• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=nomad1;42274474]Don't all modellers [i]hate[/i] unwrapping a 3d model :v:[/QUOTE] It's like a 3D jigsaw! It's so fun!
[QUOTE=sargent99;42274378]First:I want kill myself,so what now [IMG]http://s8.postimg.org/70aqcpoth/sasassasasasasas.jpg[/IMG][/QUOTE] If there's a hole in the front I think the HP is done.
Why do we need a hole? The cover looks better IMO.
[QUOTE=sargent99;42274378]First:I want kill myself,so what now [IMG]http://s8.postimg.org/70aqcpoth/sasassasasasasas.jpg[/IMG][/QUOTE] looks done to me cue debate over a hole or not [editline]23rd September 2013[/editline] [QUOTE=Ott;42274573]Why do we need a hole? The cover looks better IMO.[/QUOTE] this it'll be a dark grey anyway, so in the cases where there maybe should be a hole you probably wont notice (being hard to tell even if the NPC/other player is standing still)
[img]http://cloud-3.steampowered.com/ugc/919022918582513658/E456EC12623C06305F746001776F9F1EC1A0EC66/[/img] Psychedelic.
So, Hole or cap? I want something final.
[QUOTE=sargent99;42275049]So, Hole or cap? I want something final.[/QUOTE] I would personally go with a hole, since we always see rebels firing it and it needs to indicate that the thing fires more than once.
[QUOTE=sargent99;42275049]So, Hole or cap? I want something final.[/QUOTE] Hole
[QUOTE=nomad1;42270334]Yes, because turbosmooth fixes everthing amirite :v: If we were going to add polygons to each and every model, then we might as well re uv map it because it will be broken to hell.[/QUOTE] Maya preserves UVs while editing if you set it to.
It would be interesting to have the rpg as ammo with the cap on but a hole when other npcs are firing them.
what kind of reload animation are you guys going for?
[QUOTE=Em See;42275559]what kind of reload animation are you guys going for?[/QUOTE] Well, apparently it's nothing where you see the front of it, [QUOTE=Ott;42276108]Half Life 1 style?[/QUOTE] Can't do it with the cap that everyone's bitching about.
Half Life 1 style?
[QUOTE=Em See;42275559]what kind of reload animation are you guys going for?[/QUOTE] I have a strong idea and everyone's gonna hate it.
[QUOTE=xalener;42276406]I have a strong idea and everyone's gonna hate it.[/QUOTE] I think we should just keep the original's reload. Lower it and bring it up again. Nothing wrong with it.
looking at the design of the weapon, it almost looks to be a tube disposable thing, you'd keep the handle component, ditch the tube but that'd be silly imo, rocket ammo rather than rocket tubes is much better for gameplay sliding a round down the front or back could work, but you'd need no cap (on the side where it is loaded) overall I agree with hogie though, original animation gets the point across just fine
Maybe take the old reload and just add the sound of the rocket being loaded in and wobble the gun around a bit when its down?
then again, since the mod is doing the whole full body awareness majig, which is great for things like the rift where you could look at the other side of your gun and see that (in normal hl2) it is half non-existant taking that into account, just dipping the tube and rattling it a bit doesn't really cut it imo
i'm not sure if the rebels are going to have different animations from the player. if they don't then for obvious reasons there will need to be an actual reload animation for the RPG rather than just dipping it offscreen briefly
[QUOTE=Cone;42277401]i'm not sure if the rebels are going to have different animations from the player. if they don't then for obvious reasons there will need to be an actual reload animation for the RPG rather than just dipping it offscreen briefly[/QUOTE] Dipping it off screen won't work for the player anymore 'cause we'd be ditching view models. That also means that the rebels would have the same animations, most likely. So think viewmodel animations on the world model, but changed so it'll make sense (aka inserting rockets, magazines, etc.).
As long as you can reload the magnum while aiming upwards without the shells falling forwards or hitting you in the face, I'll be happy with them.
[QUOTE=Snood_1990;42274672][img]http://cloud-3.steampowered.com/ugc/919022918582513658/E456EC12623C06305F746001776F9F1EC1A0EC66/[/img] Psychedelic.[/QUOTE] No one ever tell me that :V, Fixed
The actual HL2 RPG doesn't exist so fuck it. I propose the rocket have the whole front cup with the cover built in. You shove it into the tube, fire it, pull the cup off, and replace it. Yeah, it's not in line with any existing RPG. You know what I say to that? Fuck you. [editline]23rd September 2013[/editline] wait now I have no idea what the fuck people think
While we're on the subject of the RPG, should we change the rocket so it discards its little fins after firing a la fin-stabilized bullets? To convey what I mean, I spent way too much time on this mockup: [img]http://i.imgur.com/TuThu2O.png[/img]
The things flying off on APFSDS rounds are the sabot pieces. The fins stay attached. If they flew off as soon as it fired they wouldn't do much to stabilize it. As for doing that on the rocket, rockets don't really have/need sabots as they're self-propelled, so personally I wouldn't do it.
Plus that'd kinda mean you can't steer it. Good luck taking down those gunships!
the reload animation should be exactly like the bf3 smaw reload (where the rocket is inserted from the back). shoving the rocket in from the front looks a bit... primitive
[QUOTE=Uncle Bourbon;42281027]the reload animation should be exactly like the bf3 smaw reload (where the rocket is inserted from the back). shoving the rocket in from the front looks a bit... primitive[/QUOTE] Primitive in what way? The M1 Bazooka was reloaded from the back, making that more primitive than reloading from the front like the RPG-7.
[QUOTE=Uncle Bourbon;42281027]the reload animation should be exactly like the bf3 smaw reload (where the rocket is inserted from the back). shoving the rocket in from the front looks a bit... primitive[/QUOTE] Considering Gordon managed to fire rockets from the wrong end of the launcher I'd call that a success either way.
The rocket needs a new texture and more polygons anyway. Not only for the models you launch and fire (yes, there are two differents models for that), but also the model that you pick from the ground.
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