AshuraDX Posted August 12, 2014 Posted August 12, 2014 woah , tone down those surface chips a lot , they look way to sparkly atmothwerwise that's not bad , I'd add a lil more dirt in those cavitys
Tempust85 Posted August 13, 2014 Author Posted August 13, 2014 Update: Specular looks better when there is moving light. swegmaster, Boothand, Barricade24 and 6 others like this
AshuraDX Posted August 13, 2014 Posted August 13, 2014 upload the model to sketchfab Anyway that model will need some proper smoothing groups or it will look very wierd, if people try to use it without rend2the shaidng will end up looking like on that untextured model , which is something nobody wants Tempust85 likes this
Grab Posted August 13, 2014 Posted August 13, 2014 Look much better and still oryginal-like shape.I hope you will remake all wepons c: eezstreet likes this
Tempust85 Posted August 14, 2014 Author Posted August 14, 2014 @@eezstreet Will JK:Enhanced assets be needing any vanilla renderer compatibility? If so, I need to fix that model as AshuraDX said.
eezstreet Posted August 14, 2014 Posted August 14, 2014 Depends. If rend2 isn't coming to SP soon, it might be worthwhile to make a vanilla version for an initial release. Tempust85 likes this
ensiform Posted August 14, 2014 Posted August 14, 2014 I wouldn't expect to see any progress SP rend2 until 2015 at the earliest
Tempust85 Posted August 14, 2014 Author Posted August 14, 2014 Need more people working on it, Xycaleth is pretty much on his own.
Tempust85 Posted August 14, 2014 Author Posted August 14, 2014 Just going to use a different mesh for each renderer, the normal map looks horrible with smooth groups. Grab, Bek, Boothand and 5 others like this
eezstreet Posted August 14, 2014 Posted August 14, 2014 Yeah, I noted that the upper receiver area (or where it would be on a real-world firearm) looks like it's lacking color depth, visible even without the normal map. I think that the specular is causing that. I actually disagree on the normal map though, I think it looks great personally.
Circa Posted August 14, 2014 Posted August 14, 2014 @@eezstreet this is slightly off-topic but did you implement ADS into GSA? That would be pretty cool to have in JKA with these new gun models.
eezstreet Posted August 15, 2014 Posted August 15, 2014 Yes, I did actually. I also implemented weapon-independent dual-wielding.
ensiform Posted August 15, 2014 Posted August 15, 2014 Also slightly off-topic but what about weapon reloading? Please don't do shitty progress bar on hud reloading though. Make proper predicted pmove based reloading. eezstreet likes this
eezstreet Posted August 15, 2014 Posted August 15, 2014 It was in GSA as well. In fact JKG and GSA wound up sharing a large chunk of weapon mechanics code since I ported some of it directly from one mod to another (and the Xyc improved the code I think later on) If you're talking about putting it in the mod, I was thinking about doing that, yeah. I want to make sure to have things available though so that people can disable/enable this stuff if they feel like it spoils the experience for them. Circa likes this
Archangel35757 Posted August 15, 2014 Posted August 15, 2014 Also slightly off-topic but what about weapon reloading? Please don't do shitty progress bar on hud reloading though. Make proper predicted pmove based reloading.I too would like to see weapon reloading animations for each weapon type. But some may not... this was a "realism" configuration option in sniper elite game (to play reload animations-- as well as weapon switching anims, or switching from weapon to binoculars or other useable item). Maybe we could have a game configuration option to play (or not) these extra anims?
Tempust85 Posted August 15, 2014 Author Posted August 15, 2014 The thing is though, not all weapons have a spot to pull out a cartridge and shove a new one in. What about you press reload and it just recharges your weapon with no actual cartridge swap? There would be a recharging animation of course.
Archangel35757 Posted August 16, 2014 Posted August 16, 2014 What's the list of weapons that don't take a cartridge, shell, or battery of some sort?
Tempust85 Posted August 16, 2014 Author Posted August 16, 2014 I mean a physical way to reload. An example is this weapon, the imperial repeater.
Archangel35757 Posted August 16, 2014 Posted August 16, 2014 Wiki says it has a Max capacity of 400 metallic bolts, and a concussion grenade launcher that holds 50 rounds-- has to get loaded somehow... ...seems like folks at Raven didn't know much about gun/weapon design... if they didn't think about reloading it. 400 bolts seems like it would need a box cannister or drum magazine: http://en.m.wikipedia.org/wiki/Drum_magazine The capacities seem like crazy much as well... Maybe it breaks opens like a double-barrel shot-gun? To reveal where its loaded?
ensiform Posted August 16, 2014 Posted August 16, 2014 Even if its just basic drop or grabbing ammo from player's ass, I wouldn't mind. I just don't want to see repeat of the bar graph showing player is reloading Use a +button or w/e or at least do most of the reloading in pmove.
eezstreet Posted August 16, 2014 Posted August 16, 2014 Bryar has side-loading cartridge (not shown in JK2/A model for whatever reason)Blaster has side-loading cartridgeBowcaster is charged from a battery, each battery being plugged in from the bottom (if memory serves)Disruptor has a bottom magRepeater I think is side-loadNo idea how DEMP is loaded, probably from bottom or in a (presumably) hollowed-out stock.Flechette has two metallic bolts in the back which are pumped in via hydraulics (if memory serves). The launcher just encases the shrapnel in an explosive shell (iirc)I think rocket loading is obvious from the model
Tempust85 Posted August 16, 2014 Author Posted August 16, 2014 Ghoul2 viewmodel: Still need to make actual animations & increase the model quality. swegmaster, Omicron, Bek and 2 others like this
Grab Posted August 16, 2014 Posted August 16, 2014 IMO it's too long now. Also that part on top is too big and blocking a lot of view. That circular thing too. HD textures would be good :c
Tempust85 Posted August 16, 2014 Author Posted August 16, 2014 It's already at 2048x. The gun can be moved. Grab likes this
eezstreet Posted August 17, 2014 Posted August 17, 2014 I think you should move it back, but the size is about right. Think cg_guny (I think)
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