ShadowBorg's gun
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ShadowBorg's gun
hey, i know i was supposed to give this away along time ago... but iv been really busy and in bad times, dad says there's no room for me any more.... so im really limited on time here's the gun. sorry if it was supposed to be more private....
this should be it, all of my files i belive can be found on my filefront page.
http://files.filefront.com/shadowgunzip/;13085204;/fileinfo.html
this should be it, all of my files i belive can be found on my filefront page.
http://files.filefront.com/shadowgunzip/;13085204;/fileinfo.html
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Groovy!
I'll start working on animating it 'n stuff.
Once again, thanks for helping to make this model ceriux!
EDIT: g_model finished, v_model animations and skin mods finished, player model integration model created. (but not merged into the player model and made to mesh with the animations.)
Vertex swimming is a bit of a nasty, and interpolation will not look good. (I'll probably try and do a remix version of this using the skin and quark / qme later.)
Also, I decided not to do the reload anims. This weapon is simply stored in a charge cradle / holster when not being used. (this is of course to enhance battlefield durability by reducing the amount of moving parts to a minimum, and not actually a result of zee doctor being lazy and not wanting to do a reload animation.)

I'll start working on animating it 'n stuff.
Once again, thanks for helping to make this model ceriux!
EDIT: g_model finished, v_model animations and skin mods finished, player model integration model created. (but not merged into the player model and made to mesh with the animations.)
Vertex swimming is a bit of a nasty, and interpolation will not look good. (I'll probably try and do a remix version of this using the skin and quark / qme later.)
Also, I decided not to do the reload anims. This weapon is simply stored in a charge cradle / holster when not being used. (this is of course to enhance battlefield durability by reducing the amount of moving parts to a minimum, and not actually a result of zee doctor being lazy and not wanting to do a reload animation.)
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Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
Dr. Shadowborg wrote:Groovy!
now your the guy with the gun
Dr. Shadowborg wrote:Also, I decided not to do the reload anims. This weapon is simply stored in a charge cradle / holster when not being used. (this is of course to enhance battlefield durability by reducing the amount of moving parts to a minimum, and not actually a result of zee doctor being lazy and not wanting to do a reload animation.)![]()
features are great!!
bah
- MeTcHsteekle
- Posts: 399
- Joined: Thu May 15, 2008 10:46 pm
- Location: its a secret
Okay, player model integration finished. (whew, that was a lot of work, I hate doing that kind of stuff...)
Ceriux:
Sure, I'll post a few screenies once I've got it working in the mod.
(probably take a day or two, the QuakeC changes will be fairly significant...)
Ceriux:
Sure, I'll post a few screenies once I've got it working in the mod.
(probably take a day or two, the QuakeC changes will be fairly significant...)
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Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
Okay, few screenshots hot off the press:
Gun in depleted state, with weapon_pbmagnum g_model in front.
http://tlb.quakedev.com/hsmash/shots/pbmss01.gif
Gun in fully charged condition. (well, shots remaning > 80 anyway...)
http://tlb.quakedev.com/hsmash/shots/pbmss02.gif
Super Low Quality version integrated with the player model. (this took forever, ugh I don't wanna even think about how much work this took to animate with the player model properly...)
http://tlb.quakedev.com/hsmash/shots/pbmss03.gif
So far it's a pretty fun starting weapon to use. Still need to add decapitation for the melee, whatever it's secondary is going to be (either airfist like sonic disruptor, or an overcharge), and finally balance it so that it isn't totally useless against somebody wielding the higher class weapons.
Gun in depleted state, with weapon_pbmagnum g_model in front.
http://tlb.quakedev.com/hsmash/shots/pbmss01.gif
Gun in fully charged condition. (well, shots remaning > 80 anyway...)
http://tlb.quakedev.com/hsmash/shots/pbmss02.gif
Super Low Quality version integrated with the player model. (this took forever, ugh I don't wanna even think about how much work this took to animate with the player model properly...)
http://tlb.quakedev.com/hsmash/shots/pbmss03.gif
So far it's a pretty fun starting weapon to use. Still need to add decapitation for the melee, whatever it's secondary is going to be (either airfist like sonic disruptor, or an overcharge), and finally balance it so that it isn't totally useless against somebody wielding the higher class weapons.
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Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
Hell yeah, great texturing too. 
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
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