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| Skrith War Weapon Pack 2.0 [Updated 10/9/16] http://www.runestorm.com/forums/viewtopic.php?f=27&t=78660 |
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| Author: | Teridax [ Sun Mar 06, 2016 6:37 pm ] |
| Post subject: | Skrith War Weapon Pack 2.0 [Updated 10/9/16] |
Authors: AlCapowned (code, model editing, ideas) and Teridax (skins, testing, ideas) Additional Credits: Terg500 (CS-AR74 scope texture), GamerGirl/TheSirensFall (SSC secondary firing sound), Legend Entertainment (A666 firing sounds), Runestorm (base models, textures, and code) Status: Released (2.0 Update) Release date: 10/09/2016 About: This is a small weapon pack that originally started when I wanted to recreate what I remember the A42 to be before it got the beam secondary and became slower. At first it was just going to be recolors, but AlCapowned and I did some minor editing to make the weapons more unique. With the Skrith Invasion weapon pack inching towards completion, we looked back at this pack and found a bunch of things that we wanted to change. We fixed bugs, changed effects, and hopefully made the pack feel a bit closer to Ballistic's standards. Current weapons: 1. A40 Skrith Pistol Primary: Energy fire Secondary: Iron sights ![]() Description: The A40 Skrith Sidearm is an older model of the infamous A42 'Whip.' It fires energy projectiles that are on par with those fired by the A73, but it consumes ammo at a rapid rate and lacks the focused energy beam of the A42. It is also prone to overheating and must be cooled frequently. Because and its high upkeep, the A40 is a generally uncommon sight on the battlefield, as it was eventually phased out by the Skrith military. 2. A512 'Cobra' Skrith Acid Launcher Primary: Acid shot Secondary: Melee slash Special: Stable Mode ![]() Description: The A512 is a recent innovation that blends the light weight of the A42 Skrith pistol, the blades of the A73 Skrith rifle, and a corrosive chemical compound similar to that used by the A500 acid gun. The weapon itself is the product of a mistake; while experimenting with possibilities for replacing the A42, Skrith engineers found that under the right conditions, the small battery pack will create acid that easily eats through armor. It wasn't long before the kinks were ironed out, giving the Skrith a terrifyingly effective (and rechargeable) weapon in their ongoing quest to purge humanity from the depths of space. 3. A500E 'Dragon' Chemical Weapon Primary: Chemical blast Secondary: Ignited Chemical Spray ![]() Description: The rare chemical compound that gives the A500E its name was first discovered in the aftermath of a battle between a UTC regiment and a vast Krao swarm. For reasons unknown, UTC weapons triggered the eruption of a massive geyser that spit bright luminescent bacteria into the sky. Soldiers from both sides were dissolved instantly, and the few survivors were covered in burns from a compound that tore through flesh and armor alike. Unfortunately, the remainder of the UTC regiment was quickly overwhelmed by a mixed force of Krao, Cryons, and Skrith; not one human escaped the planet, and the bacteria was instantly monopolized by the Skrith. The Skrith now harvest the bacteria from the planet in order to mass-produce a modified version of the A500 'Reptile.' The A500E is more accurate than its cousin and can spew an ignited chemical spray, making it well-suited to both medium and short-range skirmishes. 4. A600 'Amphibian' Skrith Sniper Rifle Primary: Charged energy beam Secondary: Scope Special: Thermal Sensor ![]() Description: On the planet Leera IV, the Skrith and UTC were embroiled in yet another open conflict. The humans had the high ground, and no amount of firepower was helping the Skrith penetrate the humans' impromptu fortifications. The Skrith forces were on the verge of defeat, for a particularly talented human sniper picked off the most seasoned Skrith warriors one by one. As the sniper's comrades cheered her on, a beam of concentrated energy lanced directly through her spotter's skull and her right arm. The last thing she saw before passing out was the distant outline of a crouched Skrith, wielding a weapon that looked just like one of the planet's many amphibians. Thus, the 'Amphibian' earned its name, the unknown Skrith's design spread throughout the sector, and the Skrith finally had a weapon to match the ranged superiority of the human race. 5. A51 Skrith Acid Grenade Primary: Throw Grenade Secondary: Roll Grenade Special: Timed Detonation ![]() Description: Based on the same technology and chemicals sported by the A500 'Reptile' gun, the A51 grenade is often used by Skrith who want to wittle down their opponent's armor before attacking up close. Upon detonation, the A51 creates a pool of acid that eats through anything in its way. Whoever designed this clearly took the Skrith saying ''Don't just kill humans, make them suffer first'' to heart. 6. RX22E Flame Thrower Primary: Jet of fire Secondary: Fireball Special: Jetpack ![]() Description: The classic RX22A flamethrower, while deadly, has always suffered from a fatal flaw: puncturing the gas tank forces the weapon (and its user) to be launched upward, eventually exploding. During a cutthroat battle in which their comrades were surrounded by Krao, three surviving members of the 12th Eagle regiment ignored common sense and forcibly punctured the tanks of their RX22As. They launched skyward and quickly scaled a small mountain before raining fire upon the terrified Krao. Though the members of the Eagle squadron had to abandon their weapons to avoid exploding to death, the battle was already won. Hearing of the regiment's unconventional victory, the UTC quickly attempted to develop a way to make the technique more effective. Four weapon iterations and millions of credits later, they were finally successful. The RX22E is much like its predecessors, though its tank is made of a stronger materials, and the weapon itself forgoes the gas spray for a flaming projectile that allows the user to capitalize on the weapon's gift of flight. Now, you, too, can fly like an Eagle - just don't do it for too long, lest you fall like Icarus (or worse, explode). 7. A52E Skrith Toxic Grenade Primary: Throw Grenade Secondary: Roll Grenade Special: Timed Detonation ![]() Description: The A52E, like its cousin (the A51 acid grenade), is based on the same technology that fuels a gun. While the A51 is based off of the A500 'Reptile', the A52E is based off of the A500E 'Dragon'. The same chemicals the Dragon uses to practically burn anything in its user's path are also extremely deadly when inhaled, making the A52E the bane of many unsuspecting terrans. 8. A906 Poisoned Skrith Blades Primary: Fast hacking Secondary: Prepared Hack Special: Block ![]() Description: The A906 blades are preferred by Skrith assassins who like to disorient and confuse their enemies rather than quickly tearing their foes apart. They are permanently coated with a deadly poison at the cost of direct damage. As such, they have seen little use on the battlefield - but those few humans who have had the misfortune to see these weapons firsthand will never forget the agonized screams of their comrades. 9. CSAR-74 Assault Weapon Primary: Select Fire 5.57mm Secondary: Tactical Screen Scope Special: Threat Tracker ![]() Description: A UTC outpost on the Katrin colony found that it was unable to deal with both its criminal element and Skrith footsoldiers that had taken to raiding the heavily populated settlements. UTC techs were eventually able to build upon their S-AR 12s by adding an advanced camera and highly sensitive tracking system that allowed law enforcement officers to defend from the Skrith who would attack at night and the criminals who would lurk in the shadows. The 'Caesar', as it would soon be known, helped bring peace to the colonies, and was soon deployed in other regions of space to combat the Skrith threat. Note that the threat tracking system, scope zoom, and fully automatic firing are disabled when the laser sight is active so as to prevent interference. (scope texture made by Terg500) 10. D66 High-tech Revolver Primary: Fire Single Secondary: Energy Ball Special: Laser Pointer ![]() Description: The fine folks at Black and Wood have finally announced the winner of their 'Build a Better Gun' competition. Introducing the D66 'Blondie' - a new take on a classic weapon. Did you fire six shots, or only five? Turns out, it doesn't matter - the D66's secondary shoots energy balls and has a rechargeable cell! 11. A85 Skrith Compact Shotgun Primary: Single Energy Fire Secondary: Triple Energy Fire ![]() Description: The A85 is a new addition to the Skriths' ever-expanding array of deadly weapons. Its primary fire is on par with that of the A42, and its secondary fires 3 energy-based projectiles in a spread. It lacks the sheer killing power that makes the A500 'Reptile' so feared, but its light weight and low recoil allow for two to be held at once. That, along with its rechargeable battery and relative accuracy make it a decent alternative. 12. A666 Skrith Super Weapon Primary Fire: Energy Blasts, Black Hole Secondary Fire: Explosive Beam ![]() Description: The UTC maintained a sizeable force in the mountains of Serris III. They delivered regular reports to the UTC headquarters on Earth, and despite the occasional skirmish with the Skrith, everything seemed to be going well. One day, however, all contact with the base was lost. Assuming techinical difficulties were responsible, the UTC dispatched a small group of scouts and techs in order to bring communications back online. What they found horrified them. Bodies were strewn across the land. Some had heavy burn marks, but those who didn't instead had chunks of their flesh missing - with nothing to suggest that any blade or laser was used in the process. Some personnel were completely unaccounted for. One of the base's recording devices was recovered. The culprit was not, as was first assumed, a large army, but rather a single Skrith warrior. The footage showed the Skrith first attacking with an energy beam that caused the area around the point of impact to explode. The few humans who were able to retailate were torn apart by the weapon's energy blasts. Some soldiers were able to get into a nearby tank - only to be swallowed by a black hole that the Skrith created and then fed with his energy beams. The Skrith never claimed the planet, which suggests that the attack was simply a terrifyingly effective weapons test. The unknown warrior's weapon is quite possibly the most powerful gun to ever be held by any Skrith or human alike. The higher-ups within the UTC only have one plan to survive the wrath of the Skrith should they mass produce the 'Centipede' - run. 13. BR1-NK Combat Assault Rifle Primary: Rapid Fire Bullets Secondary: Launch Grenade Special: Motion Tracker ![]() Description: The UTC space station 'Argent' was responsible for reverse engineering Skrith technology for use in the war. When Argent was taken by a regiment of Krao, the UTC commissioned Black & Wood to create a new weapon that would allow a small strike team to reclaim the outpost. The BR1-NK was given smaller rounds and a high rate of fire in order to quickly dispatch Krao swarms, as well as piercing rounds that could be shot through the Kraos' newly erected barriers. The high-velocity grenades were intentionally made less potent so as not to damage the facility. The one thing that made the weapon invaluable against the Krao, however, was the advanced motion tracker that the UTC soldiers used to avoid ambushes and any roaming Krao that hid in vents. Thanks to the BR1-NK, the UTC reclaimed the station with minimal damage and zero loss of life, and Black & Wood furthered their reputation as being a company that's willing and able to diversify their brand. 14. M46C Scopeless Combat Rifle Primary: Variable, High power bullets Secondary: Launch Sticky Grenade Special: Detonate Sticky Grenades ![]() Description: In poverty-stricken colonies situated near Skrith space, cleanup crews and medical personnel were often injured or killed as a result of the proximity grenades utilized by the M46. The M46C was designed to be a safer, more affordable alternative to Black & Wood's first high-powered assault weapon. The M46C lacks the short-range optical scope of the M46 and has a compliment of sticky grenades that can only be detonated manually by the user. The colonies that replaced the M46 with the M46C have already reported an 85% drop in accidental deaths or injuries. 15. SSC Sound Blaster Primary: Disarming Shockwave Secondary: Bowel Disruptor ![]() Description: With the increase in right-wing terrorist organizations seizing public land and government buildings, the UTC contracted Nexron Defence to create a non-lethal armament to prevent such uprisings, though rumors suggest that the contract was really in response to the alleged sightings of a Skrith super weapon. Thanks to its light battery, the Sound Blaster may be manually charged, allowing for the extensive use of its two firing modes. Primary fire triggers a shockwave that knocks the target back, forcing them to drop their weapon. This does little damage, though when fired at a person's head, it can cause severe headaches, concussions, and cranial bleeding. The secondary fire produces a sound that causes the target to painfully evacuate their bowels, which, more often than not, is as dangerous as it is humiliating. Incidentally, the scientist who first discovered this feature has made a full recovery. Other weapons are planned and this post will be updated whenever one is close to being finished. 2.0 Changes: -Fixed log errors caused by bots using weapons that have the scope mode as a firing mode (A40, A600, etc.) -Fixed tearing problem that is visible when viewing most of the third person weapon models from a distance -Tweaked the descriptions of the CS-AR 74, A666, D66, RX22E, A500E, and A40 to match their respective changes -Changed the BR1NK's ammo switching to be uninterruptible -Made it so the BR1NK's ammo switching changes the skins of the 1st person model, 3rd person model, and pickup -Changed the BR1NK's various icons to account for the new ammo skin -The BR1NK's pickup now starts with the firing mode that was last used -Changed the radar on the BR1NK to be closer to the radar that appears on the player's HUD -Made it so the BR1NK can't shoot grenades and bullets at the same time -Changed the BR1NK's grenades to be identical to the M50's grenades in terms of damage -Made it so that the BR1NK's radar remains on when the weapon is dropped -Made it so the RX22E flamethrower's jetpack function will not work if there is a leak in the tank -Increased the health of the RX22E's tank -Added recoil to the RX22E's secondary fire -Fixed RX22E log warnings caused by the BestMode function -Fixed various RX22E damage and projectile warnings -Reduced the ammo consumption of the RX22E's tank so as to make the special more useful -Changed a texture setting so that the A500E's hit decals no longer tile strangely on certain surfaces -Removed the ignited chemical spray mode from the A500E and made it into the weapon's secondary firing mode -Changed various effects of the A500's chemical spray to be less like the Dark Star's flames -Made it so the A666's projectiles and black holes do not spawn Nova Staff/Dark Star souls -Removed the huge shockwave effect from the A666 projectiles -Gave the A666 different firing sounds -Removed the explosive beam from the A666's primary and made it into the weapon's secondary firing mode -Slightly reduced the movement speed slowdown when holding the A666 -Changed the look of the A666's black holes and projectiles -Changed the impact effects of the A666's projectiles -Gave the A906 blade poison a motion blur effect (it is fairly inconsistent, but better than nothing) -Increased the SSC Sound Blaster's fire rate for its primary firing mode -Increased the ammo consumption of the SSC's primary firing mode from 1 to 10 -Increased the ammo consumption of the SSC's secondary firing mode from 20 to 50 -Increased the damage and pushback effect of the SSC's primary firing mode -Made it so the SSC's secondary charge can no longer be stored -Gave the SSC's secondary firing mode a different sound -Made it so the SSC will not play its charging animation while using the iron sights -Changed the SSC secondary firing mode's damage over time flash effects -Gave the A40 an overheating system -Gave the CS-AR 74 the SAR's old laser sights and full auto firing mode -The CS-AR's laser disables the regular scope view and enables ironsights -The CS-AR's zoomed scope now forces full auto mode off -Slightly increased the damage of the D66's energy projectiles -Added a venting effect to the A512 acid pistol -Reduced the size of the A512's muzzle flash -Fixed log warnings caused by the A512's projectile damage type -Added a shader to the A600 skrith sniper that makes it look better -Made it so the A600's primary fire has to be fully charged before shooting -Fixed a problem that made the A600's firing work inconsistently online -Slightly modified the skrith grenade pickup and projectile models -Gave the skrith grenade model new animations -Changed the skrith grenades' pin pull and clip release sounds Download links: MediaFire: http://www.mediafire.com/file/bbcb9udnc7xmwhl/SkrithRecolorsPack1Update.zip ModDB: http://www.moddb.com/mods/ballistic-weapons-and-junk-wars-mods-and-mutators/addons/skrith-war-weapon-pack-10-final |
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| Author: | Sgt. Kelly [ Sun Mar 06, 2016 9:57 pm ] |
| Post subject: | Re: Skrith War Weapon Pack |
Ooh nice, looks cool guys! Brings back memories of when I started doing this stuff, haha. Glad to see some more people picking up the mod tools. The Skrith Super Weapon with the explosive beam is totally my sort of gun, I love it. |
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| Author: | DarkSoul-Sama [ Mon Mar 07, 2016 11:37 am ] |
| Post subject: | Re: Skrith War Weapon Pack |
Well, I'll let you polish it up some more before I start critizing it, but seems good so far. I specially like the A666
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| Author: | SX [ Tue Mar 08, 2016 12:19 am ] |
| Post subject: | Re: Skrith War Weapon Pack |
I give my last post to this mod, for as fun as this mod is, I no longer have any reason to stay here on these forums, not when there's real life and other stuff in the way. It's fun, but the weapons feel vastly inferior to their original counterparts, but I feel like it was made for fun, not serious competiton. And with that, this is SX. Over and Out. |
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| Author: | Teridax [ Tue Mar 08, 2016 11:37 am ] |
| Post subject: | Re: Skrith War Weapon Pack |
Thanks for giving this a look, everybody. SX, I'm not sure if you'll even read this, but for most of these weapons there's nothing in the code that would make them outright inferior to their counterparts unless you rely on certain firing modes. Maybe with the exception of the Dragon, which isn't the easiest to use, or the acid grenades (which really aren't all that useful compared to other grenades), all of the weapons are sidegrades or upgrades. Here's what I personally think about how the weapons are balanced compared to the originals: 1. A40 - straight-up upgrade from the A42, unless you like the A42's secondary that much. 2. A52E - straight-up upgrade from the original gas grenade - does more damage. 3. A600 - sidegrade/alternative to the sniper rifle or the rail gun, but its superior tracking ability makes it uniquely useful. 4. A51 - You got me there. If you're picking something based on damage it's not any better than any of the other grenades. Its low radius makes it unlikely that you'll kill anyone with it. As far as grenades go this one's probably the worst. 5. RX22E - Primary fire is exactly the same as the original. The secondary is a good long to medium range damage dealer and the jetpack special can prevent you from dying if your pack gets shot. 6. A906 - Less direct damage, but the damage over time and blinding effect more than make up for it. 7. CSAR-74 - Burst-fire only might be a limitation, but it's more accurate, and the threat detection and scope make it a decent long-range weapon. It's much easier to get headshots with this one. 8. D66 - Primary is exactly the same as the original. While it does lose the high-powered secondary, not having to rely so much on its long reload times as much makes it better for extended fights. 9. A85 - Primary is slower than the A42, but its secondary is more powerful. Compared to other shotguns maybe its not as good, but the Skrith A73 isn't exactly superior to its human counterparts, either. It's unique in that it's the only shotgun-type weapon that can be dual wielded (unless you count the sawed-off from Sgt. Kelly's pack, which is probably better overall). 10. A666 - has no counterpart. The beam is definitely overpowered compared to superweapons from other packs and it does make its other firing modes less useful, but it drains so much ammo that you can't use it for extended periods of time without getting pickups. 11. BR1-NK - Compared to other assault rifles it might be a bit weaker with its individual shots, but the fire rate makes up for it. The radar makes it good to use even if you don't like its firing modes. 12. M46C - Sidegrade - lacks the scope, but it's slightly more accurate and the detonateable mines are generally easier to get kills with. 13. Sound Blaster - has no counterpart. Poor damage dealer unless you get headshots, but being able to disarm enemies makes it useful. 14. Dragon - Yeah, this one is probably inferior. Even though it's fully automatic and its projectiles don't have an arc, it's harder to use than it should be and it's probably inferior to the reptile overall. 15. A512 - Straight-up upgrade from the A42. Its projectiles disable armor and they aren't hitscan, so it might not be as good for some situations as the Fifty-nines. To be blunt, saying that the weapons are "vastly inferior" to the originals does not help us improve in the slightest. Not only that, it's flat out untrue. If you're going to make a post in this thread that's mostly about how it's your last post in the forums, adding some substance to your criticisms so we can make this pack better would be preferable to a drive-by that gives us absolutely nothing to work with. |
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| Author: | SX [ Tue Mar 08, 2016 3:45 pm ] |
| Post subject: | Re: Skrith War Weapon Pack |
Teridax wrote: Thanks for giving this a look, everybody. SX, I'm not sure if you'll even read this, but for most of these weapons there's nothing in the code that would make them outright inferior to their counterparts unless you rely on certain firing modes. Maybe with the exception of the Dragon, which isn't the easiest to use, or the acid grenades (which really aren't all that useful compared to other grenades), all of the weapons are sidegrades or upgrades. Here's what I personally think about how the weapons are balanced compared to the originals: 1. A40 - straight-up upgrade from the A42, unless you like the A42's secondary that much. 2. A52E - straight-up upgrade from the original gas grenade - does more damage. 3. A600 - sidegrade/alternative to the sniper rifle or the rail gun, but its superior tracking ability makes it uniquely useful. 4. A51 - You got me there. If you're picking something based on damage it's not any better than any of the other grenades. Its low radius makes it unlikely that you'll kill anyone with it. As far as grenades go this one's probably the worst. 5. RX22E - Primary fire is exactly the same as the original. The secondary is a good long to medium range damage dealer and the jetpack special can prevent you from dying if your pack gets shot. 6. A906 - Less direct damage, but the damage over time and blinding effect more than make up for it. 7. CSAR-74 - Burst-fire only might be a limitation, but it's more accurate, and the threat detection and scope make it a decent long-range weapon. It's much easier to get headshots with this one. 8. D66 - Primary is exactly the same as the original. While it does lose the high-powered secondary, not having to rely so much on its long reload times as much makes it better for extended fights. 9. A85 - Primary is slower than the A42, but its secondary is more powerful. Compared to other shotguns maybe its not as good, but the Skrith A73 isn't exactly superior to its human counterparts, either. It's unique in that it's the only shotgun-type weapon that can be dual wielded (unless you count the sawed-off from Sgt. Kelly's pack, which is probably better overall). 10. A666 - has no counterpart. The beam is definitely overpowered compared to superweapons from other packs and it does make its other firing modes less useful, but it drains so much ammo that you can't use it for extended periods of time without getting pickups. 11. BR1-NK - Compared to other assault rifles it might be a bit weaker with its individual shots, but the fire rate makes up for it. The radar makes it good to use even if you don't like its firing modes. 12. M46C - Sidegrade - lacks the scope, but it's slightly more accurate and the detonateable mines are generally easier to get kills with. 13. Sound Blaster - has no counterpart. Poor damage dealer unless you get headshots, but being able to disarm enemies makes it useful. 14. Dragon - Yeah, this one is probably inferior. Even though it's fully automatic and its projectiles don't have an arc, it's harder to use than it should be and it's probably inferior to the reptile overall. 15. A512 - Straight-up upgrade from the A42. Its projectiles disable armor and they aren't hitscan, so it might not be as good for some situations as the Fifty-nines. To be blunt, saying that the weapons are "vastly inferior" to the originals does not help us improve in the slightest. Not only that, it's flat out untrue. If you're going to make a post in this thread that's mostly about how it's your last post in the forums, adding some substance to your criticisms so we can make this pack better would be preferable to a drive-by that gives us absolutely nothing to work with. It was nearly midnight last night in my defense, so I wasn't clearly thinking properly so I'll apologize on the drive by stuff. And I never said it was bad, I just find for better or worse, a majority of them lack the same versatile punch as some of their other counterparts. At the end of the day it's fun. No more, no less. Sorry if I pissed you off. But I am still gonna take my leave, that is true. |
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| Author: | Blade sword [ Fri Mar 11, 2016 7:34 am ] |
| Post subject: | Re: Skrith War Weapon Pack |
I have a latent model if you want it ... (Skrith crossbow) |
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| Author: | Teridax [ Sat Mar 12, 2016 9:52 am ] |
| Post subject: | Re: Skrith War Weapon Pack |
AlCapowned isn't happy with the crossbow model he has so far, so he probably wouldn't mind using a different one. Thanks! |
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| Author: | Blade sword [ Sun Mar 13, 2016 6:55 pm ] |
| Post subject: | Re: Skrith War Weapon Pack |
Crossbows are a bit hard to come by to be honnest. They are hard to make and hard to animate. They aren't the most difficult though, but they can be very very tricky. The skrith one is fully animated with also a melee stab |
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| Author: | Teridax [ Fri Apr 15, 2016 8:11 am ] |
| Post subject: | Re: Skrith War Weapon Pack |
Bumping because the final version has been released. We probably won't be making any major changes to it. |
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| Author: | Blade sword [ Sun Apr 17, 2016 11:42 am ] |
| Post subject: | Re: Skrith War Weapon Pack |
I thought you guys would have wanted one or two models, but I guess this is better this way. |
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| Author: | Teridax [ Sun Apr 17, 2016 4:53 pm ] |
| Post subject: | Re: Skrith War Weapon Pack |
We wanted to wait to see how much we get done with the 2nd Skrith War pack before committing to a Skrith crossbow, given that it would be time consuming and probably one of the tougher weapons to code and animate. I really appreciate the offer, and we still might take you up on it, but we want to see how the rest of the pack goes first. |
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| Author: | Blade sword [ Tue Apr 19, 2016 4:01 pm ] |
| Post subject: | Re: Skrith War Weapon Pack |
My weapons are animated. I'm not giving weapons without animation sets to work with Even if it's been a while that I haven't worked much with my 3d stuff these months (lack of time). That weapon is pretty much full with animation sets, place holder textures. The only thing I need is to convert them into UT and do minor adjustments. |
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| Author: | Arnox [ Tue Jul 12, 2016 3:39 pm ] |
| Post subject: | Re: Skrith War Weapon Pack |
Holy crap! I just checked in on the forum to see if anyone made anything new and lo' and behold, here it is! Nicely done. ![]() I don't think I'll ever stop loving Ballistic Weapons... |
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| Author: | Teridax [ Sun Oct 09, 2016 9:24 am ] |
| Post subject: | Re: Skrith War Weapon Pack 2.0 [Updated 10/9/16] |
Thanks Arnox! We made an update to this pack that has a lot of changes for most of the guns. Now that it's at a stage we're happy with, AlCapowned will resume working on the Skrith Invasion weapon pack, while I'm going to start modelling for our third weapon pack (which might just have the most Skrith weapons yet). |
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