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 Post subject: Modelling for the gravity gun...
PostPosted: Wed Oct 27, 2004 3:55 pm 
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If you have had any troubles installing or running this mod then take a look at this thread: http://www.doom3world.org/phpbb2/viewtopic.php?t=7081

Below are screenshots of the 2.0 version which will has been released if you get red-x's then my provider has capped my bandwith once again.

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Image

On: :D
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Last edited by BloodRayne on Mon Nov 08, 2004 4:45 pm, edited 17 times in total.

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 Post subject:
PostPosted: Wed Oct 27, 2004 4:19 pm 
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Quad Damage!
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looking good...


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 Post subject:
PostPosted: Wed Oct 27, 2004 4:59 pm 
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Captured the Flag
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I don't like the model for a gravity gun...but i won't shoot you. I'll shoot a puppy instead - less trouble. :D

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 Post subject:
PostPosted: Wed Oct 27, 2004 5:07 pm 
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picked up the chaingun

Joined: Sat Sep 04, 2004 4:47 am
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Location: South Africa
nice so far.


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 Post subject:
PostPosted: Wed Oct 27, 2004 5:31 pm 
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Burrito wrote:
I don't like the model for a gravity gun...but i won't shoot you. I'll shoot a puppy instead - less trouble. :D

As I said, this was just a test for me to see if I can do it. The model's change a lot already, you ain't seen nuthin' yet... :P

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 Post subject:
PostPosted: Wed Oct 27, 2004 5:42 pm 
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And here's a first small update, still untextured ofcourse:

Image 1

The green's not helping my thinking process so I quickly slapped a rusty texture on it which is NOTHING like it will be in the end. ;)

Image 2

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Last edited by BloodRayne on Fri Oct 29, 2004 6:24 am, edited 3 times in total.

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 Post subject:
PostPosted: Wed Oct 27, 2004 5:51 pm 
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picked up the chaingun

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ooo :shock: ooo

:!: Very nice. :!:


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 Post subject:
PostPosted: Wed Oct 27, 2004 6:23 pm 
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kevindowns wrote:
ooo :shock: ooo

:!: Very nice. :!:


Thanks. I still have a way to go though. :)

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 Post subject:
PostPosted: Wed Oct 27, 2004 7:41 pm 
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a gun & a nice word
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How many triangles is that? The weapons in the game range from 1500 to 2100.

It looks like you could up the detail on that quite a bit.

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 Post subject:
PostPosted: Wed Oct 27, 2004 7:50 pm 
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did just hit his 750th monster
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Is this the gravity gun Pbmax was working on? IF SOO SWEET!


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 Post subject:
PostPosted: Wed Oct 27, 2004 8:23 pm 
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rich_is_bored wrote:
How many triangles is that? The weapons in the game range from 1500 to 2100.

It looks like you could up the detail on that quite a bit.


I actually haven't really counted. :shock:
But I will still be adding a lot of detail, I hope to gain a lot of detail also when I make the textures and normalmaps.

Here it is in tri's:
Image 3

NoMercy: Yup, it's the same code, allthough I've changed the code quite a bit. There are two modes now for the gun, pull stuff and push or throw stuff around. And whatever you throw around damages other things as well.

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Last edited by BloodRayne on Fri Oct 29, 2004 6:25 am, edited 1 time in total.

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 Post subject:
PostPosted: Thu Oct 28, 2004 8:00 am 
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I'm at 1194 tri's at the moment, I've decided to add a lot more detail to it, I will maintain a maximum of 2000 tris. Here's a small update on the model so far:

Rendered in 3dsMax

Wireframe rendered in 3dsMax

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Last edited by BloodRayne on Fri Oct 29, 2004 6:25 am, edited 1 time in total.

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 Post subject:
PostPosted: Thu Oct 28, 2004 9:52 am 
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And some more ingame testing of animation and orientation to what kind of textures I want to use for it:

Image 4

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Last edited by BloodRayne on Fri Oct 29, 2004 6:26 am, edited 1 time in total.

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 Post subject:
PostPosted: Thu Oct 28, 2004 10:01 am 
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picked up 200 ammo

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an idea to keep polys down is to delete anything the player cant see, i havent had a look thru all the ID world-view weapons, but the shotgun does it, and i just assumed theyd have done it for all of them. Like all the triangles on the 'dark' side of the model, just delete them to reduce polycount.


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 Post subject:
PostPosted: Thu Oct 28, 2004 1:36 pm 
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Thank you, I will keep that in mind. :)

I've slowly started a bit on texturing the thing:
Image 5

In action, with the beam now also attached to the right bone:
Image 6

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Last edited by BloodRayne on Fri Oct 29, 2004 6:26 am, edited 1 time in total.

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 Post subject:
PostPosted: Thu Oct 28, 2004 3:13 pm 
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picked up the chaingun

Joined: Tue Sep 07, 2004 2:43 pm
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Location: Paris, FRANCE
The handle is too thin IMO. What do you think about it ?

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 Post subject:
PostPosted: Thu Oct 28, 2004 3:37 pm 
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looking very good...

will you be able to pick up dead bodies with your version? and if so, will they cause damage like moveable objects?


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 Post subject:
PostPosted: Thu Oct 28, 2004 3:46 pm 
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picked up 100 armour

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Man that looks great and that could enhance the game play so much too...

When do you think we'll have a chance to adding that to our own maps ?


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 Post subject:
PostPosted: Thu Oct 28, 2004 4:12 pm 
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Docgalaad wrote:
The handle is too thin IMO. What do you think about it ?

I'm trying to approach it like: what if this was a tool in the 22nd century? It should still be easy to handle during daily work.

pbmax wrote:
looking very good...

will you be able to pick up dead bodies with your version? and if so, will they cause damage like moveable objects?

Yes, everything that you throw around will cause damage. You cannot kill enemies instantly anymore with the gun but it does do a little bit of damage, if you try hard enough you can kill an enemy with it but the really exciting gameplay element is being able to block all projectile attacks (which it does now) and throw stuff at enemies.

KrisTof wrote:
Man that looks great and that could enhance the game play so much too...

When do you think we'll have a chance to adding that to our own maps ?

I'm hoping on a beta-release somewhere tomorrow.

Here's the latest update, by the way. The texturing on the bodypart is now done! :D

Image 7
Image 8

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Last edited by BloodRayne on Fri Oct 29, 2004 6:27 am, edited 1 time in total.

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 Post subject:
PostPosted: Thu Oct 28, 2004 4:19 pm 
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Quad Damage!
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so how did you get ragdolls to cause damage? thats the only bug i'm still having trouble with on my gravity gun mod...


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