[REQ] Solar Scorcher

Post » Fri May 27, 2011 8:31 pm

Technically not true - laser weapons just aren't exactly Gun Shop common yet. We have them - it just takes time. :P


Really? Show me a working deployed infantry version, because anything else is irrelevant :)
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Tamara Primo
 
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Post » Sat May 28, 2011 7:56 am

Really? Show me a working deployed infantry version, because anything else is irrelevant :)

well, the technology exists, there is no denying that. we already have an http://www.boeing.com/defense-space/military/abl/index.html carried in a 747 used for defeating ICBMs and such (http://en.wikipedia.org/wiki/Boeing_YAL-1). we also have lasers that are mounted on http://www.popularmechanics.com/technology/military_law/4231116.html that are being used to http://www.defensetech.org/archives/001437.html.

this is all a far cry from what we are used to seeing in movies/games (ie man-portable guns), but its there.


with that being said, i look forward to seeing this in action.
MadCat apparantly beat me to it; i was working on converting this awhile ago but never finished the http://img36.imageshack.us/img36/8229/scorch012.jpg. just as well... MadCat's model will be like 10000x better than mine :D

cheers
falcon
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Honey Suckle
 
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Post » Fri May 27, 2011 10:13 pm

tbh that's really awesome, cant wait to play with it >.>
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Daramis McGee
 
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Post » Sat May 28, 2011 4:21 am

Really? Show me a working deployed infantry version, because anything else is irrelevant

Why?
The game 'war' started a good 60+ years in our own future. By then I fully expect there to be portable laser weapons.
But then, considering this is just a GAME, I see no reason for the conflict/discussion in this thread over ballistic weapons vs energy weapons.
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Chloe Yarnall
 
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Post » Sat May 28, 2011 4:59 am

I whole heartedly support this mod ^____^ i loved the solar scorcher, the old skool random encounters were way better and more rewarding =3 keep up the good work guys!
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Daniel Brown
 
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Post » Sat May 28, 2011 3:45 am

I whole heartedly support this mod ^____^ i loved the solar scorcher, the old skool random encounters were way better and more rewarding =3 keep up the good work guys!

Agreed. Really looking forward to seeing what comes of this. The old one was a blast... the concept is interesting, different, and fun all at the same time...

Yeah. Should be good. :)
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bimsy
 
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Post » Fri May 27, 2011 7:59 pm

How is it going, MadCat221?

Any progress on the model?
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chirsty aggas
 
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Post » Sat May 28, 2011 2:00 am

Hmm, guess we won't be getting a new model. :(

So, I am using the alien blaster, which I will eventually retexture.


The weapon does this, so far.

1. 6 charges per hour from hours 6am to 8pm. Must be outside on the 'hour' change to get the charge. Max charge of 100.
2. The original solar scorcher from FO2 did heavy damage and so does this one.
3. The weapon fires a red beam. The 'Hit' effect is flame. The target will then ignite on fire.
4. On critical death hits, the target exploads in fire, head, legs and arms flying in different directions, all on fire.

I have decided to make you 'recharge' the weapon yourself from the solar capacitor by pressing the 'R' key.
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Mistress trades Melissa
 
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Post » Sat May 28, 2011 12:25 am

Man, I'm sorry about flaking on the model... I got wrapped up in RL and other mod projects. :facepalm:

I'll get on it Saturday (tomorrow is a work day and I'm pooped afterwards). If I don't at least post a progress pic, you have permission to badmouth me.
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W E I R D
 
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Post » Fri May 27, 2011 6:54 pm

If I don't at least post a progress pic, you have permission to badmouth me.



So its a win/win for willie :P
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Sarah Bishop
 
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Post » Fri May 27, 2011 9:25 pm

Well, if you dont make the model, I could always use the one from the Pulse pistol...

http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher01.jpg

That is a 'Raider' in the bottom pictures... lol

'was' a raider. The flaming pieces are flying into the air after a critical hit...
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lauren cleaves
 
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Post » Fri May 27, 2011 6:57 pm

Well, if you dont make the model, I could always use the one from the Pulse pistol...

http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher01.jpg

That is a 'Raider' in the bottom pictures... lol


You call that a Solar Scorcher beam? BRIGHTER!

I can fiddle with the beam NIFs to make them obscenely bright if you'd like. I can also make you a brighter muzzle flash and beam impact flash.
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e.Double
 
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Post » Fri May 27, 2011 11:30 pm

You call that a Solar Scorcher beam? BRIGHTER!

I can fiddle with the NIFs to make them obscenely bright if you'd like.

I used the normal beam laser... I have not fiddled with beams before so I just used stock stuff... A brighter beam would be good...

Shooting a 'wall' does cause it to flame for a couple moments as in the top right picture.
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Benjamin Holz
 
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Post » Fri May 27, 2011 10:01 pm

I was just thinking, a bright yellow/orange beam would be best...

Now, to figure out how to save the sound file so the GECK will play it...
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Keeley Stevens
 
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Post » Sat May 28, 2011 2:29 am

Retextured small energy cell for the 'solar batteries'...
[Extreme closeup - you will not see it this close in the game]
http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher02.jpg

I am also going to re-make the "Guardian of Forever" encounter and send the player to a copy of the Vault 13 where you find the solar scorcher!


I also changed it so that if you have it equipped, you get 12 shots per hour instead of 6.
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herrade
 
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Post » Fri May 27, 2011 11:54 pm

Retextured small energy cell for the 'solar batteries'...
[Extreme closeup - you will not see it this close in the game]
http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher02.jpg

I am also going to re-make the "Guardian of Forever" encounter and send the player to a copy of the Vault 13 where you find the solar scorcher!


I also changed it so that if you have it equipped, you get 12 shots per hour instead of 6.


Wow, I really cannot wait for this mod to come out. I'm DL'ing as soon as it does, but until then, I'm keeping tabs on this thread. Keep up the good work! :foodndrink:
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Stephani Silva
 
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Post » Sat May 28, 2011 2:13 am

Beginnings of the 'Gateway'

http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher03.jpg

Any ideas welcome. I would like to 'find' the effect that has the 'warbly' look to it for the center of the gateway.
Currently it has spray jets of fog spraying to the center.
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Dean Brown
 
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Post » Fri May 27, 2011 8:26 pm

Are you referring to refractions?
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Alexxxxxx
 
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Post » Fri May 27, 2011 6:32 pm

Anything that makes the center look like a 'gateway'.

If you mean refractions like 'heat waves', then yes. Anything that would make the gateway look cool.
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Add Meeh
 
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Post » Sat May 28, 2011 12:09 am

Hey, instead of retexing the Small Energy Cell, could you do so for the Alien Power Cell? I'm gonna use the laser pistol reload animations (since the power cell is on the side) and instead use an Alien Power Cell in its place.
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ZzZz
 
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Post » Sat May 28, 2011 8:36 am

Yeah, I can do that.

I was thinking a yellowish orange color instead of the blue.
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Nichola Haynes
 
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Post » Sat May 28, 2011 6:51 am

On second thought, the alien blaster cell is a LOT longer than I thought it was. Stick with the retex'd small E-cell.
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Marina Leigh
 
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Post » Sat May 28, 2011 6:54 am

Okay, can do. You 'could' always shorten the alien cell. It does sort of look neat in yellow. Perhaps more orange, or even red.
http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher04.jpg

And to re-cap some past pictures:
http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher03.jpg
http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher02.jpg
http://i97.photobucket.com/albums/l237/WillieSea/SolarScorcher01.jpg
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Peetay
 
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Post » Fri May 27, 2011 7:43 pm

I'm gonna start off with the hard part first: the power cell compartment. I've got a little more than basic setup going on with it, with it conforming to the cylindrical shape of the gun, and making sure the compartment clears the rest of the mesh when it swivels open, Now I'm working on the hinge portion of it. Then comes the easier part, making the rest of the gun. Then comes the tedium: UVW mapping.

EDIT: WIP 1, focusing on the functional (though not fully formed) http://img3.imageshack.us/img3/2623/wip1.png.

The overall shape of the gun will be constrained in that region to the position of the animation nodes for the trigger, E-cell, and E-cell compartment of the Laser Pistol, since it'll be using the anims from it.
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Rob
 
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Post » Sat May 28, 2011 1:57 am

That WIP pic looks real good! And a compartment, how cool is that? VERY!

The Vault13 will only have the entrance and command level. Although, I believe in FO2, there was only the command level when you went to find the solar scorcher...
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Margarita Diaz
 
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