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new weapon (bow)

Postby !NuB!Donut » Wed Nov 03, 2010 3:02 am

I started making a bow for SG here are some pictures.
146_3cd_ubrrm.jpg Image Image

but now to my problems
1. Where can i set which Freams (of the animatio) the game use for reloading, shooting...?
2. Why don`t my texturs work?
3. How can i make tath the arrow flyes like the knive?

Here is a beta version of the bow it will overwide the winchester '66
DOWNLOAD

I really hope that somebody can help me. I have been working on several guns but most of the didn't work i will use them as map objects in future maps.

for example a Remington Revolving Carbine
Image
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Postby Pardner » Wed Nov 03, 2010 2:56 pm

I new weapon will have to be coded in. If you want the arrow to fly like the knife, then the new weapon must be coded as a projectile.

You are making quick work of the modeling!

Image
Image
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Postby kaiyouw » Thu Nov 04, 2010 12:45 am

Wow, thats so cool! A bow and arrow would be amazing to play with, but would it be just an indian weapon? Some suggestions, if you are open to some:
the arrows could kill with one shot only, and try making it a strong shot and not to fall too fast like the knives.

The lookings are just fine, I like it a lot :D

When you are done, you could make some arrows with dynamites attached to them, like you can see in Fistful of Frags HL2 mod... or maybe some fire arrows, would be cool as well :D

Keep the amazing work, man!
Ps: the other gun you made also looks really nice! hehe
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Postby !NuB!Donut » Thu Nov 04, 2010 9:45 pm

but would it be just an indian weapon?

I don't know if it's possible

the arrows could kill with one shot only

First I have to get the bow working before i can thinking about the ammount of damage which he will deliver.

When you are done, you could make some arrows with dynamites attached to them

We will see what's possible and what's impossible.

So now the the news of my work.
Finally i get the texturs working.
Image
yojw_a9b_ubrrm.jpg yojw_c78_ubrrm.jpg yojw_a26_ubrrm.jpg


I new weapon will have to be coded in. If you want the arrow to fly like the knife, then the new weapon must be coded as a projectile.

Could you please tell me where i can find the codes of the Winchester 1866 so tath i can take a look at them to know how to code new weapons.

You are making quick work of the modeling!

8) 8)
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Postby ^SDE^Evans » Thu Nov 04, 2010 10:00 pm

coool :D
I hurt myself today (8)
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Postby Pardner » Thu Nov 04, 2010 11:16 pm

!NuB!Donut wrote:Could you please tell me where i can find the codes of the Winchester 1866 so tath i can take a look at them to know how to code new weapons.


The Winchester is not a projectile weapon. There server calculates exactly where the bullet will hit (someone correct me if I am wrong). Weapons like the knife, dynamite, and Molotov cocktail are examples of projectile weapons. In this case the server needs to calculate the "missle's" path and then check to see if something moves in its path (there is probably some server/client calculations in there too). I remember making (should read "copying") a Q3 rocket mod. The Q3 rocket and grenade code was in g_missles.c
https://smokinguns.svn.sourceforge.net/ ... _missile.c
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Postby !NuB!Donut » Fri Nov 05, 2010 1:14 am

WOW amazing actually i don't understand there anything. The guy how made this should get a Nobel Prize. I really need help from some one how understand this.
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Postby Tequila » Fri Nov 05, 2010 12:33 pm

Hey really great job !

Yep you need help. I can help you as this should be a really light work on the coding part for the moment ;)
And so I can provide here experimental QVM with code updated to support that weapon so you can test it.

The first thing we will have to update is the following file: /branches/1.1/code/game/bg_misc.c

Look at the wpinfo_t bg_weaponlist array. For example, the knife is defined like this:
Code: Select all
   /*
   =============
   WP_KNIFE
   =============
   */
   {
      // animations
      {
         // WP_ANIM_CHANGE
         {
            30, //firstframe
            (40-30), //numFrames
            0, //loopFrames
            40, //frameLerp
            0, //initialLerp
            1, //reversed
            0 //flipflop
         },
         // WP_ANIM_DROP
         {
            30, //firstframe
            (40-30), //numFrames
            0, //loopFrames
            40, //frameLerp
            0, //initialLerp
            0, //reversed
            0 //flipflop
         },
         // WP_ANIM_IDLE
         {
            20, //firstframe
            10, //numFrames
            0, //loopFrames
            80, //frameLerp
            0, //initialLerp
            0, //reversed
            0 //flipflop
         },
         // WP_ANIM_FIRE
         {
            0, //firstframe
            20, //numFrames
            0, //loopFrames
            20, //frameLerp
            0, //initialLerp
            0, //reversed
            1 //flipflop
         },
         // WP_ANIM_ALT_FIRE
         {
            42, //firstframe
            24, //numFrames
            0, //loopFrames
            40, //frameLerp
            0, //initialLerp
            0, //reversed
            0 //flipflop
         },
         // WP_ANIM_RELOAD
         {
            0, //firstframe
            0, //numFrames
            0, //loopFrames
            0, //frameLerp
            0, //initialLerp
            0, //reversed
            0 //flipflop
         },
         // WP_ANIM_SPECIAL //change : throw->normal
         {
            66, //firstframe
            13, //numFrames
            0, //loopFrames
            60, //frameLerp
            60, //initialLerp
            0, //reversed
            0 //flipflop
         },
         // WP_ANIM_SPECIAL2 //change : normal->throw
         {
            66, //firstframe
            13, //numFrames
            0, //loopFrames
            60, //frameLerp
            60, //initialLerp
            1, //reversed
            0 //flipflop
         }
      },
      0, //spread
      50, //damage
      2000, //range
      -7*20, //addTime
      (52-42)*40, //count
      -1, //clipAmmo
      0, //clip
      10, //maxAmmo

      "models/weapons2/knife/v_knife.md3", //v_model
      0, //v_barrel
      "sound/weapons/knife_attack.wav",  //snd_fire
      0, //snd_reload

      "Bowie Knife", //name
      "models/weapons2/knife/", //path
      WPS_MELEE
   },

I think comments are self-explanatory.
Firstly, what should we add for your weapon so it can be animated ?
8)
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Postby !NuB!Donut » Sat Nov 06, 2010 1:07 am

Where can i find this file inside my Sg so that i can test my animations. Are they inside the sg_pak0.pk3? I can't find them.

Here is what I think it could look like.

Code: Select all
=============
   WP_WINCHESTER66
   =============
   */
   {
      // animations
      {
         // WP_ANIM_CHANGE
         {
            0, //firstframe
            38, //numFrames
            0, //loopFrames
            38, //frameLerp
            0, //initialLerp
            0, //reversed
            0 //flipflop
         },
         // WP_ANIM_DROP
         {
            83, //firstframe
            (99-82), //numFrames
            0, //loopFrames
            0, //frameLerp
            0, //initialLerp
            0, //reversed
            0 //flipflop
         },
         // WP_ANIM_IDLE
         {
            0, //firstframe
            0, //numFrames
            0, //loopFrames
            0, //frameLerp
            0, //initialLerp
            0, //reversed
            0 //flipflop
         },
         // WP_ANIM_FIRE
         {
            39, //firstframe
            (80-39), //numFrames
            0, //loopFrames
            40, //frameLerp
            40, //initialLerp
            0, //reversed
            0 //flipflop
         },
         // WP_ANIM_ALT_FIRE
         {
            0, //firstframe
            0, //numFrames
            0, //loopFrames
            0, //frameLerp
            0, //initialLerp
            0, //reversed
            0 //flipflop
         },
         // WP_ANIM_RELOAD
         {
            0, //firstframe
            0, //numFrames
            0, //loopFrames
            0, //frameLerp
            0, //initialLerp
            0, //reversed
            0 //flipflop
         },
         // WP_ANIM_SPECIAL
         {
            0, //firstframe
            0, //numFrames
            0, //loopFrames
            0, //frameLerp
            0, //initialLerp
            0, //reversed
            0 //flipflop
         },
         // WP_ANIM_SPECIAL2
         {
            0, //firstframe
            (0), //numFrames
            0, //loopFrames
            0, //frameLerp
            0, //initialLerp
            0, //reversed
            0 //flipflop
         }
      },
      0, //spread
      70, //damage
      2000, //range
      -7*20, //addTime
      (52-42)*40, //count
      -1, //clipAmmo
      10, //maxAmmo

      "models/weapons2/winch66/v_winchester66.md3", //v_model
      0, //v_barrel
      "sound/weapons/winch66_",  //snd_fire
      "sound/weapons/rifle_reload1.wav", //snd_reload

      "Winchester 1866", //name
      "models/weapons2/winch66/", //path
      WPS_GUN
   },
   /*


Here is the download link of the my actually version DOWNLOAD
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Postby /dev/random » Sat Nov 06, 2010 1:12 am

You won't find these files inside your installation. They are part of the game's sourcecode. You'll manually need to download the sourcecode and compile the game logic to obtain a new cgame/game.
The basic approach to modding has been written down in many tutorials for Quake 3.
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Postby Tequila » Sat Nov 06, 2010 1:48 am

/dev/random is right. But I'll try to support you providing here a built QVM in a PK3 to test. I guess you don't know how to build the QVM.

I propose that as this weapon may be a good candidate for a new weapon to include and it will may need new dedicated code.

Btw I see you modified the Winchester 1866 model... can you rename everything to something more related please as I'll try to include it without removing Winchester 1866 ?
About sound, do you think to provide something too ?
8)
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Postby !NuB!Donut » Sat Nov 06, 2010 3:27 am

/dev/random is right. But I'll try to support you providing here a built QVM in a PK3 to test. I guess you don't know how to build the QVM.

You guess right. :D

Btw I see you modified the Winchester 1866 model... can you rename everything to something more related please as I'll try to include it without removing Winchester 1866 ?


No Problem. Here they are DOWNLOAD

About sound, do you think to provide something too ?

I will search the web for free sounds of a bow tomorrow.

And thank you that you take your time to help me.
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Postby Tequila » Sun Nov 07, 2010 1:26 am

Fine, think I look nice with a bow :P
[thumb=http://forum.smokin-guns.org/userpix/1560_tequilawithbow_1.jpg][timg]1560_tequilawithbow_1.jpg[/timg][/thumb]


Btw there will be some hard work to get it completely working in SG.

Firstly we need a picture for the hud. In the buy menu I think to rename the "machineguns" entry into "specials" and add it there. So can you produce a picture with the same size as hud/weapons/gatling.tga and put it in hud/weapons/bow.tga.

Secondly, we need a price and ammo amount. For now I set them up to 24 and 10. But this is really not important for now.

Also, even if you should put the arrow in the shot animation. You should stop the animation at the moment the arrow is leaving the bow. Then we really need an arrow item which will have its own life after that :evil:
So can you extract the model for the arrow, and of course we will need a picture for the hud too but this time to be put in the "misc" menu as "ammo_arrow".

I still have to check if animation setup is correct.

On my point of view, the way to use the bow would be to push "fire" to bend it, then keeping the "fire" pressed we keep the bow bended and releasing the key will shoot the arrow. This is just an idea. We may also prefer push "fire" to bend, and Fire again to shoot.

WIP 8)
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Postby !NuB!Donut » Sun Nov 07, 2010 2:09 pm

Here are the things you asked for DOWNLOAD

On my point of view, the way to use the bow would be to push "fire" to bend it, then keeping the "fire" pressed we keep the bow bended and releasing the key will shoot the arrow. This is just an idea. We may also prefer push "fire" to bend, and Fire again to shoot.


I would prefer the push "fire" to bend it, then keeping the "fire" pressed we keep the bow bended and releasing the key will shoot the arrow method.
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Postby LuckyGenDago » Sun Nov 07, 2010 2:51 pm

how about a right click function

like a firearrow :> with coctail effect
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