[wip] Jin Roh Pack

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Comments

  • CartiCarti Join Date: 2003-07-12 Member: 18099Members, Constellation
    Just

    Utter

    Sexy

    :o
  • ChubbieboiChubbieboi Join Date: 2002-12-23 Member: 11408Members
    couldnt it be the nromal STG44? with the front sites? I always did like it like that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    edited June 2004
    <!--QuoteBegin-UESC DURANDAL+Jun 12 2004, 09:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UESC DURANDAL @ Jun 12 2004, 09:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> why does every bad evil army in anis take the look of the "Wehrmacht"?  <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I don't really understand the expression "bad evil army in anis", and why do you put Wehrmacht in quotation marks? So, please reformulate your question.

    :EDIT: Oh, great Clashen! But the front grip is supposed to be full metal only, no wood <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
    And it isn't a normal STG44 because... everyone else has a normal STG44, and Jin Roh is the only movie I know that features this prototype version of the STG44.
  • ClashenClashen Join Date: 2003-08-22 Member: 20087Members
    edited June 2004
    I will probably not continue since the middle part is being a ****.
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    edited June 2004
    <img src='http://mitglied.lycos.de/adolfkrug/roh_ref1.jpg' border='0' alt='user posted image' />
    <img src='http://mitglied.lycos.de/adolfkrug/roh_ref2.jpg' border='0' alt='user posted image' />
    <img src='http://mitglied.lycos.de/adolfkrug/roh_ref3.jpg' border='0' alt='user posted image' />
    <img src='http://mitglied.lycos.de/adolfkrug/roh_ref4.jpg' border='0' alt='user posted image' />
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    edited June 2004
    Hm, the attachment feature in the EDIT mode appears to be bugged for me, so it's double-post time <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    I don't know if I can get it ingame like that, because the fire anim of the chain is looking not fluid (because it IS static... OK not everything, it is already seperated in 2 parts...) So I'd need more bones to make it fluid...

    :EDIT: Doh! I forgot I can edit the anim... *smacks head* But still I have to wait to see the look of it on the LA.

    <b>:EDIT2:</b> OK, forget this. It doesn't work. I suck <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> *cries*
    2.jpg 64.1K
  • RatonetwothreetwooneRatonetwothreetwoone Join Date: 2004-03-23 Member: 27504Members
    hmm... after lookin at those pics... and lookin at your model... it seems the model is too black and should be greener.. or something like that
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    i prefer it in the grey shade
  • UESCdurandalUESCdurandal Join Date: 2003-05-24 Member: 16660Members
    <!--QuoteBegin-Obst & Gemuese+Jun 12 2004, 01:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Obst & Gemuese @ Jun 12 2004, 01:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-UESC DURANDAL+Jun 12 2004, 09:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UESC DURANDAL @ Jun 12 2004, 09:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> why does every bad evil army in anis take the look of the "Wehrmacht"?  <!--emo&???--><img src='http://www.natural-selection.org/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I don't really understand the expression "bad evil army in anis", and why do you put Wehrmacht in quotation marks? So, please reformulate your question.

    :EDIT: Oh, great Clashen! But the front grip is supposed to be full metal only, no wood <!--emo&:D--><img src='http://www.natural-selection.org/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
    And it isn't a normal STG44 because... everyone else has a normal STG44, and Jin Roh is the only movie I know that features this prototype version of the STG44. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    this question was more ment as a joke <!--emo&:D--><img src='http://www.natural-selection.org/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    edited June 2004
    Hm, I tested the "chained" p model ingame, and the glitch when firing is almost unnoticable <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
    The only problem will appear when they put in 3rd person reload animations, because then it will look a bit strange <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
    Hm, let's clear out "strange": One half of the chain sticks in the air, the other moves with the left hand. Is this acceptable by you guys?
    2.jpg 63.1K
  • Pho3niXPho3niX Join Date: 2003-09-22 Member: 21118Members
    No!


















    Well, ok <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    Meet the new w_model....

    (Yes, the HMG player model turns the LA into a mini-HA <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> )
    2.jpg 49.1K
  • RatonetwothreetwooneRatonetwothreetwoone Join Date: 2004-03-23 Member: 27504Members
    edited June 2004
    couldnt you just make all the bullets assigned to the right hand?

    lmao was just looking at that picture, it looks like hes trying to get the bullets off his arm <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    edited June 2004
    Then the glitch would just appear closer to the gun and it would even clip through the gun :/

    :EDIT: Well, I think I'll use the armplate animations for LA v, too. For this I applied my 1337 2D skillz to the HA armplate and came up with taht skintone:
    1.jpg 17.8K
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    looking kickass obst <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->:D:D:D

    i wanna test some more :>
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    looking great obst hope you finaly finish this <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> its been in development for sooooo long
  • ClashenClashen Join Date: 2003-08-22 Member: 20087Members
    Great job Obst, gotta love the playermodels. I use them ingame <3
  • Mr_JeburtOMr_JeburtO Join Date: 2003-08-29 Member: 20340Members
    <!--QuoteBegin-CoolCookieCooks+Jun 14 2004, 01:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CoolCookieCooks @ Jun 14 2004, 01:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> looking kickass obst <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->:D:D:D

    i wanna test some more :> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    but you've already tested the HA and there are other people who want the pack <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    *cough* me *cough*
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    <!--QuoteBegin-CoolCookieCooks+Jun 14 2004, 08:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CoolCookieCooks @ Jun 14 2004, 08:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> looking kickass obst <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->:D:D:D

    i wanna test some more :> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    same here <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
  • PaegusPaegus Join Date: 2002-11-02 Member: 5306Members
    edited June 2004
    on a side note.. will there but custom muzzle flashes?
  • RatonetwothreetwooneRatonetwothreetwoone Join Date: 2004-03-23 Member: 27504Members
    you know, with your animation problem, why dont you just make new player reload animations?
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    I already made new ones, but for this there would be many new bones needed... And for the bones to only appear during the reload anim I'd still need faces assigned to it, .... uhm OK transparency can do that.... I'll have to look into this when I have enough time at my hands and when I'm back home, cause at the moment I'm in London <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
    And about custom muzzle flashes.... Perhaps I can do something else... even better... but again, I need time for that (and my PC)
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    <img src='http://mitglied.lycos.de/adolfkrug/bump.gif' border='0' alt='user posted image' />
    OK I'm back from London and started working. I decided to make new bones for the chains, and that's how it looks ATM. But I still have one question to solve: <a href='http://www.unknownworlds.com/forums/index.php?showtopic=73511' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=73511</a>
    1.jpg 85.3K
  • Owen1Owen1 Join Date: 2003-04-13 Member: 15457Members
    good god thats alot of bones
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    Only 9... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
    But I think I need to resmooth the player models (waaaaaaaaaaaah... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> )
    And perhaps I even have to redo all MG42 player animations because of these new bones.... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • FunkyFungusFunkyFungus Join Date: 2003-09-09 Member: 20691Members
    <!--QuoteBegin-Clashen+Jun 14 2004, 10:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Clashen @ Jun 14 2004, 10:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Great job Obst, gotta love the playermodels. I use them ingame <3 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Me 2 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    very weel done obst !
    cant wait for the final pack <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    edited June 2004
    Oh, btw:
    I fixed the problem of the bones disappearing in the player model by using a seperate $body with invisible faces assigned to the bones I need for the chain!

    *d0nces*

    The vertexes of these faces only differ in the y-axis so they should be invisble, but to be sure I added a 64x64 $masked skin to it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    1.jpg 35.4K
  • Mr_JeburtOMr_JeburtO Join Date: 2003-08-29 Member: 20340Members
    <!--QuoteBegin-Obst & Gemuese+Jun 19 2004, 01:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Obst & Gemuese @ Jun 19 2004, 01:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh, btw:
    I fixed the problem of the bones disappearing in the player model by using a seperate $body with invisible faces assigned to the bones I need for the chain!

    *d0nces*

    The vertexes of these faces only differ in the y-axis so they should be invisble, but to be sure I added a 64x64 $masked skin to it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    er....what













    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • UESCdurandalUESCdurandal Join Date: 2003-05-24 Member: 16660Members
    please repeat it for only humans and not gods in this forum <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    edited June 2004
    ...
    If you have bones on a model which neither have vertexes (corners of faces [those surfaces with the skin on it]) nor leads to a bone which has vertexes assigned (bones have a chain like structure) it is not included in the .mdl when the model is compiled.
    But I need those bones to move in the hmg animations. Unfortunately, these bones have normally nothing assigned to them, therefore they would disappear.
    So I need to create invisble faces assigned to these bones, so that they don't disappear but at the same time don't change the visible model. To do this, you have to inport the player reference .smd into milkshape because you cannot put the bones manually into Milkshape because this screws up the model. But, when importing the smd my PC freaks up the model's smoothing (=lighting), so I must use another method. For this, I put the bones and the invisible faces into another .smd. In the .qc, you now have a
    $body "body" "marine_ref"
    for the normal model, and I add a
    $body "fake" "fakeface"
    to it. "fakeface.smd" is the name of the bone's/face's .smd.
    This neither freaks up the model nor the smoothing. The invisibility is achieved by allowing the faces only to differ in 1 dimension, renderenign them a "1D-Object" instead of a 2D or 3D one. So you have them invisibel. Now, to lower the risk as much as possible, I add a fully transparent texture to them.

    Was this more clearly?

    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    <b>:UPDATE:</b> Updated BG:

    <img src='http://mitglied.lycos.de/adolfkrug/jr_title_full7c.jpg' border='0' alt='user posted image' />
This discussion has been closed.