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Screenshots of what you're doing.

Great work as always, Morphed
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I'm glad you all liked it, here is finished one ingame, if you want to see it yourself and check animations it's currently on Jeff's Resurrection servers:
[Image: jJPVG3J.jpg]
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(01-27-2018, 04:32 PM)Morphed Wrote: I'm glad you all liked it, here is finished one ingame, if you want to see it yourself and check animations it's currently on Jeff's Resurrection servers:

Oh god yes. Someone please put it on mainstream Git master, nao Big Grin With model animations obviously.
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With this style the game is surely going into UT3 territory.
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Meaning what exactly? UT3 properly modded was a great shooter
[Image: 38443.png]
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Why are all models grey and oversized btw?
[Image: 21.png]
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I love the new electro! Thank you so much, Morphed!!

I think scaling the model down a bit and just coloring bits of the texture in the weapon's simple icon color scheme would be quite easy, wouldn't it?
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With default settings (fov 100), the new model is considerably smaller for me than before (about -20% pixel coverage), so I don't fully understand the concern.

[Image: PjIlNcK.jpg]

BTW, I love the animations of your models Morphed, they make the game feel incredibly visceral.
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I mean 3rd person view/when other players carry them.
[Image: 21.png]
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(01-30-2018, 07:04 AM)Mirio Wrote: I mean 3rd person view/when other players carry them.

I see, sorry for the misunderstanding.
Now that you pointed it out, I agree that the weapons are rather large in 3rd person.
If they can be scaled down a bit separately from 1st person, that wouldn't hurt.
Though I never noticed while playing, so I don't mind either way.
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(01-30-2018, 07:02 AM)sev Wrote: BTW, I love the animations of your models Morphed, they make the game feel incredibly visceral.

To think there was a struggle to convince the admins to keep animated weapon models a few months ago, due to them supposedly causing performance drops with a few odd video drivers (above even the noticeable 60 FPS range).
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Every weapon in Xonotic looks like a BFG
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<slot> Honestly I think the weapon models in xonotic are suffering really badly from the fact that they all come from one single person
<slot> Making them all essentially have the same style
[...]
<slot> the weapons themselves are so different
<slot> you have the crylink (fucking NEGATIVE PUSH FORCE) and the mortar (literally a grenade launcher) looking sort of similar
<slot> just doesn't 'feel right' to me
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I thank the artist very much. Thank you for your efforts morphed.
But the weapon models are very very very very big not just from 3rd person view, but also rather large from the 1st person which I think is not good, but bad.
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We want a consistent art direction for stock models and weapons, so that the weapons have the same style is actually not a bug, it's a feature ™.

I also like that every weapon looks really powerful. Because in Xonotic, all weapons are quite similarily powerful. That makes perfect sense to me. With powerful looking weapons I fear if we make them significantly smaller then they would look more like toys not like heavy gear. I consider it also a good thing to recognize from distance which weapon an opponent is wielding. Personally, I would just implement the "simple items" weapon symbol's color scheme or maybe even the symbol itself into the model so that they are easier to tell apart from each other, especially regarding dropped weapons or spawns.
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(01-30-2018, 08:36 AM)MirceaKitsune Wrote: To think there was a struggle to convince the admins to keep animated weapon models a few months ago, due to them supposedly causing performance drops with a few odd video drivers (above even the noticeable 60 FPS range).

This is still a concern, the animated models are very heavy on performance. Not everyone wants to (or even can) use the glitchy GLSL skeletal animations setting, so it doesn't count as a valid fix.



Issues aside, this model is really awesome and I really like how true to the original it is, nice work once again Morphed!
[Image: 230.png]
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[Image: MAVjXOs.jpg]
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Oh, nice, the tiny lamps have handles now. /s
[Image: 30381.jpg]

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Looks just a little bit too squareish but I definitely cannot complain. That handle looks great and adds a very nice touch to it Big Grin
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Giving the Arc a much-needed minor makeover (model excluded of course!)

[Image: Nt2sR8cl.jpg]
[Image: 230.png]
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How it looking at g_shootfromeye 1?
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It actually visually comes from the weapon with g_shootfromeye or g_shootfromcenter, unless weapon drawing is turned off (in which case, it'll be the same as before, minus the muzzle effect).
[Image: 230.png]
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People lurking the development channel probably noticed my activity on NetRadiant. I'm a bit busy improving mapping workflow (like adding pk3dir support, options to set extra pakpath or to prevent NetRadiant to look from user's game dir to ensure a safe & clean mapping environment, etc.). I also spend some time to merge things from other radiant or q3map2 trees.

Today Mario asked me if I can try to port the “Make Hollow Touch” option from GtkRadiant. After a short look at the code, I discovered the DarkRadiant tree was closer to ours than the GtkRadiant one on that part (I expected the opposite). So I implemented in NetRadiant the DarkRadiant “Make Room” option which is just another name for the same thing. This is what Mario calls the “Make Skybox” CSG operation. This is an operation that transforms a brush to a room with brushes outside of the former one.

Well, have a look at this screenshot since that thread is all about that: Big Grin
[Image: 20180304-053742-000.netradiant-csg-make-room.png]
And yes I draw that fancy icon. I feel like an artist. Cool

It will make mapper's life easier. Blush
This comment is licensed under cc by 4 and antecedent.
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(03-04-2018, 12:49 AM)illwieckz Wrote: It will make mapper's life easier. Blush

Excellent feature addition, the little things help big!
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https://www.dropbox.com/s/qoziemtpnaiy5y...0.jpg?dl=0

layout done
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