Ripper model built, looking for Skinner/Programmer

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its23skidu
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Ripper model built, looking for Skinner/Programmer

Post by its23skidu »

Hi, I built a Ripper model for UT2k3 and was wondering if you guys were interested in helping me import it.
Could be in your new mod perhaps?

Image

More picts in the UT2k3 General Discussion Forum ...

http://www.ina-community.com/forums/sho ... did=285688

E-mail me if interested!
R.Flagg
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Post by R.Flagg »

Thanks for coming by its23skidu.

I like it.
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Post by Gasman »

NICE!!!! Me likes it alot. 8)
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Post by Shadowstar »

If ChaosUT2 is ever going to have a ripper/buzzsaw, that's the one to have. Man that's a sweet model. Looks like it could be brutal even when it's not shooting!

That gives me an idea -- maybe have a key similar to kick that allows you to do a melee attack with your ranged weapon, like a pistol whip key or something... :twisted:
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Post by jb »

Very interesting indeed. At first we were not sure if we shoud bring back the ripper. But our Q2 version had the buzzsaw which is very ripper-like. Hmmmm but now maybe we should add it.

What did you want the fire modes to do? Like the UT version? Different? A laser guided ripper?
Jb
its23skidu
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Post by its23skidu »

I'm dont really have any ideas for the fire modes as of yet. Though I'm definately willing to collaberate.

Also, what type of polycount is reasonable, and how would you want me to send this to you when I'm done? I figure the sooner the better? :wink:

-Chris <its23skidu@hotmail.com>
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Post by neolith »

its23skidu wrote:Also, what type of polycount is reasonable [...]
That depends on the kind of weapon. There's different models for 1st person, 3rd person and pickup.

1st person models can even be way over 1k, but I think that's about the limit where the framerate really drops on slower machines. However, as long as your model and its animation cycles allow you can just delete polys that are not visible atm.

Pickup models can have fewer tris as they need no animation and are basically just stuff that's placed in the level. And if you come close, you pick it up. Same for 3rd person models. Plus they're attached to the player, so in most cases they move rather fast.
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Post by Shadowstar »

I thought a cool thing to do with a ripper type weapon would be to have the primary fire pretty much just like in UT, where the shots bounce off walls and such at predictable angles, but then the secondary fire would have a higher rate of fire, but the saws would be much less accurate, may wobble or curve in flight, and bounce off walls at weird (random) angles, and after maybe 2 or 3 bounces, would fall to the floor and just roll around (either straight or in circles, randomly) until thier speed got low, at which point they harmlessly fall over flat and "die". If anyone stepped on a saw while it was rolling around, it would stick in them and hurt them (maybe not as much as getting shot with a saw), but a flat saw should be harmless.

Also, for the primary fire, there should be a 10% chance each time a saw hits a wall that it becomes stuck in the wall, where it stays for a little while (maybe have a slider option that determines how long they stay), and anyone who bumps the saw will take a bit of damage. This could probably be achieved by allowing the saw to remain an active projectile without moving?

BTW: If you can make the arrows stick into people, saws would be cool too, especially with the way UT2k3 makes a fountain of blood squirt out when someone gets hit. However, I also think it might be a good idea to have maybe a 30% chance that instead of sticking into someone, the saw just keeps going in the same direction (maybe a 10% chance that the saw's direction gets changed?), and maybe does a bit more damage to the person it ripped through. So with some luck, you could "rail" people with the buzzsaw.

:twisted:
Man, I should invent weapons for a mod... I've got so many sick and twisted ideas...
its23skidu
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Post by its23skidu »

Imagine if the secondary "made" them stick in the wall (slower to shoot but more powerful velocity, maybe even go through multiple people!) so you could plaster a bunch in a corridor and any1 unlucky enough to follow you would have to negotiate a alley of razor covered walls! :D

God, I want this to be made! Please reply Chaos team, or i'll have to go elsewhere ... I don't want this to die out.
I heard you guys were the best at this sort of stuff that's why I came to you. :cry:
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Post by Shadowstar »

Personally, I think it should be random whether they stick in the wall. If you can make them stick on purpose, it's a little too close to the biorifle, but that's still a pretty cool idea, sorta like a trap. Perhaps there could be a 20% chance that a saw stuck in a wall will fall out and roll on the ground...

I think if the saws can roll, they should be bigger than they were in UT, so they are more noticeable. Little saws rolling around on the floor would be too annoying and would have people looking at the ground all the time. If they were big (I think the ChaosQ2 buzzsaws were big), they'd be easier to spot, so you could at least have a chance of avoiding them before you lost a foot...
its23skidu
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Post by its23skidu »

How about, though again it'd be like the bio, you could charge the secondary for more velocity ... the longer you charge it the more damage, people it could penetrate and chance of sticking to walls for "booby-traps".

This would lessen spamming of the ripper in the air or walls while making it a very formidible weapon if used correctly!
The primary would be just like in UT but less powerful, like 10-20dmg or rare headshot. Secondary, would also raise headshot percentage.
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Post by jb »

its23skidu,

I am sure we can help you out. I will ask one of the other guys (gasman or jet) starting coding the weapon tonight (I could whip it up quickly but I am in the middle of hunting down some rather nasty bugs ATM). But what we will need from you is the pickup model, the FOV model (which it looks like you have these two), the projectile model and ammo pickups. Jet also has expressed an interest in skinning so we can have him or Kirirn help out.

Again the code base for the gun would only take us a matter of minutes to create. However what the blades do in fire/alt-fire mode will be up to you. That will take us a bit more. But we already have weapons that can do some of this so again code wise it will not be a problem. I will wait till you settle on how you want the fire modes to work and then we can start it for you.

Now will this make it into CUT2? Not sure yet. Good chance. Wrose case is that for some reason it does not fit (again I highly doubt it) then we can give you all of the files and then you can use that gun anywhere you want (ie the complied ripper.u file). Best case is we use it and put it in the next IR version of CUT and have you play with this IR :)


My idea would be to have the normal fire be like the bouncy ones from UT. Then the alt fire would be a charged fire (with a slower rate of fire) that gives the blades more velocity. So when the blades hit, the stick into walls, cause more damage and can cut off heads (maybe other body parts as well)... Thats my 2 cents..
Jb
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Post by neolith »

its23skidu, you should consider changing your model a bit.
Maybe I'm wrong since there's only one pic to judge from, but it looks like animating the weapon is close to impossible. There's no room for the disc that the gun fires to come from or to vanish to when reloading. It might look a little disturbing ingame to fire the discs while you cannot see them on/in the weapon.
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Post by R.Flagg »

8O

Lookin' for you in IRC/ICQ Jb.
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Post by jeditobe1 »

Neo, if i remember (and feel free to correct me if im wrong) the original UT ripper had the blades scale from invisible to full size in the "ready" position to fire (rotating the entire time).

What i mean is, they expanded from nothingness into the position they were supposed to be in, just a thought :) But i agree that with only one picture he might have a spot that we just cannot see.

As for normal fire, id suggest same as UT. For secondary, i had two ideas. One is you load two or three catriges on top of each other, then have them shoot off at a random foward angle (sorta like the rocket launcher crossed with flak cannon, for use in narrow hallways).

Another idea was that secondary fire changes to a verticle-oriented blade (looked like in the picture you had a split-wing type design on the upper barrel with a space in the center). Primary fire would fire this mode as well once switched, but instead of having your normal richocheting blades, these fly along the terrain for a given time/distance as well as catching air sometimes or bouncing off walls. The general idea of this firing mode could be one of two things: slow the person down (cut their feet up) or as a decent damage that you could fire over a hill when you dont have a line of sight.
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