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[MOD/WIP] Day One (A Killzone Modification) http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=11&t=1102 |
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Author: | sevensixtytwo [ Mon Apr 01, 2013 1:21 pm ] |
Post subject: | [MOD/WIP] Day One (A Killzone Modification) |
Old post Spoiler: UPDATED! We are now at V1.1! ![]() 0.85's new features have opened up a new plethora of possibilities! Keep checking back for more! DOWNLOAD LINK FOR 1.1 http://www.mediafire.com/?emxnqex708dx7qi General Information on V1.1 Spoiler: List of weapons in V1.1 Spoiler: Screenshots: http://i234.photobucket.com/albums/ee27 ... 9f775f.png http://i234.photobucket.com/albums/ee27 ... 9e2ef1.png http://i234.photobucket.com/albums/ee27 ... 4c4ae4.png http://i234.photobucket.com/albums/ee27 ... 495115.png http://i234.photobucket.com/albums/ee27 ... 9f5afa.png Again, I can't take screenshots for shite. Check 'em out ingame and see for yourself. Credits to the pasik for the voxel editor tools as well as the KZwiki for the UI pics. *** PLAYER MODELS ISA Spoiler: Helghast Spoiler: ARSENAL OVERVIEW ISA Weapons Spoiler: Helghast Weapons Spoiler: |
Author: | ZnasVecKo [ Mon Apr 01, 2013 1:37 pm ] |
Post subject: | Re: [MOD/WIP] Day One (A Killzone Modification) |
Seems interesting. Maybe Joneau can make better HUD icons for you. |
Author: | sevensixtytwo [ Mon Apr 01, 2013 1:38 pm ] |
Post subject: | Re: [MOD/WIP] Day One (A Killzone Modification) |
I'd be happy to send him the weapon pics I used to make the icons if he agrees. |
Author: | ZnasVecKo [ Mon Apr 01, 2013 1:42 pm ] |
Post subject: | Re: [MOD/WIP] Day One (A Killzone Modification) |
The outline is what matters. |
Author: | newabortion [ Mon Apr 01, 2013 4:00 pm ] |
Post subject: | Re: [MOD/WIP] Day One (A Killzone Modification) |
Looks great man, Keep it up! |
Author: | sevensixtytwo [ Mon Apr 01, 2013 11:32 pm ] |
Post subject: | Re: [MOD/WIP] Day One (A Killzone Modification) |
Thanks. Here's the list of additions and changes for the next release. *re-mesh of grenade to have more orange *edited mesh of M82 and M224-a2 to be bulkier and more noticable *2 new weapons -M66-SD submachine gun for ISA and the S-FOX machine pistol for Helghast *2 new player models -ISA Marine (with helmets!) and Helghast Shocktrooper (dudes with skirts, sorry, coats.) *general tweaking of weapons stats to make them distinct from each other -M82 now does less damage but is more accurate than the StA-52 LAR -M224-A2 now does more damage and is more accurate than StA-3 LMG As Znasvecko said, I'm working on improving the weapon icons and will upload it when I'm done with that. A couple of questions for issues further down the road. How can I edit the reload time of a weapon? Can I add blinking lights to the grenade? How to edit .mesh files (jeep, apc)? Is the kill_probability value the "damage" of the weapon? EDIT: Also, is it possible to edit the messages received? What about combat shouts by units? |
Author: | harrified [ Tue Apr 02, 2013 1:57 am ] |
Post subject: | Re: [MOD/WIP] Day One (A Killzone Modification) |
I haven't tried it yet but it looks nice so far going by the screenshots. It's good to see more mods! sevensixtytwo wrote: How can I edit the reload time of a weapon? The reload time is the length of the animation, so you can use an animation already referenced in one of the other weapon types (I use the sniper reload animation for almost everything in my mod). Code: <animation key="reload" ref="35" /> Or you can attempt making your own with the voxel editor. I warn you though that it's not pretty and it'll be tedious work, but it's possible. Quote: Can I add blinking lights to the grenade? I suppose there could be a way to do that with particles but I've never messed with any of that. Pasik or someone else will know. Quote: How to edit .mesh files (jeep, apc)? I've used Blender with success [frustration] in creating my own models from scratch, exporting to .xml and then converting it over to .mesh with the OGRE command line tools from here: http://www.ogre3d.org/download/tools I haven't actually imported a .mesh into Blender yet, so on that I'm more useless than I've been so far. Importing/Exporting with Blender uses python scripts and they tend to be sensitive or incompatible to what version of Blender you're using. You'll definitely want to hop on the RWR IRC channel if you need help setting up Blender. Just don't leave after 5 minutes when nobody responds; that's not how we do things. :( Quote: Is the kill_probability value the "damage" of the weapon? In a sense, yes. It's more a measure of how deadly the projectile of the weapon is as kill_probability means literally the chance that the round will kill or not kill when it hits. 1.0 = Always kills 0.5 = 50% chance of that round killing 0.99 = 99% chance of that round killing There is also the kill_decay_start_time which controls how soon after the round is created that it will start to lose it's kill_probability, and kill_decay_end_time for how soon the round will reach kill_probability="0". Quote: Also, is it possible to edit the messages received? What about combat shouts by units? I believe the content of the combat shouts (e.g. "Grenade!") can be edited in one of the many .xml files in your RWR directory. I wish I could say which one it is but unfortunately I'm not at home right now to see for myself. If by 'messages received' you mean the other text bubbles that do not come from AI then I don't recall seeing anything like that, but again I can't know for sure at the moment, sorry. |
Author: | sevensixtytwo [ Tue Apr 02, 2013 7:24 am ] |
Post subject: | Re: [MOD/WIP] Day One (A Killzone Modification) |
@harrified Thanks a lot, mate. At least now I know what I can and can't do. As for the kill probability and kill decay, great stuff. Adds a lot of depth to the variety of weapons. So if the gun were, say, a small machine pistol, I could give it a 0.8 kill probability and make the decay start and end quickly to make it dominate close quarters but be almost useless at medium to long ranges. Been searching for the dialogue files since day one (durhurhur) but I don't see anything really. Not even in packages/vanilla. I'll dig around some and hopefully find something or someone comes along and sheds more light on this. OMG GRENADE gets tiring after the 5th time you see it. |
Author: | harrified [ Tue Apr 02, 2013 8:47 am ] |
Post subject: | Re: [MOD/WIP] Day One (A Killzone Modification) |
It looks like you can only control the specific call-outs for projectiles, in this case a grenade: packages/vanilla/weapons/hand_grenade.projectile Code: <comment key="alert" text="omg grenade" /> <comment key="alert" text="look out" /> <comment key="alert" text="grenade" /> I guess that's something. |
Author: | joneau [ Tue Apr 02, 2013 9:39 am ] |
Post subject: | Re: [MOD/WIP] Day One (A Killzone Modification) |
a huds eh. ![]() |
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