ok, spent some time this afternoon scribbling down some ideas for the sniper rifle-
[img]http://www.sumea.com.au/forum/attached/Makk/200542965126_sniper_rifle_0…]
AS you can see they are pretty bare, Im just playing with different shapes at the moment. Not focusing on detial work right now
Just to be clear, they are not related to each other in terms of size, I just drew them different sizes!
Keeping that in mind, I would like to know what one people like the most.
After that is decided I will go and develop the concept further.
Suggestions for ideas are also welcome
quote:Originally posted by Makk
Like a small screen showing a zoomed in view?
Yeah,
for the view model I can arrange a texture of the player's viewport to available to be used in it's materials.
If we could rig the material up so that the view weapon model shows exactly what the player sees when they're zoomed in (2d overlays etc), that would be ideal.
quote:Originally posted by LiveWire
I like the idea of all weapons being laser based - so we can have lots of flashing glowy lights and streaks during combat.
I'll get to work on some new effects then. I've got a few flashy ideas :)
when you switch to a zoomed view with the rifle, you would want it to fill most, if not all of the screen so you can see what your shooting at. i would think, just like other games when you switch toa zoomed view, the scren just 'cuts' to the view. we could easily do the same, and the view is just overlayed with effects to make it look like a screen - could even give it a border.
then the texture on the gun model need only be a blurry representation without any real-time detail in it.
otherwise, it is possible in UT to set up cameras to capture footage and play them in textures. however they show only the static environment, and not any real-time action (alsmost as if they were pre-rendered). so we would need to find a way around that (or do it a differnt way all together), and also have the camera not be static, but interactive.
That's not entirely true. Using scriptedtextures with an associated callback event in unrealscript you can render the scene to a texture from any view you want.
I don't think this is possible using just unrealed's material editor, as it requires extra code for the rendering callback. It also increases scene complexity... but it's doable. I've recently used it to create a crappish far-away-blur effect [:D]
thought i should point out, curtins sniper rifle allready has orthographics and snow flakes had a go at modelling it http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=2848&whichpage=2
btw B looks pretty cool, goes as my fave
oh crap!
I had just finished the basic concept for it too-
[img]http://www.sumea.com.au/forum/attached/Makk/2005535571_sniper_rifle_02…]
Nice concept sketch :)
do you have any ideas as to what it should look like in use (Especially ideas for the firing/muzzle/impact effects)? , as the current plan for this weapon is that it will make it's user's location well known when fired.
I've duplicated the sniper rifle class from UT into the sumea package, although it's a bit messed up still... it's something that we can attach the model to when we get a prototype model ready.
looks like I forgot to crop that image!
Kezza, nope havent thought about that, just focused on the look of the weapon.
That reminds me, are you (or anyone else) able to port this into UT? You can add any shaders/effects, etc to the model as you see fit. I dont have enough time to familiarise myself with the engine, just getting it modelled and mapped is going to be a big enough challange as it is.
Well, I'll leave it for now. I did a quick sketch for an assult type rifle and a medic gun. I will post them when I can get them scanned. Should be soon.
I like the look of E, it gives the impression of serious firepower.
Just an idea... instead of a traditional scope, maybe a digital scope on the side?