SWBFGamers

Modding for the Original SWBF1 and SWBF2 => Released Maps and Mods => Topic started by: aeria. on July 04, 2009, 12:27:34 PM

Title: Rebel Weapons Mod
Post by: aeria. on July 04, 2009, 12:27:34 PM
About this Mod

Basically, I'm modeling brand new weapons for the Rebels. Since I don't know much about Star Wars, I'm making real life counter parts similar to Counter Strike.

Here's a basic list:

- The Soldier gets an AK47
- The Vanguard gets an RPG
- The Pilot gets a shotgun (haven't decided much on this yet)
- The Sniper gets a Sniper (same as Shotgun, dunno yet)
- The Wookie gets a more realistic looking Crossbow
- Every class gets a unique pistol

Extra Info:

- Not extremely detailed so your aging computer won't crash
- Complete with sounds and textures
- Playable Online w/ Others Without this Mod

I don't intend this to be a complete conversion mod. It's just a simple replacement of weapons to make it a bit more interesting. Of course if someone wants to, I will release the assets once I'm done.

Progress

6/5/09 8 hours later
AK47 finished (finally)
http://img233.imageshack.us/img233/6098/swbf20090705200228.png
http://img156.imageshack.us/img156/3962/swbf20090705200338.png
http://img406.imageshack.us/img406/1158/swbf20090705200631.png
http://img156.imageshack.us/img156/5397/swbf20090705200803.png

EDIT: This is was taken online with Hardcore. He didn't have the AK47 installed so that means it works perfectly online. I just need to rescale and realign it a tad bit.
http://i217.photobucket.com/albums/cc113/tommmybeny2/Picture2-2.png

6/5/09
Found out why AK47 texture wasn't showing (really stupid reason why)
It's still huge but it looks pretty. (http://i217.photobucket.com/albums/cc113/tommmybeny2/woot.jpg)

6/4/09
Completed AK47, Finished Texture
Wayyyy too big, Texture not showing (http://i217.photobucket.com/albums/cc113/tommmybeny2/Untitled.jpg)
Title: Re: Rebel Weapons Mod
Post by: Hardcore on July 04, 2009, 12:45:09 PM
Looks to be pretty awesome, i'd like to see if you released the assets that someone made a full conversion of the weapons and put them to what they would really shoot and so forth :) but none the less, ill give this a try once its done.
Title: Re: Rebel Weapons Mod
Post by: khy on July 04, 2009, 02:09:48 PM
AWEEEEEESOME!
Title: Re: Rebel Weapons Mod
Post by: Jedikiller on July 04, 2009, 03:17:04 PM
Looks nice. Mind me asking what type of shotgun it'll be? I'm looking for a shotgun model and haven't been able to find a suitable one :/
Title: Re: Rebel Weapons Mod
Post by: MileHighGuy on July 04, 2009, 03:27:49 PM
this looks awesome!  :tu: will you be releasing the assets when you are done?
Title: Re: Rebel Weapons Mod
Post by: aeria. on July 04, 2009, 07:30:22 PM
@ JK

Feel free to give me suggestions.

@ MHG

Of course! I'm not planning to release it anytime soon due to ANNOYING technical issues but when it's done, I'll upload the MSH files.

I'm still having problems so I am considering modelling all of them first and then install the old version of XSI to properly export.
Title: Re: Rebel Weapons Mod
Post by: MileHighGuy on July 04, 2009, 08:33:59 PM
you could export them usng belnder and the msh viewer, but i dont know if thats what youre doing already
Title: Re: Rebel Weapons Mod
Post by: aeria. on July 04, 2009, 08:53:03 PM
I'm using XSI/Softimage since it's the only one I've used (done plenty of random props for Garry's Mod)

This is my first time working with weapons. I'm too lazy to learn/to make animations and there's way too many people making weapons for Source Games. I'd rather do them for SWBF.
Title: Re: Rebel Weapons Mod
Post by: Commander Gree on July 05, 2009, 12:45:57 AM
Wicked! This is just an idea, but maybe later on someone could try and make a mod to replace the Rebel Speeder Tanks (Or any) with modern Tanks.  :moo:
Title: Re: Rebel Weapons Mod
Post by: aeria. on July 05, 2009, 05:35:29 PM
AK47 Screenshots:
http://img233.imageshack.us/img233/6098/swbf20090705200228.png
http://img156.imageshack.us/img156/3962/swbf20090705200338.png
http://img406.imageshack.us/img406/1158/swbf20090705200631.png
http://img156.imageshack.us/img156/5397/swbf20090705200803.png

EDIT: This is was taken online with Hardcore. He didn't have the AK47 installed so that means it works perfectly online.
http://i217.photobucket.com/albums/cc113/tommmybeny2/Picture2-2.png

Note: They are in 1680x1050 so it's better off without the image tags.

After 8 straight hours of technical issues (SWBF Modelling sucks) I've finally gotten a proper AK47 up and ready for SWBF. I still have minor issues regarding hand placement but it looks pretty good so far! I don't know much about the "bullets" in SWBF so I'm going to experiment with that so it looks more realistic.

Next up is the Dragunov Sniper Rifle (CoD4 players will find that familiar)
Title: Re: Rebel Weapons Mod
Post by: Vendetta on July 05, 2009, 08:27:22 PM
hahahahaha! :rofl: :rofl: :rofl: thats so cool! cant wait until your done
Title: Re: Rebel Weapons Mod
Post by: Inert on July 05, 2009, 11:32:09 PM
Looks great!
Lol I thought Hc was from the south, with that gun positioning he's gonna give himself a black eye :P

Title: Re: Rebel Weapons Mod
Post by: Commander Gree on July 06, 2009, 02:27:52 AM
Wicked! Can't wait till you finish!  :tu:

Great Job!  :tu:
Title: Re: Rebel Weapons Mod
Post by: zorba1994 on July 06, 2009, 09:40:01 AM
What do the bullets look like?
Title: Re: Rebel Weapons Mod
Post by: aeria. on July 06, 2009, 02:18:32 PM
At the moment, they are still lasers but I'll change em after I'm done with all of the weapons.
Title: Re: Rebel Weapons Mod
Post by: Satellite on July 07, 2009, 12:51:02 AM
Out of curiosity, what's the tri count for the AK-47?

The Thompson and Sten SMG's I made a while ago are in the 1.5-2.5K region... (probably far too high...)
Title: Re: Rebel Weapons Mod
Post by: aeria. on July 07, 2009, 09:44:31 AM
The Ak47 is very basic so it's in the hundreds. I'm going to remake it from scratch with an even higher tri count. Maybe about 5000 tri at the end. Yes, I'm pushing the Zero Engine but I really don't care at this point. If it doesn't work, I'll make it 2-3K since one of my models worked just fine with that.

According to the art guide:

Props - 0 - 500 polys <- Closet Thing to Weapons
Buildings - 200 - 3000 polys
Vehicles - 1500 - 2000 polys
Characters - 1500 - 2000 polys

My RPG-7 (http://img514.imageshack.us/img514/1894/rpgwip.png), which is pretty much done but having animation issues, is going up to 3K+. The framerate is still stable ingame so your model should be just fine.

SWBF was made when 512 memory was AMAZING. Today that isn't much, so going over the art guidelines shouldn't kill your game. After all, there's nothing wrong with experimentation, eh?
Title: Re: Rebel Weapons Mod
Post by: khy on July 07, 2009, 12:38:47 PM
HAHA omg thats awesome.
DRAGONOV! These weapons are like the weapons real Rebels in the world use (like in Middle East, Africa, etc. )
Title: Re: Rebel Weapons Mod
Post by: aeria. on July 07, 2009, 01:28:03 PM
That's EXACTLY what I'm doing Khyler. I'm recreating "rebel" weapons.

Also here's an update: there's gonna be two versions of the mod.

- One works online without others having the mod installed (like custom skins)
- The other is a full realism mod in the GCW era.

If anyone here knows how to munge custom sounds, I'm gonna need a tutorial. That would be greatly appreciated.

Anyways, the dragunov is gonna take a long while. It's a lot more complicated of a weapon especially when it comes to making the scope.
Title: Re: Rebel Weapons Mod
Post by: Vendetta on July 07, 2009, 01:32:13 PM
Quote from: Khyler on July 07, 2009, 12:38:47 PM
HAHA omg thats awesome.
DRAGONOV! These weapons are like the weapons real Rebels in the world use (like in Middle East, Africa, etc. )


LOL! :rofl: Now we can i can play counterstrike on swbf! that would be so cool! :tu: :tu:
Title: Re: Rebel Weapons Mod
Post by: aeria. on July 07, 2009, 02:36:06 PM
Haha I can't recreate Counter Strike on SWBF. There's too many limitations to be able to fully recreate it and still have its core gameplay.
Title: Re: Rebel Weapons Mod
Post by: MileHighGuy on July 07, 2009, 03:54:06 PM
you should make the realism mod another era, hey maybe you can even have new skins for the troopers
Title: Re: Rebel Weapons Mod
Post by: Vendetta on July 08, 2009, 09:48:26 PM
Quote from: MileHighGuy on July 07, 2009, 03:54:06 PM
you should make the realism mod another era, hey maybe you can even have new skins for the troopers

THAT WOULD BE SO COOOL! :tu: It sure would take a while though. :confused:
Title: Re: Rebel Weapons Mod
Post by: aeria. on July 09, 2009, 10:13:36 AM
I'm probably gonna use the assets from Taivyx regarding player models and maybe the sniper rifle (I hate making the scope).

Of course I'll need his permission to do that.
Title: Re: Rebel Weapons Mod
Post by: khy on July 10, 2009, 10:15:36 PM
Hey also another idea... Make it more tactical, and things like 1 hit kills and etc.
Just a suggestion.
Title: Re: Rebel Weapons Mod
Post by: Satellite on July 11, 2009, 08:41:13 AM
Are you going to make actual bullets or are you just going to use yellow lasers and pass them off as being tracer rounds (or just not making a visible projectile at all)?
Title: Re: Rebel Weapons Mod
Post by: aeria. on July 11, 2009, 08:58:45 AM
I'm gonna make actual bullets.

Also for Khlyer, it's going to be realistic. Don't worry about that.
Title: Re: Rebel Weapons Mod
Post by: {IAS} Sith Lord on July 11, 2009, 03:08:41 PM
HC is ACW???? WAT?!?!? :o
lol. looks sweet though. cant wait to see the finished product.
Title: Re: Rebel Weapons Mod
Post by: aeria. on July 12, 2009, 09:14:26 PM
Just wanna let everyone know I'm still working on this mod and it's making progress. Screenshots will be posted later on.

The RWM is now in a closed beta stage!

If you'd like to try this mod before I release it, feel free to sign up to the closed beta. I feel that I need others to test the mod to ensure online capability and for suggestions on improving it. Of course, you will be credited for your work.

Here are the qualifications:

1. You MUST be aware that it is in beta stage. That means that it is not finished in any way or form.

2. You MUST be a real beta tester. That means you are willing to contribute and improve on the mod. This can be as small as reporting bugs found to something as big as suggesting changes you would make to the ODF files. The more you contribute, the more you are improving to the final stage of the RWM.

3. You will NOT distribute it to others. This is a CLOSED BETA. I wish I do not need to explain this.

That's it! Feel free to sign up by simply posting in this topic. I will choose ten people and I may allow more.
Beta spots left: 7

7/13/09
What's done:
AK47 (Minor changes will be made but it's pretty much done overall)
RPG-7 (Rockets not on the actual model, don't really care)
Makarov (Pistol, needs a higher res skin)
Toz (Shotty, this is my best model so far)
Clean cut of the skins (This takes a lot of skill and time)

What's left:

Dragunov (I'm doing this last since I'm having a hard time on it)
Crossbow Replacement (Might leave this alone)
Grenade Launcher (Might make an AK47 w/ Grenade Launcher attachment)
Frag Grenade (May leave this alone)
Realistic Bullets (Don't know much about ordance odf files so this will take a while)
Tactical Weapon Values (This is a separate version of the mod and will be done AFTER everything above is finished.)
Title: Re: Rebel Weapons Mod
Post by: Hardcore on July 12, 2009, 09:28:35 PM
I test it if you would like.
Title: Re: Rebel Weapons Mod
Post by: khy on July 13, 2009, 05:08:32 AM
i would like to.
Title: Re: Rebel Weapons Mod
Post by: MileHighGuy on July 13, 2009, 08:50:30 AM
count me in
Title: Re: Rebel Weapons Mod
Post by: aeria. on July 13, 2009, 02:18:40 PM
I'll upload em tomorrow for you three. Thanks for helping me out.
Title: Re: Rebel Weapons Mod
Post by: Jedikiller on July 13, 2009, 02:20:06 PM
Sure, I'll try it out!

Looks pretty impressive so far.
Title: Re: Rebel Weapons Mod
Post by: aeria. on July 13, 2009, 02:33:18 PM
Well then that's 4 people! I have another project which I am doing a no-so-good job on and it's a day late so as I said before, I'll get them uploaded tomorrow.

Thank you for your patience.
Title: Re: Rebel Weapons Mod
Post by: zorba1994 on July 13, 2009, 04:47:20 PM
Me too! (Btw, update how many spots left, its wrong if JK is in)
Title: Re: Rebel Weapons Mod
Post by: aeria. on July 13, 2009, 05:24:13 PM
Ok, then it's 5 people! Makes me feel special about this mod.
Title: Re: Rebel Weapons Mod
Post by: Droideka on July 18, 2009, 08:56:18 PM
So what's the progress on this mod? I like the sound of it, once it's released I'll give it a go 8)
Title: Re: Rebel Weapons Mod
Post by: aeria. on July 18, 2009, 09:05:24 PM
Nothing much but it is on its way. I don't have reference images for all of my models so it's twice the difficulty.

Estimated Public Beta Release is probably mid August. I've stopped using the computer 13 hours straight everyday (that's how I progressed so fast, I barely took a break) and I've been doing other things, most notably using Photoshop now (GIMP isn't that fun)

Oh BTW I've been having localization problems on the closed beta. That's the cause of the delay, sorry.
Title: Re: Rebel Weapons Mod
Post by: Inert on July 19, 2009, 11:35:40 PM
In for the beta :)

I'll provide a ton o' screenies ;)
Title: Re: Rebel Weapons Mod
Post by: funk man on October 04, 2009, 01:33:05 PM
Ill do beta.
Title: Re: Rebel Weapons Mod
Post by: eska on October 04, 2009, 01:50:41 PM
Hi Funk Man, as a general rule we try not to bump any threads that haven't been posted in for more than 30 days. You can check this by looking just above the last post, where it will tell you when it was.

Title: Re: Rebel Weapons Mod
Post by: Jon415 on October 06, 2009, 08:47:02 PM
any spots left for the beta?javascript:void(0);
Title: Re: Rebel Weapons Mod
Post by: eska on October 07, 2009, 04:21:52 AM
Hi Funk Man, as a general rule we try not to bump any threads that haven't been posted in for more than 30 days. You can check this by looking just above the last post, where it will tell you when it was.

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