DoomNukem wrote:The ssg reload does reflect the right handness, theyre angled to match that of the original ssg, he loads the shell with his left hand which is a pretty good indicator, visually I'm not entirely sure that will look much better as if the guns facing to the left instead of the right it would look rather awkward having a left hand reload the barrels.
If you are right handed, you'll want to use your right hand to reload a weapon, don't mind about flipping it around to show left handedness. Keep up your work, man.
Excuse me, but where is any download link for the weapon skin pack and the visor hud ? I can´t see it anywhere and I went through every page on this topic :-/. Thank you for your help.
Edit: O.k. I found the download link for the weapons, but it doesn´t work on zandronum, or is an old test version, same for the HUD :-/
the latest iteration of the chain gun, I modelled the barrels in maya so the rotation looks alot smoother and was also alot easier to make.
Hellser wrote:
DoomNukem wrote:The ssg reload does reflect the right handness, theyre angled to match that of the original ssg, he loads the shell with his left hand which is a pretty good indicator, visually I'm not entirely sure that will look much better as if the guns facing to the left instead of the right it would look rather awkward having a left hand reload the barrels.
If you are right handed, you'll want to use your right hand to reload a weapon, don't mind about flipping it around to show left handedness. Keep up your work, man.
Thanks man, I can always go back if it looks weird I guess.
8SCARFace8 wrote:Excuse me, but where is any download link for the weapon skin pack and the visor hud ? I can´t see it anywhere and I went through every page on this topic :-/. Thank you for your help.
Edit: O.k. I found the download link for the weapons, but it doesn´t work on zandronum, or is an old test version, same for the HUD :-/
:/ If you really did comb through every page on the topic then you would also know that the visor HUD is not released, and the pack that is up there is an old test version, but I do know for a fact it works on zandronum, however the assault rifles scope looks weird as zandronum doesn't properly support alpha like zdoom and GZDoom, therefore as I have previously mentioned, I will not 'Specifically' support zandronum with the weapons pack, it will work, just a few oddities here and there.
but unlike the weapons pack, The visor HUD is actually 100% incompatible as it just looks [censored word] without the working alpha, therefore unless Zandronum fixes alpha support I wont even bother wasting my time, dont mean to sound like a dick, just tired of hearing questions regarding zan, infact I'm going to put a big heading notice on the front page.
Man, I just intetersting, how u do all that stuff? Cuz, I thought to do skins for Brutal doom, which replace all weapon in there on Russian types of weapons (AK, Makarov and other stuff)
Ghoul_RUS wrote:Man, I just intetersting, how u do all that stuff? Cuz, I thought to do skins for Brutal doom, which replace all weapon in there on Russian types of weapons (AK, Makarov and other stuff)
I'd love to make a stalker type mod, infact I think you just gave me my next idea.
on the whole I use photoshop cs6 any creative suite version will do, older ones are missing a few things, if your against piracy and don't mind using cereal box software check out Gimp, its not bad, if you understand how things work then it really doesn't matter what you use, I actually have a detailed description in one of my earlier posts
Spoiler:
I start with blocking the model out using shapes and the polygonal selection tool and then I use the dodge and burn tool to shade while adding detail with blending layer styles, wear and tear are added with a 1 pixel brush size.
I then adjust the contrast and brightness of the model, add colour and sharpen it, sometimes I will add a high pass overlay to highlight details. From there I just resize the pixel to that of brutal doom, adjust positioning, correct and clean the sprite before sharpening it with an unsharp mask and smart sharpen filter.
but at this point of time i've been doing alot of them at their respective resolutions rather than resizing shit, shaves off ALOT of the cleaning process.
Hmmm... I already made this post but the forum software seems to have eaten it.
Aaaanyway, I said that I really like the look of the chaingun but there are two points that bother me:
1) If it's supposed to be a functioning gun, the plate on the back looking all rusty as if it has sat unused and unmaintained for many years doesn't look right IMO. I know that it's a thing to make weapons in games look distressed but it doesn't make much sense and is at odds with the reality (if reality is at all relevant - which it may not be) of keeping a weapon functional by maintaining it.
2) The R-51 on the plate doesn't seem to have much perspective on it. I know that it is hard to achieve that with such a small area but, IMO, it looks too much like it has just been typed on top of the graphic rather than being a part of it.
You could go the Doom 3 route. A lot of the weapons had flecked and slightly tarnished paintjobs, like they were somewhat old or well-used, compared to the shiny and newer looking BFG and Plasma RIfle. It made sense since the UAC are cheap bastards who aren't going to buy new gear for their guards.
Man, those new chaingun barrels really remind me of Doom 64's more CG approach to everything, in a positive way. Thought the WIP plus-shaped design was a little more unique, but then to each their own.
Really digging the updated look for the chaingun, the original design was a little off-putting at first because it didn't look like the barrels lined up. Was hoping for a rounded out update and you didn't disappoint one bit.
Also, can't wait for test version 3, I want to see the updated reload for the magnum so bad it hurts. Keep up the amazing work.
These sprite and model replacements are truly amazing work. I just wanted to point that out. Can't wait to see what you have in mind for my favorite Plasma Rife.
-Ghost- wrote:You could go the Doom 3 route. A lot of the weapons had flecked and slightly tarnished paintjobs, like they were somewhat old or well-used, compared to the shiny and newer looking BFG and Plasma RIfle. It made sense since the UAC are cheap bastards who aren't going to buy new gear for their guards.
that's what I did the orange stuff is damaged paint.
Enjay wrote:Hmmm... I already made this post but the forum software seems to have eaten it.
Aaaanyway, I said that I really like the look of the chaingun but there are two points that bother me:
1) If it's supposed to be a functioning gun, the plate on the back looking all rusty as if it has sat unused and unmaintained for many years doesn't look right IMO. I know that it's a thing to make weapons in games look distressed but it doesn't make much sense and is at odds with the reality (if reality is at all relevant - which it may not be) of keeping a weapon functional by maintaining it.
2) The R-51 on the plate doesn't seem to have much perspective on it. I know that it is hard to achieve that with such a small area but, IMO, it looks too much like it has just been typed on top of the graphic rather than being a part of it.
Yeah I should change the R-51, that ill fix in the next version.
thats not rust its orange paint, thought it looked cool, rust tends to be browner and more subtle.
Removing the duplicate BDPistolAmmo actor (Brutal Doom already has this actor. You don't need to define it again in your mod) from your add-on seems to fix the issue.