Development > Artwork

New Rocket Launcher

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H-Hour:

--- Quote from: Flying Steel on July 03, 2010, 05:07:15 pm ---I am not sure how and where these will appear in game. So the color saturation might be important for making them distinguishable at a distance in low light for example. Or it could still be too much.
--- End quote ---

I definitely think the saturation should stay the same for the ammo. The differentiation will be useful. You'll have to look at the launcher in-game to decide whether to adjust the diffuse texture, since I always notice that things come out looking slightly different there.

MCR:
Why has noone integrated this great new models in-game ?  ::)

Just tested latest git version & still we have the old (ugly) rocket launcher there.
Could someone with some md2 weapon knowledge & write access please integrate this new model ?

I think this would also be a motivation for Flying Steel to continue contributing new models, but maybe I'm wrong !!!

Origin:
I can do it if i get the 3d files in obj format.

MCR:
The source file of the rocket launcher is a Blender (.blend) file. I did not find the 3d file for the ammo though.

All the files are in data_source/models/flyingsteel or here: http://ufoai.ninex.info/forum/index.php?topic=5013.msg40712#msg40712.

It would be great if you could look @ that issue. Replacing the old launcher would be a first step, we can take care of the ammo later.

bayo:
Another thing, because you also working on animation, if you can create a "stand_nameofthisweapon" animation for the actor and this weapon it can be very usefull. The engine do not support it (or dont care about that animation name), but i would like to work on that aspect. Other big gun can need custom anim, but this one is the biggest :-)

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