//=============================================================================
// Crossbow Attatchment
//=============================================================================


class BWCrossAttachment extends BallisticAttachment;

defaultproperties
{
     ImpactManager=Class''
     BrassMode=MU_None
     InstantMode=MU_Both
     FlashMode=MU_None
     LightMode=MU_None
     TrackAnimMode=MU_Both
     WaterTracerClass=Class''
     bHeavy=True
     Mesh=SkeletalMesh''
     DrawScale=0.110000
}
//=============================================================================
// BWCrossPickup.
//=============================================================================
class BWCrossPickup extends BallisticWeaponPickup
   placeable;

#exec OBJ LOAD FILE=
#exec OBJ LOAD FILE=
#exec OBJ LOAD FILE=

simulated function UpdatePrecacheMaterials()
{
   Level.AddPrecacheMaterial(Texture'');
   Level.AddPrecacheMaterial(Texture'');
   Level.AddPrecacheMaterial(Texture'');
}
simulated function UpdatePrecacheStaticMeshes()
{
   Level.AddPrecacheStaticMesh(StaticMesh'');
   Level.AddPrecacheStaticMesh(StaticMesh'');
}

defaultproperties
{
     LowPolyStaticMesh=StaticMesh''
     PickupDrawScale=0.250000
     InventoryType=Class''
     RespawnTime=10.000000
     PickupMessage="You picked up a Crossbow"
     PickupSound=Sound''
     StaticMesh=StaticMesh''
     Physics=PHYS_None
     DrawScale=0.450000
     CollisionHeight=4.000000
}
//=============================================================================
// BWCrossProjectile.
//=============================================================================
class BWCrossProjectile extends BallisticProjectile;

var   bool         bStuckInWall;
var   bool         bHitPlayer;


simulated function InitProjectile ()
{
   SetTimer(0.1, false);
   super.InitProjectile();
}
simulated event Timer()
{
   super.Timer();
   bFixedRotationDir = True;
   RotationRate.Pitch = -100000;
}
simulated function ProcessTouch (Actor Other, vector HitLocation)
{
   if (Other == None)
      return;

   if (bStuckInWall)
   {
      if (Pawn(Other) != None)
         TakeBack(Pawn(Other));
      return;
   }
   else if (Other == Instigator || Other == Owner)
      return;
   if (bHitPlayer)
      return;

   if (Role == ROLE_Authority)
      DoDamage(Other, HitLocation);
   bHitPlayer = true;
//   SetLocation(HitLocation + (HitLocation-Other.Location) * 2)
   SetLocation(HitLocation);
   Velocity = Normal(HitLocation-Other.Location)*100;
}

function TakeBack(Pawn Other)
{
   local Ammunition Ammo;
   local Weapon newWeapon;
   local int AmmoAmount;

   if (!bStuckInWall || !Other.bCanPickupInventory)
      return;

   Ammo = Ammunition(Other.FindInventoryType(class'Ammo_Knife'));
   if(Ammo == None)
    {
      Ammo = Spawn(class'Ammo_Knife');
      Other.AddInventory(Ammo);
      }
      AmmoAmount = Ammo.AmmoAmount;
      Ammo.UseAmmo(9999, true);

    if(Other.FindInventoryType(class'BWCross')==None)
    {
        newWeapon = Spawn(class'BWCross',,,Other.Location);
        if( newWeapon != None )
        {
            newWeapon.GiveTo(Other);
         newWeapon.ConsumeAmmo(0, 9999, true);
        }
    }
/*   Ammo = Ammunition(Other.FindInventoryType(class'Ammo_Knife'));
   if(Ammo == None)
    {
      Ammo = Spawn(class'Ammo_Knife');
      Other.AddInventory(Ammo);
      }
*/   Ammo.AddAmmo(AmmoAmount + 1);
   Ammo.GotoState('');
   if (PlayerController(Other.Controller) != None)
      PlayerController(Other.Controller).ClientPlaySound(class'BWCrossPickup'.default.PickupSound);
   Destroy();
}

simulated event Landed( vector HitNormal )
{
   HitWall( HitNormal, None );
}

simulated singular function HitWall(vector HitNormal, actor Wall)
{
   local int Surf;
   if (bStuckInWall)
      return;
   if (Wall != None && !Wall.bWorldGeometry && !Wall.bStatic)
   {
      if (Role == ROLE_Authority && !bHitPlayer)
         DoDamage(Wall, Location);
      if (Mover(Wall) == None)
      {
         bHitPlayer = true;
         Velocity = HitNormal*100;
         return;
      }
   }
   SetRotation(Rotator(Velocity)/*+rot(32768,0,0)*/);
   OnlyAffectPawns(true);
   SetCollisionSize(40, 40);
   SetPhysics(PHYS_None);
   bFixedRotationDir=false;
   bStuckInWall=true;
   bHardAttach=true;
   CheckSurface(Location, HitNormal, Surf, Wall);
   LifeSpan=20.0;
   if (Wall != None)
      SetBase(Wall);
   if (Level.NetMode != NM_DedicatedServer && ImpactManager != None && /*(!Level.bDropDetail) && (Level.DetailMode != DM_Low) && */EffectIsRelevant(Location,false))
      ImpactManager.static.StartSpawn(Location, HitNormal, Surf, self);
}
function UsedBy(Pawn User)
{
   TakeBack(User);
}

defaultproperties
{
     ImpactManager=Class'BallisticV21.IM_KnifeThrown'
     bRandomStartRotaion=False
     bUsePositionalDamage=True
     DamageRange=(Min=50.000000,Max=1000.000000)
     DamageRangeHead=(Min=100.000000,Max=100000.000000)
     DamageRangeLimb=(Min=30.000000,Max=45.000000)
     DamageTypeHead=Class''
     bWarnEnemy=False
     Speed=30000.000000
     Damage=50.000000
     MyDamageType=Class''
     StaticMesh=StaticMesh''
     bNetTemporary=False
     Physics=PHYS_Falling
     LifeSpan=0.000000
     DrawScale=0.150000
     bUnlit=False
}
//=============================================================================
// BWCross Second Fire
// i might not use this at all...
//=============================================================================
class BWCrossSecondaryFire extends BallisticMeleeFire;

simulated function bool AllowFire()
{
   if (level.TimeSeconds > X3Knife(Weapon).NextThrowTime)
      return super.AllowFire();
   return false;
}

event ModeDoFire()
{
   if (FRand() > 0.5)
   {
      PreFireAnim = 'BigBack1';
      FireAnim = 'BigStab1';
   }
   else
   {
      PreFireAnim = 'BigBack2';
      FireAnim = 'BigSlash1';
   }
   Super.ModeDoFire();
}

simulated function bool HasAmmo()
{
   return true;
}

defaultproperties
{
     SwipePoints(0)=(offset=(Pitch=4000,Yaw=2000))
     SwipePoints(1)=(offset=(Yaw=1000))
     SwipePoints(2)=(offset=(Pitch=0,Yaw=0))
     SwipePoints(3)=(Weight=4,offset=(Pitch=-2000,Yaw=-1000))
     SwipePoints(4)=(Weight=2,offset=(Pitch=-4000))
     SwipePoints(5)=(Weight=-1,offset=(Pitch=0,Yaw=0))
     SwipePoints(6)=(Weight=-1,offset=(Pitch=0,Yaw=0))
     WallHitPoint=2
     TraceRange=(Min=96.000000,Max=96.000000)
     Damage=(Min=50.000000,Max=100.000000)
     DamageHead=(Min=100.000000,Max=120.000000)
     DamageLimb=(Min=20.000000,Max=50.000000)
     DamageType=Class''
     DamageTypeHead=Class''
     DamageTypeArm=Class''
     KickForce=100
     HookStopFactor=1.700000
     HookPullForce=100.000000
     bReleaseFireOnDie=False
     BallisticFireSound=(Sound=SoundGroup'',Radius=32.000000,bAtten=True)
     bAISilent=True
     bFireOnRelease=True
     PreFireAnim="BigBack1"
     FireAnim="BigStab1"
     FireRate=0.300000
     AmmoClass=Class''
     AmmoPerFire=0
     ShakeRotMag=(X=64.000000,Y=128.000000)
     ShakeRotRate=(X=2500.000000,Y=2500.000000,Z=2500.000000)
     ShakeRotTime=2.500000
     BotRefireRate=0.800000
     WarnTargetPct=0.050000
}


it is similar to the X3 code because of how it works

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Other: Unreal Writer

Links To My Projects: Ballistic Reality Weapon Pack v1.0


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 Post subject: Re: BW Idea Requests
PostPosted: Sun Jan 17, 2010 5:19 am 
Captain
 Profile

Joined: Tue Jul 28, 2009 3:09 pm
Posts: 397
Unreaity wrote:
TurdDrive wrote:
The cross bow seems to be the one I could give an unique touch to so

The crossbow :D


okay I'll start with the code

I'll add something so you can pickup the arrow you shot as ammo

please post to tell me what to put in for the animation name



Animation?

I'm not doing that. just the moddel >:oo:<

also

Scoped or non - scoped

also what can ut2k4 have as poly count goes?

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 Post subject: Re: BW Idea Requests
PostPosted: Sun Jan 17, 2010 11:05 am 
Sergeant
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Joined: Fri Jan 01, 2010 11:31 am
Posts: 74
Location: Minnesota
TurdDrive wrote:
Unreaity wrote:
TurdDrive wrote:
The cross bow seems to be the one I could give an unique touch to so

The crossbow :D


okay I'll start with the code

I'll add something so you can pickup the arrow you shot as ammo

please post to tell me what to put in for the animation name



Animation?

I'm not doing that. just the moddel >:oo:<

also

Scoped or non - scoped

also what can ut2k4 have as poly count goes?


do non-scoped, ?poly count? never heard of it...

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 Post subject: Re: BW Idea Requests
PostPosted: Sun Jan 17, 2010 2:55 pm 
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Poly count it the number of Verticals. and ut2k4 cant handle allot . i think?

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 Post subject: Re: BW Idea Requests
PostPosted: Sun Jan 17, 2010 4:15 pm 
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TurdDrive wrote:
Poly count it the number of Verticals. and ut2k4 cant handle allot . i think?

i'm not sure

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 Post subject: Re: BW Idea Requests
PostPosted: Mon Jan 18, 2010 1:50 pm 
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I'd say keep the polycount under 10,000 and you should be safe.

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 Post subject: Re: BW Idea Requests
PostPosted: Mon Jan 18, 2010 1:59 pm 
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Lol ok.

I was thinking that maybe the Bow and the 'twangy thing' is going to be hard to animate and i don't know how to model that for an animator?

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 Post subject: Re: BW Idea Requests
PostPosted: Mon Jan 18, 2010 2:33 pm 
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I have been wondering that myself as well. My guess would be to make a cylinder and have it sectioned off in regular intervals, about 5 or so sections should be about right, but I'm kinda guessing here.

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 Post subject: Re: BW Idea Requests
PostPosted: Mon Jan 18, 2010 2:39 pm 
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Same here.

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 Post subject: Re: BW Idea Requests
PostPosted: Fri Jan 29, 2010 7:31 pm 
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so is it possible that one of the RuneStorm Developers could do the animation for the crossbow?

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 Post subject: Re: BW Idea Requests
PostPosted: Fri Jan 29, 2010 7:45 pm 
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Wouldn't it be easier to ask to use the animation for the ChaosUT crossbow?

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 Post subject: Re: BW Idea Requests
PostPosted: Fri Jan 29, 2010 10:53 pm 
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No, the RS developers won't make animations for us, they're busy working on their own stuff. And why bother trying to use the Chaos UT anims? We could do way better.

By the way, I'll probably try animating a crossbow if someone models it.

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 Post subject: Re: BW Idea Requests
PostPosted: Sat Jan 30, 2010 2:44 am 
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I'm Modelling it but i have hit a wall. I want to make it easier for the next person to animathard to do.e/texture/watever but is looking quite

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 Post subject: Re: BW Idea Requests
PostPosted: Sat Jan 30, 2010 5:51 pm 
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hmm... I'm not quite sure what you said there, but don't worry on my account for the crossbow, I've ran through enough problems to know how to fix them already. I can handle it. :)

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 Post subject: Re: BW Idea Requests
PostPosted: Sat Jan 30, 2010 6:18 pm 
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TurdDrive wrote:
I'm Modelling it but i have hit a wall. I want to make it easier for the next person to animathar/texture/watever but is looking quite hard to do

i meant to say animator not animathard tehe

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 Post subject: Re: BW Idea Requests
PostPosted: Fri Feb 05, 2010 6:58 pm 
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I am going to start working on some of the other weapons UnrealScript codes and I will post either a link to download the .uc files (which will be in .zip format) or the actual code.

I will start with the CheyTac and the AK47

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 Post subject: Re: BW Idea Requests
PostPosted: Fri Feb 05, 2010 11:06 pm 
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what do you think would be an accurate recoil factor for the VSS
RecoilYawFactor=?
RecoilXFactor=?
RecoilYFactor=?

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 Post subject: Re: BW Idea Requests
PostPosted: Sat Feb 06, 2010 1:38 am 
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RecoilYawFactor=0.400000
RecoilXFactor=0.300000
RecoilYFactor=0.200000

Those are my pack's VSK values.

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 Post subject: Re: BW Idea Requests
PostPosted: Sat Feb 06, 2010 9:53 am 
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Sgt. Kelly wrote:
RecoilYawFactor=0.400000
RecoilXFactor=0.300000
RecoilYFactor=0.200000

Those are my pack's VSK values.


thank you :text-thankyouyellow:

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 Post subject: Re: BW Idea Requests
PostPosted: Sat Feb 06, 2010 5:12 pm 
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Hey I'm going to make a post in the BW Projects area about this, and when its finished I'll post it as a weapon pack in UT2k4 Ballistic Mods. in the projects area it will be as Ballistic Reality Weapon Pack

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 Post subject: Re: BW Idea Requests
PostPosted: Sat Feb 06, 2010 5:18 pm 
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I found out earlier today that the FN MAG is based off of the BAR.

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 Post subject: Re: BW Idea Requests
PostPosted: Sat Feb 06, 2010 5:20 pm 
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Yep, though it has parts from the other older guns (MG42) as well. The US calls that one the M240, I believe.

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