Alright then, a 120mm version of a carl gustav. Are there any more design points we want to add to this?
Winter what did you mean by an advanced recoiless rifle? Advanced as in having a range finder instead of a simple scope or iron sights, maybe?
Looks rather fine. The back "cone" might be a little too abrupt and steep and it's a little hard to comment details without texture but overall, looks good IMO.
I'd suggest waiting for Winter or some other dev to confirm that it's okay.
Normal, Diffuse and Specular Mapping:
(http://i375.photobucket.com/albums/oo193/Deus_Ars/Misc/rocket_launcher_example4.png)
Not sure what's supposed to be done with the 'roughness' map, only a very vague idea.
So what do you say devs, is this a wrap?
What formats do you want this turned in as?
It's really shaping up, but is there any possibility of adding more texture greebling or just a few more details? A sticker or two, or even some sudged writing, to break up the black.
Like this? (Also I scuffed up the paint job a bit.)
(http://i375.photobucket.com/albums/oo193/Deus_Ars/Misc/rocket_launcher_example5.png)
heh "Warning: Do not look into the barrel when firing." or "Warning: Do not place limb in, or over, opening of barrel."
While funny when you first think about it, they might very well be something like that. I don't exactly remember where I heard his but doesn't the LAW rocket launcher have "idiotproof" instructions printed on it on how to aim and fire it, with relative safety?
I know american claymore mines have 'This side towards you' and 'This side towards enemy' printed on them.Partly why I said it. I saw a warning label on a chainsaw that said "Do not attempt to stop chain with hands or genitelia"
Regards,
Winter
Honestly, I think that's actually tarted up a bit too much now. :p Especially the 'we come in peace', Mattn says we can't have clearly-legible text on items, and I don't think it should show up on every single launcher in the game anyway.
I'm not sure about the red all around the exhaust either. I think a few yellow arrows, maybe 4 in total, would do the job far better than the red arrows and circle.
Which directory do you what the sources uploaded to. I will release this under the GPL (Version 3 I guess).
(http://i375.photobucket.com/albums/oo193/Deus_Ars/Misc/rocket_launcher_example7.png)
Is this what you mean?
I like the one on the right more, but neither shape is right. In a recoilless cartridge, the bottom two thirds of its length are solely propellant while the top third is the actual shell. The fins would have to be on the shell to work, since the propellant is used up during firing.
Check this image out for reference: http://en.wikipedia.org/wiki/File:Recoilless_Rifle.png
Okay so to be clear, you are talking about a weapon system that is purely a gun, there is no rocket motor, just a fin stabilized round that travels down range out of inertia, right? What was confusing me then was the trail of smoke the current 'missile launcher' produces as its projectile flys through the air; I guess you intend to remove that effect in the future.
The question is then, should this model have both the cartridge intact and the fins deployed (which would probably never be the case both at once) or just one of the two?
Cartridge intact, fins retracted makes more sense for stored ammo.
Cartridge gone, fins out makes more sense for the weapon in flight on the battlescape.
My thinking was, the fins are spring-loaded and retract when being stored. Having the fins out helps increase the visual effect. However, I suppose that practically the fins would be locked inside -- perhaps even hidden inside the cartridge -- until the shell leaves the barrel. That's fine with me.
So then will this work--
Okay so how's this--
I'll upload everything as soon as final approval is given on the ammo. Looks like it will be 11mb including source files, is that not too much?
@ Winter
Do you think this is good to go then--
How's this?
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.
Should work, though I think the md2's still need to be compiled for correct lighting. (textures might be too bright after this, they were really dark when I tested so i upped brightness 25% for all diffuse textures.)
Edited textures a little to make them stand out more from afar, and I havent tested the normals or specular maps in game, since they dont seem to work for me :(
Do we have source for that, or is Flying Tree still around? It looks good, but it hangs over the weapon slot in the UI box. Not sure if that's something that needs to be changed in the model or the UI code, or what. The size looks fine on the soldier's shoulder.
Do we have source for that, or is Flying Tree still around?