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Re: Custom Unit/Weapon/Vehicle Topic

Posted: Sat Jan 05, 2008 1:38 pm
by Challenger33
Wow, thanks :P ! Should I make more?

And should I release them?

Re: Custom Unit/Weapon/Vehicle Topic

Posted: Sat Jan 05, 2008 1:42 pm
by SilvaDalek
Release please :P :P :P!!!!!!!!!!

Re: Custom Unit/Weapon/Vehicle Topic

Posted: Sun Jan 06, 2008 1:52 pm
by Challenger33
I think I'll make some more, then release a large pack. I also have to fix the effects so they fade away after a certain amount of time (how is this done? I decreased the Lifespan/Lifetimes, but to no avail) , and make the effects bigger.

Re: Custom Unit/Weapon/Vehicle Topic

Posted: Sun Jan 06, 2008 5:38 pm
by RepSharpshooter
WOOT
Image
(MshEx-ported)



For more:
Hidden/Spoiler:
Image
Image
Image
Image
Note this is JK514's skin, I just used it to test adding override textures a while back.

This weapon model and a few others will make up the new side which will go into the new modes in my Rhen Var. Hopefully I'll get a new unit ingame as well. (not with msh ex lol)

This is going to be a semi-auto shotgun which will fire the Flechette ords. (recolored to be tracer rounds)

Re: Custom Unit/Weapon/Vehicle Topic

Posted: Sun Jan 06, 2008 6:03 pm
by MandeRek
Holy Crap and Focking Hell Rep! That was Msh-Exported?! That's fantastic news! That would mean you 'only' need to fix bones and nulls right? Still, the weapon is also sweet, and that it's Msh-Exported makes it double as sweet! :D :bowdown: :bowdown:

Re: Custom Unit/Weapon/Vehicle Topic

Posted: Sun Jan 06, 2008 6:17 pm
by Challenger33
Lol, almost the same exact post as in your WIP :P .

Those models look awesome though Rep!

Re: Custom Unit/Weapon/Vehicle Topic

Posted: Sun Jan 06, 2008 8:40 pm
by Taivyx
Don't forget to put a large Kickback in the odf, as a semi-auto shotgun with flachette rounds is quite overpowering.

Re: Custom Unit/Weapon/Vehicle Topic

Posted: Mon Jan 07, 2008 11:53 pm
by FragMe!
@Rep
Nice looking weapon, if you are using XSI try triangulating the model before export it may fill in the butt of the gun. It has help on things for me before.

Anyway since the walking Bantha was well received I give to you... The walking Dewback. Once again this is not my model and I take no credit for it's creation. It is not modifed other that changing weight for the animation. Some of the legs stretch a little but I don't want to sit and recreate the model I just think it is a fun thing to do to get them animated.
The Dewback, like the Bantha, is rideable but it too does a CTD when the rideable Dewback is killed. Non-rideables don't crash it. So without any further ado here is the walking Dewback.

http://files.filefront.com/Dewbackwmv/; ... einfo.html

Re: Custom Unit/Weapon/Vehicle Topic

Posted: Mon Jan 07, 2008 11:58 pm
by Maveritchell
The dewback is really good looking, I had thought that you managed to pull off the bantha so well because of its massive hairy body hiding the leg joints, but even with the dewback (and no hair) it still looks nice.

Re: Custom Unit/Weapon/Vehicle Topic

Posted: Tue Jan 08, 2008 12:05 am
by Teancum
FragMe! wrote:@Rep
Nice looking weapon, if you are using XSI try triangulating the model before export it may fill in the butt of the gun. It has help on things for me before.

Anyway since the walking Bantha was well received I give to you... The walking Dewback. Once again this is not my model and I take no credit for it's creation. It is not modifed other that changing weight for the animation. Some of the legs stretch a little but I don't want to sit and recreate the model I just think it is a fun thing to do to get them animated.
The Dewback, like the Bantha, is rideable but it too does a CTD when the rideable Dewback is killed. Non-rideables don't crash it. So without any further ado here is the walking Dewback.

http://files.filefront.com/Dewbackwmv/; ... einfo.html
Do they have death animations? That might cause a crash.

Re: Custom Unit/Weapon/Vehicle Topic

Posted: Tue Jan 08, 2008 12:07 am
by Caleb1117
WOW! That is great FragMe!

I know Foolis will want that. :o

Re: Custom Unit/Weapon/Vehicle Topic

Posted: Tue Jan 08, 2008 12:17 am
by FragMe!
@Teancum I removed all the death explosion and othe bits from the odf, or are you talking about removing them from the anim file? But that doesn't explain why it doesn't CTD if it is not made rideable. :?

@Caleb :P he actually asked if I would do it.

Re: Custom Unit/Weapon/Vehicle Topic

Posted: Tue Jan 08, 2008 8:43 am
by FOOLIS
Wow FragMe!
You´re awesome :bowdown:

Re: Custom Unit/Weapon/Vehicle Topic

Posted: Tue Jan 08, 2008 10:04 pm
by FragMe!
I figured out the rider CTD, it is beacause I am dumb, no wait, it was because I was making them a local and just spawning them as normal units so the first time they spawn it is fine but when they die and try to respawn is what was causing the CTD. But if they are spawned as a vehicle they done crash the map upon death. I guess I could give the locals a vehicle spawn and have both rideable and non-rideable. I guess it is a good thing a vehicle can't enter a vehicle it might look kind of ahem if one dewback was trying to "mount" the other :shock:

Re: Custom Unit/Weapon/Vehicle Topic

Posted: Tue Jan 08, 2008 10:07 pm
by Teancum
Yeah, and that'd be just wrong. Glad you caught it.

Re: Custom Unit/Weapon/Vehicle Topic

Posted: Tue Jan 08, 2008 10:50 pm
by Challenger33
Awesome work on the Dewback FragMe! (ignoring that last statement). I have an announcement to make as well, apparently the poison grenades don't actually poison anyone. I was told a grenade can't release a debuff (or something along those lines) and that is proving to be true.