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Digital_Utopia
03-22-2004, 07:32 PM
Ok, I'm going to try this one last time... there's tutorials for modeling guns...theres tutorials for the script work...but I've not found a single d**n tutorial for what to do with the model to make it work in game right.

does anybody know anywhere where there is a pre-export tutorial for weapons?

or...is there someone who can let me know what I have to do?

and before I get another smarta$$ tellin me to use the search button...I've tried it...funny, after searching I found out the exact same info as when I googled it..

So now I really really REALLY know how to model a gun (not like that really needed a tutorial)

and I know how to do the script editing (thats great....but it doesn't have much of a point unless you have a gun ready to add)

now, if someone decides to help I'd be grateful (maybe this time it will be someone who doesn't just mumble something about a "reference pose" and stop replying..)

starts makin me think that noone here knows how to make a weapon for MP2...now that couldn't be correct...could it? lol

MrUniq
03-22-2004, 08:35 PM
try this

here (http://forums.3drealms.com/ubbthreads/showflat.php?Cat=&Board=UBB26&Number=456648&Forum=All_Forums&Words=&Searchpage=0&Limit=25&Main=455716&Search=true&where=bodysub&Name=3239&daterange=1&newerval=%20&newertype=&olderval=&oldertype=&bodyprev=#Post456648)

I must apologize to the community I shoulda made a tutorial on this subject 2 months ago http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif but the questions died down. I guess I'll have to consider that again.

Digital_Utopia
03-25-2004, 04:26 PM
Thanks alot... http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
I'd bow, but the people here in the library might think I'm a little odd...lol


based on that bit of info on that other post I was able to figure out how to do it in max...got the gun in game...and after a couple of scaling issues...got it looking good.

one small little problem left...how do I get a part of the mesh to disapear in an animation (i.e. the clip) at first I thought the clip was a seperate mesh, until I realized that milkshape converts each material. id into seperate objects (groups) because it can't handle multi/sub materials. and since deleting doesn't seem to be able to be keyed.. I can't think of how to do it.

again thanks...:)

Deflex
03-26-2004, 06:07 AM
Digital_Utopia if you want you can add me on msn: deflex1@hotmail.com and i will help you if you need any help. Hope you're weapon gets good btw.

Digital_Utopia
04-05-2004, 02:20 AM
Thanks DeFleX...consider yourself added.

btw...since I made the topic, and its about a weapon I'm adding... might as well show it...critiques are more than welcome...the weapon itself is the prototype of the Heckler & Koch XM-8 lightweight carbine. based on the info I got off their site, its meant to replace the M-4 Carbine...and because of this...its going to replace the M-4 in the game.

The skin that's on the weapon in the following screen shot has been taken off the prototype, which explains the odd coloring, and the big "XM-8" Label on it...the actual production model will have the coloring cues of the traditional rifle (black) this will be changed when more production model photos are available.

Clicking on an image will open up a Larger version in a new window.

In-game shot
http://www.angelfire.com/alt/digopia/XM8a.jpg (http://www.angelfire.com/alt/digopia/XM8.jpg)


render shot 1
http://www.angelfire.com/alt/digopia/XM8r1a.jpg (http://www.angelfire.com/alt/digopia/XM8r1.jpg)

render shot 2
http://www.angelfire.com/alt/digopia/XM8r2a.jpg (http://www.angelfire.com/alt/digopia/XM8r2.jpg)


and yes, I know the skinning could be better, and it will be.

Rico_Sugar
04-05-2004, 04:14 AM
Hey! Great work!
Did you find a way to get the clip disapear in reload anim?
The skin looks pretty.

Digital_Utopia
04-05-2004, 04:23 AM
nope...although I admit, I haven't had much of a chance to work on it since the post before last... but I'll probably work on it more tomorrow...

I'm probably just missing something with the animation...although I'm pretty familliar with modeling and fairly familliar with character studio...my animation experience is pretty lacking....lol

the skin doesn't look too bad in game...but there are parts (such as some of the areas that wouldn't be covered just by using a side picture) that could be improved...but when I get a good production model pic, I'll definately work on a better skin.

Once I know enough about the weapon modding procedure, I might make a tute...since I don't know of a single place that has a tute for either Milkshape or 3dsMax...and since MrUniq might be making one for Milkshape, I'll be happy to take on the 3dsMax tute.

Rico_Sugar
04-05-2004, 05:28 AM
For weapons, animations are easy with 3dsMax.
About the clip, use the scale tool:
Frame 0: select the clip (check scale and position in key filter)
and scale it to 1% on X,Y,Z, it would be very small and "hidden" in the weapon body. Create a Keyframe.
Frame 12 ( or about) , create the same Key frame with scale to 1%.
In the the next frame, the scale must be to 100%, and then create a Key frame.
Make the total length about 20 frames and export animation.

Maybe my english is bad, I'm sorry for that.

Digital_Utopia
04-05-2004, 05:44 AM
Nah...I understand you perfectly...I don't know why I didn't think of that...lol.

ok..I just want to make sure I get this down right though.

based on the character skinning tute by remedy, the mesh should be one object, divided by material groups if needed (milkshape splits these into sperate objects on export to .3ds) Now based on this, this would explain why the clip is a seperate material group, even though the texture is included in the main weapon .dds file.

so basically I just select by material group, choose the clip group, and resize that as it is...while keyframing so that all the timing between the other animations (Max, and the clip) matches up.

okay, now like I said, I should have it right...of course correct me if I'm wrong...

Rico_Sugar
04-05-2004, 06:14 AM
Yes, don't forget, in MilkShape, system is in Meters, and in 3ds, in cm, and the XYZ axis aren't the same.
So, in MilkS. scale all to 100 checking "origin", Do a X rotate (90 degres) checking "origin", and do a Z rotate, 180 degres.
Don't care about the number of materials, just keep at least the slide if needed, the body and the clip.

Digital_Utopia
04-05-2004, 06:25 AM
hmmn...perhaps I wasn't making what I said clear.

I figured out the milkshape -> 3ds max conversion so that isn't an issue..

what I'm trying to say is that the original pre-export character or weapon is a single object, split up into sub-materials. (which basically splits up the mesh into material groups.) for instance, on the MP7 model, the model has one material spot applied to it. however, within that material spot is 3 sub materials...one for the scope, one for the weapon, and one for the clip.

when you import a MP2 weapon into milkshape...in its own way it retains that material grouping...but, when you export to .3ds and then import the .3ds into 3ds Max...those material groups are now seperate objects.

not that this is terribly important, but that was what I was talking about.

MrUniq
04-05-2004, 11:46 AM
I really like that gun.........hmm.....lasers......

Digital_Utopia
04-05-2004, 11:53 AM
the thought definatley crossed my mind...lol I've been trying to work on a laser.....but not much success yet...well...at least to my satisfaction...I know a laser has been created...but based on the vid I've seen they're not as "laser-like" as I'd like...

oh well...I'll keep workin..lol

Zeipher
04-05-2004, 11:58 AM
That gun looks really cool, and I hope you will release the mod.

My dream gun, however, would be the Assault Rifle from Halo.
With the sounds. It just sounds so meaty and cool.

Digital_Utopia
04-05-2004, 12:05 PM
sadly I've never really played Halo...I have it but I need a .cab repair tool.. because it doesn't install..but I've always wanted to play it..lol

Kozak
04-05-2004, 02:49 PM
looks good.