Weapons visible in HUD + ChaosUT2E ideas

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
Post Reply
KodiakChaos
Chaotic Dreams Team
Posts: 394
Joined: Thu Nov 14, 2002 6:21 pm
Location: USA, Indiana

Weapons visible in HUD + ChaosUT2E ideas

Post by KodiakChaos »

If you look at all the weapons that came with UT2k3, you'll notice that you cannot see your players hand (even when you can clearly see the left hand grip - like with the AR770). I think it makes it look better myself.

So if possible, don't let us see the players hands. It makes it feel more mechanic, and adding a hand can look bad when it looks like a guys hand (hairy) but the person playing is a female :roll:


UT2E Ideas

1) Have some bot support for the grapple. Don't need much, becuase I could imagine the problems you might run into.

2) Weapon like a flamer thrower. I remeber one for Torak 2 that had this stream of burning fuel fire from it into the distance. Alt fire could be a concentrated blast that would fly through the air like goo, but further. Or it could be an inferno sweep effect :twisted:

General shtuffies

I've always wanted a mod/mutator like Dark Match that also allowed you to config the darkness level of the map, flashlight (on/off), and laser sights. That would be so cool 8O [/b][/u]
WiCK3D
Posts: 21
Joined: Sun Nov 17, 2002 3:08 am

Post by WiCK3D »

woooo, nice idea about the flame thrower, secondary attack could be like a napalm explosion :twisted:
All men think theyre god...but I actually am...serious, i am.
Jan-Pieter
Chaotic Dreams Team
Posts: 382
Joined: Sun May 05, 2002 10:40 am
Location: beyond time and space
Contact:

Post by Jan-Pieter »

No hands mean you can't wield/throw meleeweapons or reload the crossbow/shotgun by hand. Hence we don't really have a choice but to add arms/hands to the animations.
Swift Viper
Posts: 160
Joined: Sun Aug 25, 2002 12:17 am

Post by Swift Viper »

The weapons could always be taken off screen when reloading. The melee weapons would be down kind of low so you can't see it that much, meaning no need for a hand model or has this been tryed already? I think there are only some games where the hand models always match the character hand models (or maybe they had to make hand models for each character for each weapon).
FurrySound
Posts: 3098
Joined: Fri May 17, 2002 4:37 pm
Location: USA
Contact:

Post by FurrySound »

What if the hand is 'gloved'? Then you couldn't see as much of a diff between species being a problem? Blah... Blah... Blah... what do I know? I'm just a Vortex Wielding Low Grav Freak! :lol:

FurrySound{Moo}
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

There also is a way to dynamically load a texture (skin) so what we can do is come up with one arm, then if player is using a different model, then we can load a skin that better fits that model. Of course custom models are where this breaks. But for all of the models in the shipping game it is doable...in theory :)
Jb
KodiakChaos
Chaotic Dreams Team
Posts: 394
Joined: Thu Nov 14, 2002 6:21 pm
Location: USA, Indiana

Post by KodiakChaos »

Sooooo, what about the Flame Thrower? Only WiCK3D had anything to say about it. What does everyone else think about it?
R.Flagg
Chaotic Dreams Team
Posts: 8460
Joined: Thu May 09, 2002 2:55 pm

Post by R.Flagg »

I've always enjoyed throwing some fire around.

But we already had the Utility Gun in Chaos for UT. I'm pretty sure we decided that the UG will come back, and it will rock, and people will get burnt, and maybe sucked up into a vortex before the flames actually kill them, so people will be flying around all on fire and stuff...,

maybe set proxies on fire, who knows, maybe even have a burning blade bearing down on your neck.

I'll have to get back to you, I'm usually on top of the what's been agreed on and what's not, but I must admit I forget what was said about this one.

But I do have this overwhelming feeling that some people are going to get burnt. Oh yeah, trashcan man himself would be pleased I think. fire good
defalc
Posts: 85
Joined: Thu Jul 25, 2002 9:38 am

Post by defalc »

Jan-Pieter wrote:No hands mean you can't wield/throw meleeweapons or reload the crossbow/shotgun by hand. Hence we don't really have a choice but to add arms/hands to the animations.
True. But the melee weapons can be positioned lower and the crossbow etc takin off-screen, as Swift Viper said. But the weapons could be more futuristic so that like you see the arrow slide on and lock into place on its own, or with a shotgun see the thing fold open, see a bullet slide in, then have it auto-click itself. It's Chaos - they don't have to be normal weapons, throw around some ideas for fancy design. :)
Jan-Pieter
Chaotic Dreams Team
Posts: 382
Joined: Sun May 05, 2002 10:40 am
Location: beyond time and space
Contact:

Post by Jan-Pieter »

Well what the current plan is I create a true chaotic arm. When a modeler creates some animation which includes an arm, he does not animate the actual arm but the bonestructure. The animationsequence will be exported in 2 parts, the weapon and the arm. In the game we'll show both the weapon and the arm animations at the same time.

In a later stage we can then cut off some arms from the playermodels and for the animation assign the bonestructure of the chaosarms to them. This would allow players to choose from several arms.

I do understand why UT2003 doesn't show any arms. To make it look really good they should have made 50 different armanimations. But because they use simple arcadelike weapons they don't even need reloadanims at all. We of chaos do want more sophisticated weapons and don't want to be limited by not being able to show arms even if it costs more work.
Post Reply