[WIP] Zealotlee's ACR

Post » Fri Nov 19, 2010 6:25 pm

Hey everyone! So Oblivion decided to fry my desktop back in June so I was pretty much out of comission for working on any mods for Fallout 3. Well this week I FINALLY got it back up and running and I've already started on a new project. I know I still have my MP5 and M40A3 project unfinished at the moment but I really did want to start on a new model and thanks to a certain popular shooter I was inspired to start on a new weapon:

The ACR:
http://img52.imageshack.us/img52/8338/renderalpha01.jpg
http://img52.imageshack.us/img52/544/renderalpha02.jpg

Now the reason the stock looks basically untouched is that I have a bit of a dilema. According to http://strikehold.files.wordpress.com/2009/06/remington_acr.jpg the ACR has 2 different stocks, one is the adjustable one that everyone seems to be familiar with from MW2 and looks similar to the one on the SCAR. The other is a fixed stock. I am yet undecided on which one to put on the weapon. And no, I won't do both so don't ask :P. Also considering this being in the wasteland and all I don't think I was going to add any type of special holographic sight or ACOG or whatever to the STANDARD one and just have that use the iron sights. However I think I will make a rarer variant that does have some kind of ACOG on it.

As always all comments and feedback are greatly appreciated!
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Bad News Rogers
 
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Post » Fri Nov 19, 2010 9:33 am

10.5 I really like, maybe you can make a script so when you select it'll ask "Folded/Unfolded?" and then you select one and you equip either the folded model or the unfolded model, and each one could have it's pros/cons.

Also, good to see you back, man. Love your work and I look forward to seeing more of it.
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Alisha Clarke
 
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Post » Fri Nov 19, 2010 10:25 am

10.5 I really like, maybe you can make a script so when you select it'll ask "Folded/Unfolded?" and then you select one and you equip either the folded model or the unfolded model, and each one could have it's pros/cons.

Also, good to see you back, man. Love your work and I look forward to seeing more of it.


I don't think I would have a script to make it folded and then unfolded but you have given me a great idea, also inspired from watching a http://www.youtube.com/watch?v=ZJhPMIVgF6c Given the real gun's modular platform I could make it to where you could change out parts on the spot. Don't mind me here I'm just jotting down my future thoughts for this project and you can add your feedback and possible suggestions.

For example there would be an item under the Aid category called "ACR Mod Kit" that activates a script to bring up a menu. From there this would allow you to change the gun around to suit your current needs. Need a sniper rifle? No problem! Slap on the 18" .308 barrel with a scope and you have yourself a sniper rifle without having to carry an extra one! After you're done using it as a sniper you can change it back to the 10.5" or 14.5" 5.56 barrel to give yourself an assault rifle.

Here's a rough menu breakdown of the customization system:
*First there would be a menu that comes up to select which ACR to configure, since it is always possible that someone carries a unique version or multiple models.
After they choose which one they want to customize they are given some options on what to change out.
*Change Barrel
>10.5" 5.56 Barrel (Higher Rate of Fire, lower accuracy)
>14.5" 5.56 Barrel (Lower Rate of Fire, higher accuracy)
>18" .308 Barrel (Semi-Auto, very high accuracy)
*Change Optics
>Iron Sights
>ACOG Scope (Small zoom)
>Sniper Scope (Higher zoom, optimal use in sniper form)
*Silencer On/Off (On would reduce damage)
*Done (after taking the inputs from each section it would give you the desired ACR you picked)

Now I don't have too much experience scripting and with the way this would work it sounds like something similar to what the Weapon Mod Kits mod does and has one weapon entry for each possible combination. I may chose to streamline the system and offer less customization. For example, 10.5" has iron sights, 14.5" has an ACOG, 18" has a scope. If I did it the old way you could have 18 possible configurations, though some of them I imagine many people wouldn't use, and that's just for a standard variant!

Well, now that I've ranted my idea what do you guys think?
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glot
 
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Post » Fri Nov 19, 2010 6:29 pm

I think it's pretty good stuff, your ideas for the interchangeable stuff I mean. Go for it.
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glot
 
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Post » Fri Nov 19, 2010 6:04 am

You had me at customization :drool:
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Izzy Coleman
 
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Post » Fri Nov 19, 2010 3:54 am

Great to know the idea is favorable! Now is anyone here good at scripting and familiar with the type of work I'm trying to accomplish?
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Madison Poo
 
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Post » Fri Nov 19, 2010 5:45 pm

Great to see you back, buddy :)


oh yeah.. nice freakin' weapon B)
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Bryanna Vacchiano
 
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Post » Fri Nov 19, 2010 11:36 am

Great to know the idea is favorable! Now is anyone here good at scripting and familiar with the type of work I'm trying to accomplish?


Good at scripting!

...well somewhat :brokencomputer:

Familiar with this type of work!

... I still sometimes have nightmares from the few weeks I spent playing around with Antistars WMK :ahhh: , does that count?
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Paul Rice
 
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Post » Fri Nov 19, 2010 7:56 am

Good at scripting!

...well somewhat :brokencomputer:

Familiar with this type of work!

... I still sometimes have nightmares from the few weeks I spent playing around with Antistars WMK :ahhh: , does that count?


Well if you're familiar with this type of work and are willing to help I will gladly accept it. PM me with what you know and what you can do.
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Kitana Lucas
 
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Post » Fri Nov 19, 2010 4:03 am

I've got some updates on the models! I still have to do the iron sights, the ACOG, and some modeling tweaks to the body after I make it unsymmetrical but not much. Luckily the sniper scope has already been made and unwrapped from my M40 :). Then I have to unwrap everything. Oh joy. Anyway enjoy the pictures.

http://img27.imageshack.us/img27/9716/renderalpha05.jpg

http://img535.imageshack.us/img535/601/renderalpha06.jpg

http://img535.imageshack.us/img535/4964/renderalpha03.jpg
http://img52.imageshack.us/img52/4479/renderalpha04.jpg

EDIT: One thing I was wondering, what color would you like to see the standard version in? Most I see are a tan color from the references I've gathered but in terms of a Fallout universe this wouldn't apply too much.
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JaNnatul Naimah
 
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Post » Fri Nov 19, 2010 5:43 am

A quick update. I finished the iron sights, and I still have a bit of modeling work to do on the body but that stage should be done soon. The ACOG also still needs to be done.

http://img707.imageshack.us/img707/3763/renderalpha07.jpg
http://img17.imageshack.us/img17/466/renderalpha08.jpg

http://img707.imageshack.us/img707/6144/renderalpha09.jpg
http://img38.imageshack.us/img38/4486/renderalpha010.jpg
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CArlos BArrera
 
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Post » Fri Nov 19, 2010 10:21 am

Oh those are looking sweet.
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brenden casey
 
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Post » Fri Nov 19, 2010 7:02 am

A quick update. I finished the iron sights, and I still have a bit of modeling work to do on the body but that stage should be done soon. The ACOG also still needs to be done.

http://img707.imageshack.us/img707/3763/renderalpha07.jpg
http://img17.imageshack.us/img17/466/renderalpha08.jpg

http://img707.imageshack.us/img707/6144/renderalpha09.jpg
http://img38.imageshack.us/img38/4486/renderalpha010.jpg


You have excellent attention to detail, down to the very small unnoticeable things. I can't wait to see the final product, cause I am amazed so far :D
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priscillaaa
 
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Post » Fri Nov 19, 2010 9:45 am

I like how even without a texture, it just looks so detailed. You do good work.
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mike
 
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Post » Fri Nov 19, 2010 7:39 am

So now that I've completed the mesh I wanted to bring it in game to test it out. No weird mesh issues this time around so that's good. However I ran into the same problem I had last time with the M40 scope. Any parts that I had ADDED (not replaced on the G3AssaultRifle mesh) don't show up in the GECK or ingame. Looking back for a solution spinat had given me instructions on what to do to fix this problem, but that was with an older version of Nifskope and this new one seems to eliminate that problem. Basically the new parts weren't under the root node. However now they are, and they still won't show up. The new parts I added were the iron sights and the barrel (seeing as how it will be interchangeable). If anyone might have a possible solution to this I'll gladly send you a PM with the .nif of the gun so you can troubleshoot it.

EDIT: Nevermind, I fixed it. I had to copy the base body branch inside the ACR nif itself and paste the branch in, THEN copy/paste over the NifTriStipData from each piece and replace the duplicate bodies.
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Jinx Sykes
 
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Post » Fri Nov 19, 2010 2:42 pm

Sounds like the old http://en.wikipedia.org/wiki/Stoner_63. Check out that wiki page if you need any other ideas (you seem to have it mostly covered already though)
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Sunny Under
 
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Post » Fri Nov 19, 2010 8:03 pm

Yeah I pretty much have everything covered. I got about 80% of the unwrapping done today so by tomorrow it should be all unwrapped and ready for texturing! This is probably the fastest I've unwrapped a weapon so far. For the standard colors I was thinking of a grey/black combo, and then for the unique version have one with a desert-ish camo and then another with an urban pattern (black, greys, and some red).

I was thinking about how to implement the "mod kit" idea. Seeing as how the first time you get the weapon might be off someone else I was thinking of making the mod kit an item you would have to obtain separately. I would probably give it to some key merchants (Moira, someone in Tenpenny, Rivet City, and the BoS armory) and sell it for a decent price.
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Michael Korkia
 
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Post » Fri Nov 19, 2010 4:23 am

Sounds great! Do you think it will be overpowered?
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Rachel Hall
 
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Post » Fri Nov 19, 2010 6:47 am

Sounds great! Do you think it will be overpowered?


I always make sure to give my weapons a bit of an edge over the vanilla ones, but I also make sure for them never to be ridiculously powerful.
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Phoenix Draven
 
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Post » Fri Nov 19, 2010 8:01 am

Awesome weapon! Can't wait until it's finished!

By the way: I have a good system with a 2048x1152 monitor if you would like me to take screen-shots just before/after release, I can. (Or some of your mods that are already done).
I saw the resolution on some of your other mods and figured you might want the pictures to do them justice.
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Scott
 
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Post » Fri Nov 19, 2010 1:46 pm

Awesome weapon! Can't wait until it's finished!

By the way: I have a good system with a 2048x1152 monitor if you would like me to take screen-shots just before/after release, I can. (Or some of your mods that are already done).
I saw the resolution on some of your other mods and figured you might want the pictures to do them justice.


The resolution was more for bandwidth issues and loading the size of the pictures really. Not everyone has a huge monitor :P. But thanks for the offer anyway.

Well the model is entirely unwrapped now and I've begun preliminary work on the texture! Hooray! Now like I said before I was planning on doing a dark gray color scheme. However maybe you as the community have some input on what color you would like the standard ACR to be in. I could even do it in a near-black color too, or even tan (which most ACRs from my references seem to be). You can only have one color for the standard model, so what shall it be?
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Genevieve
 
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Post » Fri Nov 19, 2010 4:47 am

Grey or Near-Black, preferably.
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Saul C
 
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Post » Fri Nov 19, 2010 8:07 pm

Grey or Near-Black, preferably.


+1
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A Lo RIkIton'ton
 
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Post » Fri Nov 19, 2010 7:13 am

Why do people like the boot stock? Its so... boot-like, and, booty...

Great modeling job though. Can't disagree with quality.
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luis ortiz
 
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Post » Fri Nov 19, 2010 5:05 am

Grey or Near-Black, preferably.

Me too. In COD I never liked the desert or woodland camo. I do love digital camo though. If you don't want to do extra textures I can do some for you. Just send me a texture and I can work off that, if you don't feel like making 7 alternate textures.
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Darren Chandler
 
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