[MWIP] P-faust......it's comming


Genie
07-07-2003, 10:34 AM
I'm currently working on making a total panzerfaust conversion for the panzerschreck. By total I mean p/v/w models, All new animations, new sounds, complete model/skin from scratch.

I've allready started the skin but im not showing that due to the fact that it's only have skinned and those textures arnt complete yet.

Take a look for yourself tell me what you think. Model isn't complely finalized. The solid block front sight will have transparency.

Picture (http://www.dodstudios.net/uploads/uploads/previewdecideforyourself.jpg)

Looks jaggy due to compression and lack of AA.

07-07-2003, 10:40 AM
sweeet!! are you gonna have custom anims ? like shooting it, and kinda setting up another one?

Genie
07-07-2003, 10:56 AM
Yes I am, gonna do a RTCW style deal, shoot and toss.

questions/comments welcome

07-07-2003, 10:56 AM
omg man this looks seckseh! i will defiently use wen released!!

PolyHead84
07-07-2003, 11:03 AM
The barrel - cylinder has much too much stacks..
from what I can see it has 144 poly from the start of the tube to the end. You could have done that with only 24...

the "korn" is missing on the grenade.
korn is the german word for it, I actually dont know the english word. Its the part of the sight-line which is placed on the end of the barel on a normal gun.



Could you do the panzerfaust "valve-style" like, you know, getting bigger to the end of the gun. like the normal dod-guns

But so fare still good work :)

Trigger
07-07-2003, 11:09 AM
Cheeto attempted a panzerfaust before, but ran into a rather serious problem, in that there is not empty-idle animation for the panzerschrek so the weapon will look loaded even when it's empty.

Perhaps you could put in an empth idle animation, like the one the piat has, and the engine will recognize and use it. It's doubtfull though.

Genie
07-07-2003, 11:31 AM
Sounds like a real problem Trigger, didn't think of it before...but you get auto-reload, that's always good...I'm sure there is a way to fix it. Maybe If I make the fire animation have like owever many hundred frames of animation. So you fire and the explosive charge is gone, but the long animation keeps it like that untill you reload. I did somthing like that. I was working on a bayonet animation but I made it too long, he thrust the gun and pulled it back. but it just stood there until the animation ended and it warped back into it's proper place. (it was off-center)

the "korn" is missing on the grenade.

Not sure what you are refering to but I said, the model isn't finalized yet.

Could you do the panzerfaust "valve-style" like, you know, getting bigger to the end of the gun. like the normal dod-guns

I'll compile it normaly and see how it looks, If the front gets to small looking, I'll adjust it properly.

Ifrit
07-07-2003, 11:41 AM
BOUT F'IN TIME!

Ive wanted this since it came out.

07-07-2003, 11:43 AM
I got no knowledge on anims or german bazooka .....
But i got a idea......

idle loaded anim : panzerfaust is in view.....
fire anim : the thingy goes off and the barrel is thrown away leaving the screen empty.....
reload anim : panzerfaust is taken out and prepares it for launch....

hope it helps...... :D

Trigger
07-07-2003, 11:48 AM
That'a a good idea Genie, probably the best workaround, but still not perfect, like if you pick up an empty p-faust or un-deploy before you reload. As for the model itself, you can remove all the spans that I pointed out in the pic below and save a lot of polys, since they do nothing for the shape of the model.

Otacon
07-07-2003, 12:35 PM
I don't think the rocket weapons do the autoreload...Atleast they never have for me.

Genie
07-07-2003, 12:36 PM
@ Hammie

That was the general idea.

@ Trigger

Yes I will do some poly deletion, however for the toss animation he was going to spin it slightly, but I'm sure I can still delete w/ out any problems. Could take some off the front of the explosive head and such.

So it won't be perfect but I'm still going to continue and just have to go with it. Can't have everything 100% exact.

*edit*
hrm..your right they don't auto-reload

|0see3|
07-07-2003, 01:31 PM
Think about editting the missle model that's shot out in due time as well?

Btw, very nice thus far, been wanting one of these for a while.

Airborne506
07-07-2003, 02:03 PM
Looks sweet I will def. use it when it's done.

logical
07-07-2003, 02:35 PM
havnt you been making this since the new ptach came out? any ways looks great, cant wait for it

Pinhead
07-07-2003, 02:51 PM
You should animate it so that when it reload you throw it away and get out a new one.

As a sprite makes type guy you should make hud sprites.

As a P_model, don't just make one. Make a few in a heap.

Kameradschaft
07-07-2003, 03:02 PM
Hey, great work Genie, I like it.

Although it will be kinda strange to see a german soldier pulling panzerfaust's out of nowhere.:p

Genie
07-07-2003, 03:30 PM
You should animate it so that when it reload you throw it away and get out a new one.

I said I was going to do that like twice now :rolleyes:

As a sprite makes type guy you should make hud sprites.

By full conversion I mean full conversion, Will include sprites.:D


As a P_model, don't just make one. Make a few in a heap.

you mean w_model? That was the original (altho somewhat secret) plan of mine.

Cheeto
07-08-2003, 09:56 AM
Actually, Trig, the problem I had was that the skinner I sent it to didn't do it. :p So I might release the mesh to the forums, see how that goes.

Genie, your sight is too blocky and simple, try to make it a little more complex. And yeah, definitely delete those useless polys.

As for the anims, I suggest you do what I'm doing: after you fire the gun, it automatically defaults back to the 'idle' animation. So either you have to put the reload (drop and pick up a new one) just after the fire but before it can flip back to idle, or have the begining of the idle be where he picks up the Panzerfaust and make it really long (to reduce the chances of it playing again). It's really damned confusing, and if I figure out anything, I'll let you know about it.

Genie
07-08-2003, 02:36 PM
Genie, your sight is too blocky and simple,

Yeah I know, It's not finished yet plus im using transparency, not a solid flip-up like RTCW.

07-08-2003, 03:03 PM
Yay!

Ralfst3r
07-27-2003, 01:52 PM
COOL! Will it have an anim that you dispose of the launch tube? :)

Kameradschaft
07-27-2003, 03:05 PM
Any progress on this Genie?

Eklund
08-09-2003, 09:25 PM
How's it going?

Genie
08-10-2003, 07:51 AM
(kzzzzzzt!)

this thread appears to have been revived....

Well I modeled it, got it meshed and skinned and I assigned all the bones. All I have left to do is animate. It'll take some time to get right plus im going to re-do the entire skin as it was somewhat of a test. I'm currently involved in a para map so this is getting pushed back a bit.

Eklund
08-28-2003, 04:27 PM
How's it coming along Genie?

Genie
08-29-2003, 12:30 PM
Currently on hold as of right now. I'm really busy w/ school and football practice, im going 6:00-5:30 days so I dont get much work done. But it will be released one day. (hopefully soon)

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