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RUNNING WITH RIFLES Multiplayer

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PostPosted: Tue Jun 14, 2016 7:54 am 
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Hello everyone, I love running with rifles, so much, it is one of my favorite games to play. another one is the Valkyrie chronicles games, I can only imagine how good it would be to mesh the two of them. SO that being said.

I am a 3d modeler, I've worked with blender, 3ds max and z brush. i can build any model I need to, including the simplistic pixel art of this game.

The art assets i can bring to life. but the only thing standing in my way is the coding. the weapons honestly i can understand how their config cards work, but adding the models and art assets I make is lost to me.

I'm looking for someone who understand the coding of the game that would like to team up with me and bring the world of Gallia to RWR!

PS I am possibly using an older version of the editor, if someone could point me to the newest moding tools for RWR I would appreciate it.

Right so, itl ooks like this is going to be a reality, so i will keep it updated here. I'm putting a few examples of the weapons that will be in game. also a todo list of things that need to be done.

Rifles
Fast and accurate, your basic go to weapon
https://i.gyazo.com/3bb19a563b7284489f2 ... fa6c6f.png

Advanced rifles
For the special forces, these rifles are long range and deadly as well as fast firing
https://i.gyazo.com/3d1b20d61900195031a ... fdc528.png

SMGs
Typical spray and pray, close range weapons.
https://i.gyazo.com/58a389e735f3d4b0747 ... 1cb368.png

MGs
Heavy weapons to lay down as much fire as possible
https://i.gyazo.com/0131f9dad7ece9a59ff ... 0c4ede.png

LMGs
Light enough to be fired standing, very inaccurate but has a large magazine for sustained fire.
https://i.gyazo.com/02802af5bec5c34a74c ... bcc426.png

HMG's
Bullet storms in your hand. has the largest magazine but can only be fired prone, they are designed to cut a swath through your enemy.
https://i.gyazo.com/74083f776f49f0ac46b ... 4d084f.png

Snipers
Long range killers. typical sniper rifles
https://i.gyazo.com/b42e733efbada1a7d28 ... 5f39c3.png

Auto snipers
Shorter range but faster firing and reload times.
https://i.gyazo.com/e7aeb2191e346c0d99e ... 7a1ce6.png

AT snipers
The big boys toy, these rifles have massive range and do lots of damage, with slow reload times.
https://i.gyazo.com/01bbb86710db06c0172 ... 8656fe.png

Pistols
Typical light weapon for the medic. small magazine but hits like a truck.
https://i.gyazo.com/d3cc2f9ddc45d55e18f ... bee07a.png


Thanks to some wonderful help by Ryu, the Vehicles are looking amazing, he is handling all the coding while I deal with the models, they are looking fantastic, the weapons and characters as well. There is still a lot of work to do, but stay posted!

TODO
Weapons (Done)
models (DONE)
coding

Units
Models
Coding
Armor

Vehicles
Models (DONE)
Coding

special units
Going to make various armors you can wear to turn yourself into the characters from the game.


Last edited by xr79 on Sun Jun 19, 2016 10:39 pm, edited 4 times in total.

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PostPosted: Tue Jun 14, 2016 2:01 pm 
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Joined: Sat Oct 05, 2013 12:19 am
Posts: 635
I can get you started with vehicle implementation and help you wrap your head around it.


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PostPosted: Tue Jun 14, 2016 3:49 pm 
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Joined: Sun Nov 30, 2014 8:37 am
Posts: 23
Hi, xr79. Looks like not only you got idea about Valkiria chronicles mod for RWR. So, me and my friend can help you with scritping, voxel models and maybe, HUD icons. We're devs of this mods:
http://steamcommunity.com/sharedfiles/f ... =691223351
http://steamcommunity.com/sharedfiles/f ... =687301922

If you interested, write me in PM.

The Soldier, can you help us all with vehicles? Pretty please? ^__^ Because I've looking tutorial about correct convertion 3D modens into *.mesh files with animations quite a while.


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PostPosted: Tue Jun 14, 2016 4:01 pm 
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Joined: Sat Jun 04, 2016 8:54 am
Posts: 11
Greetings xr79!

And here I was, just about two or three days ago, discussing the idea about moving RWR to the setting of Valkyria Chronicles with Cross, after browsing some old screenshots I took during my playthrough.

Since I’m also a fan of the game and the anime series, I’d love to work on that project with you and Cross. : 3 What do you say?

Hope to read from you soon. ^_^


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PostPosted: Tue Jun 14, 2016 5:10 pm 
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Posts: 635
Cross wrote:
The Soldier, can you help us all with vehicles? Pretty please? ^__^ Because I've looking tutorial about correct convertion 3D modens into *.mesh files with animations quite a while.

Right off the bat, all you need is a program that can export OGRE .mesh - I use Milkshape, but most other people use Blender. If you're not using a program that has an OGRE .mesh exporter, just export the model to .obj and import it into the program that does, then export it into .mesh. However, you can't do animations with this file format (or the game engine for that matter).


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PostPosted: Tue Jun 14, 2016 6:40 pm 
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Joined: Mon Feb 01, 2016 9:58 pm
Posts: 44
Hello again everyone. I just got a look at the voxel editor last night. this is like babies first meshing program right here. total easy mode for a builder like me, so I started working on making some of the guns.

I really love all the support and people who would like to work on this with me. and I say lets do it! I had a question as well. why do the models need to be Voxel based models? couldn't I simply extract the skeleton it uses and put it into a real 3d model and export that as an XML model file?

Again thank you for all your expressed help, if any of you have skype I would love to pick your brain and toss around ideals


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PostPosted: Tue Jun 14, 2016 6:48 pm 
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Just to say. Along long long time ago I extracted the models form the PS3 game, and have (im not kidding) every single 3d model and sound and asset file from the game. so I have wonderful references to work off of and take pictures of and such like that. the tanks are VERY complex, and very high detail, so I would have to retopologize them to be more fit for RWR, if detail is a problem. if not hell, I have premade tanks.

What is the maximum number of various vehicles you can have? it would be awesome to have like various tanks and APC'S and guns like in the game.


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PostPosted: Tue Jun 14, 2016 7:30 pm 
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Joined: Sun Nov 30, 2014 8:37 am
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xr79 wrote:
What is the maximum number of various vehicles you can have? it would be awesome to have like various tanks and APC'S and guns like in the game.


Well... techically there's seems to be no limits, bu-u-u-u-ut, we're already encountered with a bug, when game crashed when we tried to add another weapon. But anyway, even with limits, I guess you can freely add at least 80-100 new weapons. Same with vehicles.


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PostPosted: Tue Jun 14, 2016 8:40 pm 
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Joined: Mon Feb 01, 2016 9:58 pm
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Okay that is really good to know. I just got back home, so I'm going to start pushing out models of guns then..I'm starting with the scout weapons.

I'm going to be basing all the weapons and uniforms of the VC2 game, my favorite one.

First draft of the Gallian-2 https://i.gyazo.com/078bdf834fd59aa40a9 ... 1e52b5.png

Gallian-A-1 https://i.gyazo.com/42c162fdbdf8b5f158c ... 93f149.png

Gallian D-1 https://i.gyazo.com/ee6da078e41548049a9 ... 6eb4fe.png


Last edited by xr79 on Tue Jun 14, 2016 9:27 pm, edited 1 time in total.

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PostPosted: Tue Jun 14, 2016 9:15 pm 
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Joined: Sat Oct 05, 2013 12:19 am
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xr79 wrote:
I really love all the support and people who would like to work on this with me. and I say lets do it! I had a question as well. why do the models need to be Voxel based models? couldn't I simply extract the skeleton it uses and put it into a real 3d model and export that as an XML model file?

Ah, you theoretically could do that (like how I did that with a rather nice M1 Garand I modeled) and have 3D weapons, but I suspect it's more to match with the voxel soldiers than anything else. The same goes with the vehicle-mounted weapons, a 3D vehicle means a 3D weapon most of the time. All you'd have to do is define the mesh file and the texture file that goes with it and presto, 3D models for small arms.

As for no limit to vehicles - you're totally right about that. However, due to how to game handles faction switches and the map editor, the faction can only use one vehicle per tag. For example, if you've got 3 different heavy tanks that a faction has, and they all have the tag of "vehicle" and "heavy_tank", the game will only ever spawn one of them (depending on the last loaded, I believe), so the other two will never be seen even if they're destroyed - the same one will respawn. So you're going to have to learn some basic Inkscape skills if you want to get around that, it's not too bad.


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