SCR Long-Range Covie Wep

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2310
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SCR Long-Range Covie Wep

Post by 2310 » Wed Jul 07, 2010 12:46 am

SCR needs a long-range Covenant weapon. Any suggestions on what I should use?

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Re: SCR Long-Range Covie Wep

Post by kiddten » Wed Jul 07, 2010 2:11 am

i could whip something up for you, i have a new secret weapon called the whirlybird :P
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Re: SCR Long-Range Covie Wep

Post by 2310 » Wed Jul 07, 2010 3:46 am

Hmm ... Does it look like Covenant? (purple, roundish, etc.)

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Re: SCR Long-Range Covie Wep

Post by kiddten » Wed Jul 07, 2010 3:51 am

it's just using the needler model, but i plan to give it a reskin and such.
also, custom scope bitmap :D
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Re: SCR Long-Range Covie Wep

Post by 2310 » Wed Jul 07, 2010 7:03 am

Well ... I'm thinking of something that looks entirely different from the other weapons, but still easily recognizable as Covenant. Something like a Focus or Beam rifle, although unique weapons are ok. Perhaps your scope bitmaps can be fitted to another model ... if someone can suggest one.

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Re: SCR Long-Range Covie Wep

Post by Kayar » Wed Jul 07, 2010 7:42 am

The gravity rifle was originally intended to be some sort of covenant sniper, or so I recall. You could use that model but give it a covi bitmap.
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2310
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Re: SCR Long-Range Covie Wep

Post by 2310 » Wed Jul 07, 2010 9:43 am

Thanks! I might try that. I can make the skins, then use Bunnies scope, combine with a duplicate plasma pistol/rifle HUD (to get the battery)

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Re: SCR Long-Range Covie Wep

Post by 2310 » Mon Jul 12, 2010 9:38 am

After some testing:
  1. Gravity rifle needs a working FP mod2.
  2. Gravity rifle needs some firing effects.
  3. Gravity rifle has no overheat animation (or any FP animations for that matter)
  4. Gravity rifle sometimes looks embedded in the ground.
  5. Gravity rifle needs some Jackal holding animations ... I think.

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Re: SCR Long-Range Covie Wep

Post by Amy » Mon Jul 12, 2010 5:42 pm

2310 wrote:After some testing:
  1. Gravity rifle needs a working FP mod2.
  2. Gravity rifle needs some firing effects.
  3. Gravity rifle has no overheat animation (or any FP animations for that matter)
  4. Gravity rifle sometimes looks embedded in the ground.
  5. Gravity rifle needs some Jackal holding animations ... I think.
lol i was waiting for him to come back saying this...
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Re: SCR Long-Range Covie Wep

Post by 2310 » Mon Jul 12, 2010 9:57 pm

Well - does anyone have a FP mod2 at least similar to what was done with the Energy Swords? (pasted over or something ...)

If not I'll consider CE weapons.

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Re: SCR Long-Range Covie Wep

Post by kiddten » Mon Jul 12, 2010 10:07 pm

I reckon we could just use CMT's carbine, and edit the shit out of it. also, i've got a custom hud tag using the sniper rifle hud. it's heavily modded, it's got heat and such.
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Re: SCR Long-Range Covie Wep

Post by Mgalekgolo » Mon Jul 12, 2010 10:20 pm

why not extract the model of the gravity rifle, extract another FP to compare and resize. yeah... maybe not
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Re: SCR Long-Range Covie Wep

Post by Amy » Tue Jul 13, 2010 1:20 pm

Teh Pillar Of Autumn wrote:why not extract the model of the gravity rifle, extract another FP to compare and resize. yeah... maybe not
hmm like extract the model, compare it, rename it to fp then import it in..... it would look buggy, but it would work like how sword did it once... with the sword.
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Re: SCR Long-Range Covie Wep

Post by Mgalekgolo » Tue Jul 13, 2010 7:51 pm

ezactly
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Re: SCR Long-Range Covie Wep

Post by Moxus » Wed Jul 14, 2010 2:57 am

2310 wrote:After some testing:
  1. Gravity rifle needs a working FP mod2.
  2. Gravity rifle needs some firing effects.
  3. Gravity rifle has no overheat animation (or any FP animations for that matter)
  4. Gravity rifle sometimes looks embedded in the ground.
  5. Gravity rifle needs some Jackal holding animations ... I think.
• Amy's method would be a quick fix.
• You should be able to customize an existing firing effect tag to fit your needs.
• Custom animations will require CE, though animations can be "borrowed" from other weapons (shown in original Sword mod).
• Swap a collision model (such as the Plasma Rifle's) into the Gravity rifle's Weap tag.
• You'll have to give it the label of a weapon the Jackal can already hold (Plasma Pistol, Plasma Rifle if I'm not mistaken).

You could also take my approach and do something like the Belm Rifle, though doing some skinning and graphical work alongside the game-play changes. I could also give you the most recent version.

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