protatato Posted May 19, 2017 Share Posted May 19, 2017 It seems like the Glock and AR-15 are about done, what about the rest of the weapons, including non-replacers? Link to comment Share on other sites More sharing options...
antistar Posted May 20, 2017 Author Share Posted May 20, 2017 The Glock, AR-15 and Mini-14 are all finished in terms of assets - unless I think of something else later on. The SA80/L85 has some mostly placeholder assets done so that Hitman can do the animations for it. The Handmade AKM has had its relevant parts flipped, and animations done - as seen in the replacer Hitman put out recently. There are also assets in various stages of completion for the Tommy Gun and .223 Pistol, thanks to sgtbarney and Toasty Fresh respectively. Right now I'm tweaking and updating the USAS-12 model. It's a good model, but for older games. It wasn't really made for having proper baked normals. It's fiddly and I'll need to do attachments and the high-poly after that, so it's taking a while. The animations are done though; Hitman did those a while ago. Link to comment Share on other sites More sharing options...
TheCourier13 Posted May 20, 2017 Share Posted May 20, 2017 Have you considered tweaking the handmade rifles barrel (Making it a bit thicker) to add a 12 gauge shotgun receiver like a Saiga 12 shotgun? Link to comment Share on other sites More sharing options...
antistar Posted May 21, 2017 Author Share Posted May 21, 2017 With other rechamber weapon mods (ones I'd consider including, anyway) you can sort of get away with fudging it by way of not changing the weapon's appearance since the different calibres are close to the same size, but 12 Ga is pretty different to 7.62x39mm. So probably not on that one. For it to make sense, it seems like that would require changing the receiver, barrel and magazine - which are all separate weapon mods and can only be changed individually when using the workbench. Technically you might be able to swap the receiver out for one that only accepts 12 Ga barrels and 12 Ga mags, but I think that when you did so at the bench, you'd be left with a receiver with no barrel or mag attached (until you went and attached them afterwards). I haven't tested it with receivers, but that's what happens when (for example) you swap from a barrel that accepts under-barrel attachments to one that doesn't. You'd then need to make the weapon convincingly work (or not work, as the case may be) with no barrel and no mag. It would likely also need extra work done on the models/textures for it to look right with no barrel attached. So yeah, probably not, sorry. Link to comment Share on other sites More sharing options...
TheCourier13 Posted May 21, 2017 Share Posted May 21, 2017 With other rechamber weapon mods (ones I'd consider including, anyway) you can sort of get away with fudging it by way of not changing the weapon's appearance since the different calibres are close to the same size, but 12 Ga is pretty different to 7.62x39mm. So probably not on that one. For it to make sense, it seems like that would require changing the receiver, barrel and magazine - which are all separate weapon mods and can only be changed individually when using the workbench. Technically you might be able to swap the receiver out for one that only accepts 12 Ga barrels and 12 Ga mags, but I think that when you did so at the bench, you'd be left with a receiver with no barrel or mag attached (until you went and attached them afterwards). I haven't tested it with receivers, but that's what happens when (for example) you swap from a barrel that accepts under-barrel attachments to one that doesn't. You'd then need to make the weapon convincingly work (or not work, as the case may be) with no barrel and no mag. It would likely also need extra work done on the models/textures for it to look right with no barrel attached. So yeah, probably not, sorry.Ah, I see. I was asking because for shotguns, I exclusively used MTindle's Saiga 12 shotgun mod in every New Vegas play through : http://www.nexusmods.com/newvegas/mods/50412/? I really miss that gun. :( Link to comment Share on other sites More sharing options...
Phasers Posted May 21, 2017 Share Posted May 21, 2017 As nice as it is, the Chinese Assault Rifle isn't a real-world weapon, so it's not really what I'm after. Given a choice between it and the "Assault Rifle" in the vanilla game though, it should have been the CAR. The chinese assault rifle isn't a real weapon but it's pretty damn close to being a carbine version of the RPD machine gun in terms of design, it's not like some of 4's weapons which were seemingly plucked from the air. Link to comment Share on other sites More sharing options...
TheCourier13 Posted May 22, 2017 Share Posted May 22, 2017 As nice as it is, the Chinese Assault Rifle isn't a real-world weapon, so it's not really what I'm after. Given a choice between it and the "Assault Rifle" in the vanilla game though, it should have been the CAR. The chinese assault rifle isn't a real weapon but it's pretty damn close to being a carbine version of the RPD machine gun in terms of design, it's not like some of 4's weapons which were seemingly plucked from the air. *Looks at pictures* OMG, you're right! Now I know where they got the design from. Link to comment Share on other sites More sharing options...
protatato Posted May 22, 2017 Share Posted May 22, 2017 I just thought, are you planning to do something with the missile launcher? Honestly, while its fictional and bulky, I could see it existing. Perhaps the only difference could be four exhausts for the 4-barrel option? Link to comment Share on other sites More sharing options...
antistar Posted May 23, 2017 Author Share Posted May 23, 2017 The chinese assault rifle isn't a real weapon but it's pretty damn close to being a carbine version of the RPD machine gun in terms of design, it's not like some of 4's weapons which were seemingly plucked from the air.The handguard certainly takes after the RPD, but the rest of it... sort of, I guess? It's all vaguely AK-ish. I just thought, are you planning to do something with the missile launcher? Honestly, while its fictional and bulky, I could see it existing. Perhaps the only difference could be four exhausts for the 4-barrel option?I don't know if I'll change the Missile Launcher's appearance much, if at all. So far I've only really thought about its weight a bit; my vague plan was to give the weapon (in its basic form at least) a weight similar to the M1 Bazooka. (The WWII influences on the Fallout games being what they are.) I've already given missiles the weight of a bazooka rocket. That was quite a weight reduction, actually; they're really heavy in vanilla. Also a lot heavier than they were in FNV. Link to comment Share on other sites More sharing options...
protatato Posted May 24, 2017 Share Posted May 24, 2017 Speaking of weight, how will you balance the weight of ammunition? It's not too noticeable except for explosives, so I tried a mod that made it heavier. Unfortunately, ammunition felt too heavy. How do you plan to compromise on this? Link to comment Share on other sites More sharing options...
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