arashi1532 Posted February 17, 2009 Share Posted February 17, 2009 Knight Research Corperation presents the KR-C4 "Uzukar" Prototype Assault Rifle. The model with the base (initial test) texture.http://img6.imageshack.us/img6/4088/gun1to1.jpg The bolt and chamber at the top of the rifle move to allow bullets to exit (this actually works in-game)http://img3.imageshack.us/img3/666/gun2hl0.jpg Model againhttp://img216.imageshack.us/img216/3626/gun3yi6.jpg The attachement at the front is a flashlight with a cap on it, basically just a placeholder for later when I can figure out how to make it look like a proper flashlight w/glass and when I can figure out how to make a light actually work in-game. Theres some bugs with the chamber, such as:+ Does not work in 1st person, or when you aim in 3rd. I think these are innate to the game however, since I notices vanilla rifles do the same.+ Chamber appears in odd positions at first before set into motion (such as when it is selected from the inventory and equipped. (or in first person) If anyone can help with either the flashlight or the chamber I would greatly appreciate it. Fun tidbit. The model had so many polys that it had to be broken into different meshes in order to work properly in nifskope. I had to add seperate branches in the root of the nif because of it. Additionally, a few of you may be curious about the naming convention "KR-C4 "Uzukar" Prototype Assault Rifle" Well,K : KnightR : Research-C : Class4 : (Four) "Uzukar" : Named for the elite infantry squad, the Uzukar Keshik, that the rifle was developed for (expect to see these guys in the mod)Prototype Assault Rifle : Yada yada. The point is clear from here on.So technically the full name is the Knight Research Class 4 "Uzukar" Prototype Assault Rifle. (mouthful) I might polish up the model a bit, but its more or less done. (this is the next in my line of weapon mods after the Canister Rifle and the regular rifle variant, and I think its quite a step up) Post comments and questions if you like, I'm gathering ideas before I release the final. Link to comment Share on other sites More sharing options...
jaysus Posted February 17, 2009 Share Posted February 17, 2009 what do you refer to by "chamber"? if its moving to odd positions try placing them at the same position as they are in the rifle which you replace in nifskope as the animations are not controlled in nifskope (you can actually delete all the nitritransformers if you like) but in the *.kf animation files... depends on the animation/weapon group and the name of that part afaik you cant add a flashlight to it as the lightnode cant be on weapons (at least thats how it was in oblivion) try to reduce the polycount if you get problems yet lol... i know that 12k polies are ok for one nitristrip thus you must have much more... vanilla weapons are all round 1-5k Link to comment Share on other sites More sharing options...
Firesausage Posted February 17, 2009 Share Posted February 17, 2009 awesome! :) Link to comment Share on other sites More sharing options...
walrusonmyhead Posted February 17, 2009 Share Posted February 17, 2009 sick! Link to comment Share on other sites More sharing options...
343guiltymc Posted February 17, 2009 Share Posted February 17, 2009 Wheree hell is the trigger? Try making a version with a folded stock as ingame it's probably going to clip into the player if you this version. Link to comment Share on other sites More sharing options...
BulletSix Posted February 18, 2009 Share Posted February 18, 2009 hmm ...i may have had something similar when i "pumped up" a revolver from 5- to 8-shot. the casings node were a bit beside the chamber (whaats the rotating bullet carrier in a revolver called correctly?) if you equipped the weapon. they where fine after a reload.The following is based to a good part on speculation, so please correct me, if i`m wrong :)In Nifscope you can translate the nifstrips to match your mesh, but the "anker" stays the same. All mesh-parts belong to a parent Ninode, whose position is not dependant of its children Nistrips. The children Nistrips, however, ar positionend relatively to and depending on the parent. And here comes the problem: in Nifscope you can see the transitions of your nistrips fine, but smetimes not of the (parent)node (node has to be translated seperately). But the coordinates of the Node are changed, you only have to check ingame :/, estimate a transition, nifscope-edit, and try again ... Well, this is how i corrected the "on equip" misplacing of the casings in my gun, maybe you can get something helpful out of it :) btw. Great model :) Link to comment Share on other sites More sharing options...
arashi1532 Posted February 18, 2009 Author Share Posted February 18, 2009 Thanks for the feedback guys. @BulletSix:Thanks, yeah, thats what I've been doing. It's quite tedious >.< Anyway, I'm currently working on the "clean" texture, later I'll do dirty textures (while attempting to improve the dirty texture technique in the process.. Here's a the basic idea:http://img7.imageshack.us/img7/4955/gun4ww5.jpg The tip of the barrel and the bolt and chamber regions are darkened, which indicates repeated use. (you can kinda tell from the image)Also, the model features the new Knight Research logo. Link to comment Share on other sites More sharing options...
Weasel_Scourge Posted February 19, 2009 Share Posted February 19, 2009 dude thats badass, I cant wait to see this released Link to comment Share on other sites More sharing options...
walrusonmyhead Posted February 19, 2009 Share Posted February 19, 2009 CANT WAIT FOR IT BE FINISHED! :wallbash: :thumbsup: Link to comment Share on other sites More sharing options...
arashi1532 Posted February 19, 2009 Author Share Posted February 19, 2009 The plan is to add a destroyed Knight Research facility guarded by Uzukar, so there's some challenge in acquiring the weapon. I was wondering whether or not to the Canister Rifle and its assault rifle variant in the mod as well, because they are all of Knight Research make anyway, and it would add to the flavor of fighting enemies with more than one type of gun. Or perhaps upload a gun only mod and a separate KR facility mod that includes the three guns? Link to comment Share on other sites More sharing options...
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