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Member 251 posts
Registered: Mar 2006
i think they are looking good overall. my only real crit would be that some of the lighting on the textures looks a little inconsistent. like the rivets on the health boxes look like it is being lit from a lot of different directions. yeah, should probably finetune them a bit more and as i'we said many many times, i'm no texture artist, so any help anyone is willing to offer is welcome
Member 811 posts
Registered: Jan 1970
i think the supernailgun looks bad ( not powerful , thin) and butt off ssg (trigger) and nailgun look like (made in china) ,rest is ok.
Member 23 posts
Registered: Mar 2006
there is no g_shot or v_axe skin in the feedback pack? [@p_jnco]: if you were a nerd bar, youd be king sized
Member 251 posts
Registered: Mar 2006
axe has no textures and g_shot isn't finnished, as the noob guest above your post said the g_shot looks like crap, and on that i agree
Member 251 posts
Registered: Mar 2006
good news people, i finally seem to have gotten the ssg right, expect the first test version out later today, just have to do the textures and v_model
Member 43 posts
Registered: Apr 2006
nice
Member 251 posts
Registered: Mar 2006
http://www.kolumbus.fi/ruohis/temp/shotguns.jpg still need a bit more tweaking, finnished the animation on the v_model already and adjusted the size and position to match the original... probably have to rescale the barrels to be the same size as on the normal shotgun, atleast the color is similar /* Edit http://www.kolumbus.fi/ruohis/temp/ssgez.jpg <- ezquake http://www.kolumbus.fi/ruohis/temp/ssgfte.jpg <- fteqw will have something for you to download in 1-2h
Member 1754 posts
Registered: Jan 2006
the ssg looks so chopped off :/
Administrator 2058 posts
Registered: Jan 2006
i think the ssg should be pointing a bit more upwards (?)
Member 251 posts
Registered: Mar 2006
the ssg looks so chopped off :/ well it is suposed to ba a sawed off double barrelled shotgun... i think the ssg should be pointing a bit more upwards (?) well it's aligned the same way as the original, the fov may be distorting the view a bit though, but i'll see if some adjusting makes it look a bit better
Member 805 posts
Registered: Mar 2006
I think the ssg should have a little more handhold in it's sides. Not like the sg, just a little bit more. https://tinyurl.com/qwbrasil - QuakeFiles
Member 251 posts
Registered: Mar 2006
well check it out ingame, i'm done working on this for today will look in to that and other possible future suggestions once you have tested it ingame http://www.kolumbus.fi/ruohis/temp/shotguns.rar (also includes improved texture for the regular sg) and the models look really great in fteqw with bloom enabled
Member 805 posts
Registered: Mar 2006
https://tinyurl.com/qwbrasil - QuakeFiles
Member 1026 posts
Registered: Feb 2006
i like the shotgun, but the double shotgun looks like it's from a game with pirates.. arrr
Member 1754 posts
Registered: Jan 2006
well it is suposed to ba a sawed off double barrelled shotgun... the g_model says something else ;P
Administrator 2058 posts
Registered: Jan 2006
the v_ssg model shows too much of the ssg, you should not see that wooden handle
look at the original model and see for yourself
Member 805 posts
Registered: Mar 2006
the v_ssg model shows too much of the ssg, you should not see that wooden handle
look at the original model and see for yourself less stock and more handhold! https://tinyurl.com/qwbrasil - QuakeFiles
Member 251 posts
Registered: Mar 2006
allright, wider handhold and move the whole shotgun back so that the barrels are just before the botom of the screen with default fov... and less "pirate game" look but now it's mothers day and i won't do diddlysquat so i'll check back here in a few days, so keep on posting theese comments. And also comment on my other models as well, no use complaining after the final release, whenever that will be
Member 805 posts
Registered: Mar 2006
don't worry, we love complain! https://tinyurl.com/qwbrasil - QuakeFiles
Member 55 posts
Registered: Mar 2006
hey vegetous how do you get your ezquake to look all bloomy and stuff, and how do you get the red flashes (bloodsplats)? tnx
Member 805 posts
Registered: Mar 2006
smart shaders https://tinyurl.com/qwbrasil - QuakeFiles
Member 64 posts
Registered: Mar 2006
Great models so far Ruohis. I think the barrels of the sg (well its not the barrels but the "sections" around the barrel where you would "pump" it ((in real life i guess)) should be a bit bigger I think, the SG looks very skinny and not beefy enough. The SSG doesnt bother me too much but just move it back a lil bit
Member 251 posts
Registered: Mar 2006
http://www.kolumbus.fi/ruohis/temp/fte00001.jpg <- is the model better now? http://www.kolumbus.fi/ruohis/temp/v_shot2.rar /* Edit Great models so far Ruohis. I think the barrels of the sg (well its not the barrels but the "sections" around the barrel where you would "pump" it ((in real life i guess)) should be a bit bigger I think, the SG looks very skinny and not beefy enough. I guess i could make some parts of the sg a bit wider (got the original on top of my model in the image above)
Member 1754 posts
Registered: Jan 2006
definetly man, points more straight now
Member 251 posts
Registered: Mar 2006
working on the axe at the moment, will have something to download soon... texturing the hand might take a while but i'll try to get something so that you can test it just spent an hour animating it
Member 1754 posts
Registered: Jan 2006
nice, a suggestion, to make the axe more crooked where the blade is ex: more ( instead of just |
Member 1026 posts
Registered: Feb 2006
the v_shotguns are nice
Member 54 posts
Registered: Mar 2006
Can someone link me to all of the current v_models so I can have a play with them ingame (also wanna make them right handed if that's ok ), had a look back thro the last few pages but couldn't spot it cheers!
Member 99 posts
Registered: Feb 2006
is it possible to remove the shades etc on the models?
Member 251 posts
Registered: Mar 2006
http://www.kolumbus.fi/ruohis/temp/feedback_pack.rar the ssg you can find a few posts up... they should have it built in to the engines to make the v_model left, right or centered, there was in some engine but i don't remember witch but i remind you that theese are still unnfinnished... is it possible to remove the shades etc on the models? Explain in more detail...
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