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Springheel

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I've gone back to revisit the weapons I added a few years back. I was just learning to model then and they really needed to be improved. While I was at it I've added a bunch more. Here's a look at some of them...each weapon has about six different skins. The work is still in progress, so don't fret if your weapons break in maps.

 

weapons2.jpg

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I've gone back to revisit the weapons I added a few years back. I was just learning to model then and they really needed to be improved. While I was at it I've added a bunch more. Here's a look at some of them...each weapon has about six different skins. The work is still in progress, so don't fret if your weapons break in maps.

 

Hossa! Starts to look like Oblivion (that was a compliment!) :wub:

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Eeeexcellent. We should just be able to attach those to an AI and go. The weapon def file can already define a number of things like the collision model and the possible types of attacks (for example they probably won't be thrusting with most of those pictured). The only thing missing is the "range" of the weapon so that the AI know what their attack range is as soon as the weapon is attached. I was planning to do that anyway.

 

For now they can use the general attack animations (intended for a sword/hammer), and if we want we can add different animations for specific weapons later on that will be automatically used once those are attached.

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Eeeexcellent. We should just be able to attach those to an AI and go.

 

Yes, they're all set up so that the origin is at the place an AI would hold them. Not sure if the axe blade is oriented the right way or not, but that's easy to modify.

 

I have a few more to do. They have cms but I still have to set up the entities.

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yesterday I started planning a small armoury in my house

 

I'll upload this weapon rack now then. It still needs a bit of uv-work, but you can start using it in the meantime.

post-9-1236641759_thumb.jpg

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Ok, I have one or two tweaks to the textures, and still have to make the moveable entities, but the weapon set is basically done. It includes:

 

six new weapon models, improvements to 5 existing weapon models, and eight new skins each, which gives us well over a hundred different weapon types. Oh, and I threw in a usable shield and weapon rack for good measure. That should cover our weapon needs for the foreseeable future.

 

weapons3.jpg

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LOL. TDM is in danger of turning into Mount & Blade. :laugh:

 

Be strong, Ishtvan!

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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  • 1 month later...

I've been working on a furniture set in between work on the new thugs. I've noticed that most of our furniture models do not go together very well, so I'm creating a batch of furniture that can be skinned to have similar wood.

 

This set includes seven different skins (all using existing textures). So far I've got a cabinet (with versions that are closed, open, and with frobbable doors), and a chair. I've taken two existing models and reworked them so they can use those skins (images to come), and have a bench and folded-out desk in the works. All the models will have "set_01" in the name.

 

set01_01.jpg

 

set01_02.jpg

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Ok, the nobleman is finished and in game with a set of six different skins (most are quick and easy reskins using existing textures). More can easily be made but that should do for the time being. He is working as well as any other new skeleton character (which still have limited animations), so he can be used in maps.

 

He weighs in a 4300 polys, including a 520 poly shadowmesh (I'm about 80% content with the shadowmesh, though it still could use some tweaks at a later date).

post-9-1241100027_thumb.jpg

post-9-1241100043_thumb.jpg

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I thought I uploaded everything but I did it in a hurry. What kind of error are you getting?

 

edit: ah, I bet I forgot to "add" the new skin file I created, and just committed the already existing files. I'll fix that tonight.

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This character mesh was up for critique a year ago.

 

Everything except the green skin just uses existing wallpaper textures, which I personally think looks fine, and has the benefit of not adding any texture bloat. If you think you can make better skins for him, by all means go ahead and do so.

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This character mesh was up for critique a year ago.

 

Everything except the green skin just uses existing wallpaper textures, which I personally think looks fine, and has the benefit of not adding any texture bloat. If you think you can make better skins for him, by all means go ahead and do so.

If you're concerned about texture bloat, maybe a skin add-on pack would be available after the main mod is released. I was thinking about having additional AI packs that probably wouldn't be tdm "approved".
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Oh, I forgot about this...are you sure it's not working? It shows up the same as the green tunic in the editor, but it should be dark and shiny in game.

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The green satin one is actually the default. The skins should be (names are wrong):

 

1. green tunic (the only texture specifically designed for the nobleman)

2. white tunic

3. purple tunic

4. red tunic

5. red satin tunic

 

Mappers could easily create other varieties by trying out various ornate wallpaper textures--many of them look pretty decent on the model without any extra work.

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