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Author Topic: Weapon Mod for 2.5 dev  (Read 40769 times)

Offline AntJam

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Re: Weapon Mod for 2.5 dev
« Reply #15 on: November 05, 2014, 05:02:33 pm »
Ok added a very basic texture and created a standalone m4 mod with the same stats as the assault rifle also uses the same ammo including encased plasma.

Offline titoyo72

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Re: Weapon Mod for 2.5 dev
« Reply #16 on: November 06, 2014, 09:32:09 pm »
one millon thk my friend ;) ;)

Offline titoyo72

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Re: Weapon Mod for 2.5 dev
« Reply #17 on: November 07, 2014, 11:16:00 am »
thank you very much friend, you could not do the same with this weapon m5 and change the machinegun, greetings and thanks.

Offline AntJam

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Re: Weapon Mod for 2.5 dev
« Reply #18 on: November 07, 2014, 12:42:20 pm »
Ok wont be till the weekend though...do you want this as a standalone or a replacement for the machinegun?

Offline titoyo72

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Re: Weapon Mod for 2.5 dev
« Reply #19 on: November 07, 2014, 01:50:31 pm »
thank you very much what you is easier.

Offline titoyo72

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Re: Weapon Mod for 2.5 dev
« Reply #20 on: November 07, 2014, 07:45:40 pm »
m44 this is best done if you can do this I would appreciate you friend, thank greeting.

Offline titoyo72

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Re: Weapon Mod for 2.5 dev
« Reply #21 on: November 07, 2014, 07:48:55 pm »
thk

Offline titoyo72

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Re: Weapon Mod for 2.5 dev
« Reply #22 on: November 07, 2014, 08:43:59 pm »
thk

Offline AntJam

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Re: Weapon Mod for 2.5 dev
« Reply #23 on: November 08, 2014, 01:01:48 pm »
good news the model looks amazing...bad news it 62,000+ polygons even running it through the decimate modifier in blender I cant get it below 14.5k polygons. Most in game weapons and models are below 1000 polygons. This is going to take a lot longer to work with and test as I'm not sure if the game can cope with such large models

Offline titoyo72

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Re: Weapon Mod for 2.5 dev
« Reply #24 on: November 08, 2014, 03:06:34 pm »
thank you very much friend, if you can not use the second model uses the first m44 with less polygons thanks for all, greetings.

Offline AntJam

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Re: Weapon Mod for 2.5 dev
« Reply #25 on: November 08, 2014, 04:36:30 pm »
Tried the big model and attempting to export to md2 gives an error saying a max of 4k (approx) triangles for md2. Unfortunately the first model (5blend) seems to have some serious errors and crashes blender as soon as I try to export to md2. There are also some visual differences switching between edit mode and object mode this is usually a sign of modelling problems I think you'll need to redo it, I had a quick attempt at repairing it but it needs some serious re-working

Offline titoyo72

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Re: Weapon Mod for 2.5 dev
« Reply #26 on: November 08, 2014, 09:57:58 pm »
thank you very much I send another model with fewer polygons friend

Offline titoyo72

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Re: Weapon Mod for 2.5 dev
« Reply #27 on: November 11, 2014, 10:28:35 pm »
2 model 44 thk

Offline AntJam

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Re: Weapon Mod for 2.5 dev
« Reply #28 on: November 12, 2014, 12:34:06 am »
added the last tt model as the m5 machingun (uses the machine gun ammo) to the mod. By the way weapons in ufo cant use dual ammo types at the same time so you'd have to reload the weapon to swap between grenades and bullets losing any unspent rounds in the process so the 2 model 44 would only be cosmetic (or very wasteful of ammo)

Offline titoyo72

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Re: Weapon Mod for 2.5 dev
« Reply #29 on: November 12, 2014, 06:20:43 pm »
thk my friend, one millon thk ;)