Weapons (Outdated)

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kharnov
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Weapons (Outdated)

Post by kharnov »

This thread is outdated, please refer to the Concepts and Models subforums for weapon assignments. –Viech

We are currently going about replacing or upgrading our existing weapons. Here is the planned fate of each weapon:

  • The blaster, construction kit, shotgun, and pulse rifle will be preserved, pending texture adjustments by Stannum.

  • chris807 is modeling the lasgun based on designs by KenanJ, and will then model the lucifer cannon.

  • Gex is modeling the flamer based on his designs.

  • The rifle and mass driver need to be remodeled, and possess current designs to work off of.

  • The painsaw and chaingun need to be remodeled, and possess early concepts to work off of.

Thus, we have four weapons unclaimed. We may also be adding additional weapons in the future, and a likely weapon that we'll be adding will be a pistol sidearm. However, since that is pending discussion, this thread will focus on the four weapons that require someone to model them. If something is freed up or we have something new to model, this post will be updated to reflect the current assignments.

All of these weapons will require 1028 squared diffuse textures, as well as normal and specular maps, optionally gloss maps too. A desirable tris count to reach is 5k for the first-person model. For the third-person model, less detail is recommended for performance reasons. If you want to animate your weapon, we'll give you the first-person hands to use where appropriate. Otherwise, simply export the weapon to the OBJ format, and we'll have someone else animate it. Blender, Max, and Maya can all work with it.

For each weapon, we'd like to have a concept model phase where we'll approve of and/or make design decisions, a modeling stage with status updates, and a final stage towards the end where we prepare the model for animation and start to show it off to the community. What follows is our existing artwork for each unclaimed weapon and our desired goals, as well as a short description of how the weapon operates in-game.

If you'd like to do one of these, post in this thread! I can also provide higher-resolution versions of any of the images posted here, and I can also go more in-depth on anything you'd like to discuss about your choice.

Mass Driver

This weapon is the sniper rifle of the human team. It fires energy-based projectiles, and has a zooming effect that should ideally be reflected on the model's scope. Since it uses clips, the weapon must be reloaded, and will thus require the first-person hands. Animations required would be firing, reloading, and idle. With the design of the weapon, we are satisfied with the current idea of it, but we strongly desire a more detailed revision of it. However, you are welcome to add your own personal touches to it, or even propose a different design if you are feeling bold. Either way, we can provide you with the model and its textures so that it can be examined in closer detail. Alternatively, you can simply observe it in-game to get a feeling for how it looks and works.

Third-person view:

Image

First-person view:

Image

Scope:

Image

Rifle

Humans start with the rifle. It is the most basic weapon, does not possess any frills, and works reasonably well in a variety of situations and against a variety of opponents. Considering how reliable it is, many players develop a proficiency with it. As one would expect, the weapon is based off physical rounds that are fired at a rapid rate, discarding spent shells as it does so. The weapon works off clips, much like the mass driver, and as a result will require the first-person hands to be used while animating. It needs firing, reloading, and idle animations. The current in-game model possesses a scope, but it does not actually utilize it for gameplay reasons. In addition, the in-game model is antiquated. We will need to replace it, and we have a concept model to be used as a design. However, you are welcome to model it in a different way if you feel a different design would be more interesting. We can provide you with the model to serve as a reference.

Image

Painsaw

An energy saw, and the human team's sole melee weapon. It does not use ammunition, making it unique in that regard as well. When not in use, the painsaw emits an idle hum, which may give away your location to alien players. Our older concept art for it involved an arm-mounted, horizontal design. However, we are interested in other designs as well. You could work off this present design, or you could come up with your own design for it, as long as it fits the description of an energy-based melee weapon. Since it doesn't reload, it would only need sawing and idle animations.

Image

Chaingun

The rapid-fire weapon of the human team, a shell-based machine gun. It fires very fast and does decent damage, but the shots are spread over a wide circle due to the recoil of the weapon, rendering it inaccurate at long range. Our concept model has a rotating barrel design, but we are also interested in a single-barrel design, something like a modern portable machine gun, except more futuristic. Since the weapon doesn't reload, it does not need a reload animation. Instead, it would only need a firing animation and an idle animation.

Third-person:

Image

First-person:

Image

Rican
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Re: Weapons

Post by Rican »

Painsaw seems interesting, you think you can supply me with more pictures. Ideally a side, and top would be great, I have ideas for changes however I love to see a side profile of the painsaw before I gave any input.

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Viech
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Re: Weapons

Post by Viech »

We'll try to assign this to a concept artist, hang on Rican!

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Rican
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Re: Weapons

Post by Rican »

Thanks Viech, Ill check in every so often!

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Viech
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Re: Weapons

Post by Viech »

Rican, have a look at this thread, Alex is working on a new concept for you! Feel free to request more detail from him if you're unsure.

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Re: Weapons

Post by Viech »

TODO: Split this thread into independent assignments.

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Re: Weapons

Post by Viech »

Done and closed. Please refer to the Concepts and Models subforums for weapon assignments.

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

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