What's it missing?

Post » Thu Apr 07, 2011 10:01 pm

Just seeking opinions on a rifle... seems like it's missing or needing something to me.
http://webpages.charter.net/biscuit1/FireX.jpg
It's modified Pitt Infiltrator. I wanted to give it a lower, more balanced stance than what the stock weapon had.
It uses custom 5.56mm explosive tipped rounds with high impact.. very deadly.
User avatar
Chris BEvan
 
Posts: 3359
Joined: Mon Jul 02, 2007 4:40 pm

Post » Fri Apr 08, 2011 4:36 am

Looks great to me. I don't think theres much else you can add to it, except maybe some things for the sake of looks. Maybe a laser sight or acog on the top so you have a scope. :thumbsup:
User avatar
Inol Wakhid
 
Posts: 3403
Joined: Wed Jun 27, 2007 5:47 am

Post » Thu Apr 07, 2011 8:19 pm

Thanks man. Yeah I kept going back to the lack of scope and all that, but the default infiltrator along with a different version of this gun both have the nice default scope.. this is supposed to be more of an iron sights grunt version, low tech and messy kills. I think maybe my issue is my eye keeps telling me that the stock should be higher on the back end. May be it's just me..
User avatar
Ice Fire
 
Posts: 3394
Joined: Fri Nov 16, 2007 3:27 am

Post » Thu Apr 07, 2011 5:28 pm

Just seeking opinions on a rifle... seems like it's missing or needing something to me.
http://webpages.charter.net/biscuit1/FireX.jpg
It's modified Pitt Infiltrator. I wanted to give it a lower, more balanced stance than what the stock weapon had.
It uses custom 5.56mm explosive tipped rounds with high impact.. very deadly.


Nice job. :)

I did some work on a Tommy Gun that didn't come out nearly as well for WMK, adding the knife is a nice touch. Wish I could switch between "Gun" and "Melee" with it!

... speaking of which, I wonder if it would indeed be possible. All you would need to do is take the same model, duplicate a combat knife item and replace the model with your rifle there. It may or may not look strange, you can likely adjust some of how it looks through how the weapon is flagged. Then you could have a hot-key or button that would switch combat modes (it would actually switch the rifle-version out with the knife-version or visa-versa), which would give the appearance of using the weapon in two modes...

Now I'm just dreaming - lol - need more coffee!
User avatar
Jenna Fields
 
Posts: 3396
Joined: Mon Dec 11, 2006 11:36 am

Post » Fri Apr 08, 2011 8:02 am

Thanks :)
Now I'm just dreaming - lol - need more coffee!

Actually that was the original plan for it. If equipped and ammocount = 0, auto-remove and add/equip one that is classified as equiptype: melee weapon, WeaponAnimType: TwoHandMelee. Then if equipped and ammocount >1, auto-remove and add/equip the original. The melee copy is already made. I figured to have them swing it by the butt like a sledge and slash with it, just haven't tried wrapping the brain around how to set up the grip/anim type/attack anim yet (if it's even doable), and whether or not I'd need to offset the root node in the nif to do that. It kind of got moved to the back burner, but would be sweet if pulled off decently. A nice 2-handed bayonet anim would sure come in handy here.
User avatar
no_excuse
 
Posts: 3380
Joined: Sun Jul 16, 2006 3:56 am

Post » Thu Apr 07, 2011 5:40 pm

Just seeking opinions on a rifle... seems like it's missing or needing something to me.
http://webpages.charter.net/biscuit1/FireX.jpg
It's modified Pitt Infiltrator. I wanted to give it a lower, more balanced stance than what the stock weapon had.
It uses custom 5.56mm explosive tipped rounds with high impact.. very deadly.

that's pretty dang good. nice work!

the only thing i would suggest is to make it look like the combat knife was just lashed on using some bits of metal and rope/tape, so you might see the grip of the knife. maybe extend the knife past the barrel a little bit so you might get some more range from it.

imho i like the look of having just the iron sights as opposed to a scope of some sort.
User avatar
Anna Kyselova
 
Posts: 3431
Joined: Sun Apr 01, 2007 9:42 am

Post » Thu Apr 07, 2011 7:40 pm

Thanks :)
the only thing i would suggest is to make it look like the combat knife was just lashed on using some bits of metal and rope/tape, so you might see the grip of the knife.

Hmm... a more improvised look like that could work. The left hand grip is real short, they hold it over the first 6 holes on the texture.. I could edit the mesh there and shorten up that fat grip part, and also move the end of the barrel back and knife forward a bit. That would expose the handle that could be lashed over. Thx.
Hehe could go really ghetto with it and give it an iron pipe stock, taped on bent nails for sights, and a homemade beercan silencer too :P

Edit: Nah I can't, lashing the handle would iterfere with the reload lever on the other side.
User avatar
Chris Duncan
 
Posts: 3471
Joined: Sun Jun 24, 2007 2:31 am

Post » Fri Apr 08, 2011 1:01 am

Wish I could switch between "Gun" and "Melee" with it!

... speaking of which, I wonder if it would indeed be possible..

Pssst......
Here's a little http://webpages.charter.net/biscuit1/Chop.jpg and http://webpages.charter.net/biscuit1/Slice.jpg for ya.... so you don't have to wonder any more :hubbahubba:

This is the out-of-ammo version that drops the clip automatically and changes on its own to its melee self. Also have an unscripted version for hotkeying.
User avatar
Heather M
 
Posts: 3487
Joined: Mon Aug 27, 2007 5:40 am

Post » Fri Apr 08, 2011 5:02 am

Pssst......
Here's a little http://webpages.charter.net/biscuit1/Chop.jpg and http://webpages.charter.net/biscuit1/Slice.jpg for ya.... so you don't have to wonder any more :hubbahubba:

This is the out-of-ammo version that drops the clip automatically and changes on its own to its melee self. Also have an unscripted version for hotkeying.


That's great man, I hate running out of ammo and not having a melee weapon :P
User avatar
Amanda Furtado
 
Posts: 3454
Joined: Fri Dec 15, 2006 4:22 pm


Return to Fallout 3