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RE: WIP: Flechette Launcher(need skin)
Posted: Tue Sep 05, 2006 4:38 pm
by Rekubot
Not unless you count the Wookie Bowcaster, which charges up, and that wouldn't work that well. A second fire mode ought to be possible though as the secondary weapon.
RE: WIP: Flechette Launcher(need skin)
Posted: Tue Sep 05, 2006 4:59 pm
by rebel_scum
The Super Battle driod fires the wrist rocket with the RMB and I still dont have SWBF2 so this is for SWBF1
Once its skinned I can give it the those who want to use it in a SWBF2 map.
but I dunno how to get the RMB to fire; more than 1 nade w/t the mortar launchers animation/sound.
RE: WIP: Flechette Launcher(need skin)
Posted: Thu Sep 07, 2006 11:20 pm
by PvtParts
Off-Topic: Sign me up for the list of people who want to use it in a SWBF2 Map.
Also, I have looked into this. And between the mortar launcher, and bowcaster, im sure theres a way to do it. The good news is, I dont know how. I posted up in BF2 Modding Forum, I wouldn't mind having that be the place for discussion. heh. But, as I said, Im sure it can be done. Actually im not sure but I think it can be done.
If not then I think the secondary weapon will work fine.
On-Topic: Model looks great, shame the old skin got lost. How goes the new one?
RE: WIP: Flechette Launcher(need skin)
Posted: Fri Sep 08, 2006 12:25 am
by rebel_scum
Your the 1st on my list,lol
Yea Im pretty sure its possible but im not sure how, and apperently no one else seems to know how ethier.
Old skin? lol it hasnt been skinned yet. Qdin hasnt responded on what to do with UV maps or w/e so i can get (w/e Jabba needs) to him so he can skin it. assumin he still will.
RE: WIP: Flechette Launcher(need skin)
Posted: Fri Sep 08, 2006 12:36 am
by crazytieguy
If Jabba won't skin it, I will. Just PM me a UV-mapped model.
RE: WIP: Flechette Launcher(need skin)
Posted: Fri Sep 08, 2006 12:48 am
by rebel_scum
Yeah I just need to know how to do that, This is only my 3rd model, and 1st to ever go past modeling stage, So iv never done the skinning before...Im a newb

And Qdin hasnt been on for a while

RE: WIP: Flechette Launcher(need skin)
Posted: Fri Sep 08, 2006 2:36 am
by Laserblast
If it is the trooper's only weapon, you might get away with his secondary weapon being the grenade launcher. The swap between weapons might be fast enough for it to be unnoticeable. However, I am not sure how workable that is in both normal scenarios and in SWBF2 in general.
Offtopic: I wonder why they designed it with a scope. For a shotgun/grenade launcher, it does not seem necessary (I know its not the modeller's fault that the original gun has a scope).
RE: WIP: Flechette Launcher(need skin)
Posted: Fri Sep 08, 2006 9:15 am
by DooFi
well, rebel_scum, i could create a UV-layout for you, but I cannot do it in XSI, so I you'd have to give me the model as .3ds and you'd also get it back as .3ds (with uv layout and tex-sheets of course) I know that the XSI modtool cannot export 3ds and i dont know if important information you need for implementing it into SWBF would get los, but if you dont find someone who tells you how to create a UV-map or someone who wants to do it, remember me
Also I could make the texture for you, if jabba or tieguy get prevented for any reason (what i dont assume, but still rofl)
RE: WIP: Flechette Launcher(need skin)
Posted: Fri Sep 08, 2006 10:25 am
by crazytieguy
I tried giving a trooper a grenade launcher as a secondary weapon in one map, and it worked, but:
1) The image that should have been in the lower left corner was in the center of the screen. (Fixable, though.)
2) I don't think you could charge it.
So, yes, it probably would work. And he did definitely swap weapons, so it looked correct.
RE: WIP: Flechette Launcher(need skin)
Posted: Fri Sep 08, 2006 10:32 am
by Bac-Talan
What do you mean he
2) I don't think you could charge it.
?
The whole hud icon thing has been asked, and answered hunderds of times.
RE: WIP: Flechette Launcher(need skin)
Posted: Fri Sep 08, 2006 12:02 pm
by rebel_scum
I think he means when you hold down Left click with the Mortar Launcher it charges is up and makes it 1go farther 2 explode after a couple of secs. But I just want it shooting the nades i dont want it charging up, Pvt.Parts is the one who wants that...
Offtopic: I wonder why they designed it with a scope. For a shotgun/grenade launcher, it does not seem necessary (I know its not the modeller's fault that the original gun has a scope).
I have no clue,lol but i think it looks cooler
well, rebel_scum, i could create a UV-layout for you, but I cannot do it in XSI, so I you'd have to give me the model as .3ds and you'd also get it back as .3ds (with uv layout and tex-sheets of course) I know that the XSI modtool cannot export 3ds and i dont know if important information you need for implementing it into SWBF would get los, but if you dont find someone who tells you how to create a UV-map or someone who wants to do it, remember me Mr. Green
Me = major xsi n0ob, not really sure what you just said there
The Icon thing isnt really a prob, plus I made this for SWBF1 (since i dont have 2) and whoever wishes to change it in any way to fit SWBF2 can do so...
Ps: Whats this about hardpoints? im not sure I understand what to name it/ where to stick it etc
Re: RE: WIP: Flechette Launcher(need skin)
Posted: Fri Sep 08, 2006 2:32 pm
by DooFi
rebel_scum wrote:
Me = major xsi n0ob, not really sure what you just said there
lol. Do you own a full-version of XSI or do you model with the free Mod-Tool? If you bought XSI then you can export the mesh as a .3ds file, which is pretty much compatible with uhm.. everything^^ then send it to me and I do the UV-stuff for you. Should be easy with a small, boxy weapon model

Posted: Fri Sep 08, 2006 2:47 pm
by Murdocr
Rebel_scum wrote:or someone who wants to do it, remember me Mr. Green"
lol

And if you don't have a full version, find someone nice enough to help you out, give it to them in .XSI format and they can export to .3DS for DooFi.
Posted: Fri Sep 08, 2006 3:31 pm
by PvtParts
I dont want it charging up, persay. I want it to be able to fire two different ords, the flechette rounds, and the proximity grenades. The only feasable way I know of to accomplish this is via charging. Thus enabling you to fire a regular primary round, then charge up, so that you can mimic having an alternate fire.
It can be done!. Check
this thread.
They probably gave it a scope to make it easier to aim? Think of a Tactical Shotty used by police forces? Shotguns aren't exactly sniper rifles, but a scope can come in handy. Consider that almost all weapons have sights to aim down.
Posted: Fri Sep 08, 2006 3:38 pm
by DooFi
Murdocr wrote:Rebel_scum wrote:or someone who wants to do it, remember me Mr. Green"
lol

And if you don't have a full version, find someone nice enough to help you out, give it to them in .XSI format and they can export to .3DS for DooFi.
i asked him if he owns a full version 2 times, as you can tell from my posts...

Posted: Fri Sep 08, 2006 3:53 pm
by rebel_scum
No I dont

sorry Basicly all these posts have been rushed thru as fast as I can type cuz im pretty busy today.
or someone who wants to do it, remember me Mr. Green"
Dont remember me saying that

Posted: Fri Sep 08, 2006 4:09 pm
by DooFi
scary, i actually wrote that, but murdocrs post says "Rebel_scum wrote:" lol
Posted: Fri Sep 08, 2006 4:19 pm
by Murdocr
it was in rebel_scum's quote at the end, there was meant to be a smiley but when he copied it, it turned out like that, so it was his quote of what you said. Also what i wrote was what he can do if he doesn't have a full version, so he can give it to you in .3DS format. But i guess the whole post was a little dumb so effectively, i ended up looking wierd twice

Posted: Fri Sep 08, 2006 4:50 pm
by rebel_scum
nah,lol

i think i cover that area

Posted: Fri Sep 08, 2006 4:51 pm
by DooFi
rebel_scum wrote:No I dont
then you should check this:
(yeehaaw! I finally found a UV-mapping tut for XSI xD)
What they do in the tutorial is loading a prepared texture and then make a UV-Map matching the texture. YOU instead, should make a UV map and THEN let someone paint the actual texture onto it. Mind that you can mirror the left and right side and make them overlap, so that you can use the same pixels on the skin for both sides and take more advantage of the textures resolution.
Always layout the parts of the skin as large as possible (the largest polygons should use the most space on the tex, of course)