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[BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4
http://www.runestorm.com/forums/viewtopic.php?f=34&t=46912
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Author:  OCAdam [ Sat Dec 01, 2007 11:37 am ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

I finished up that majority of BWv21realistic, so I decided to go along with a more completed release version. R2 is not gonna be for a LONG time, since I have the idea of 'Bonus Packs' instead of full rereleases of the mod of THE mod.

There's a small crappy changelog included in the file, so don't bother me for that here!

Author:  Captain Xavious [ Sat Dec 01, 2007 12:24 pm ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

One thing I noticed, at least in an earlier version, is that the SAR-12 with the flashlight, its flashlight is just a tad bit off. Look in iron sights mode and you'll see what I mean, assuming it isn't fixed in this version. Nat a big bug, but it is kind of noticeable.

Author:  OCAdam [ Sat Dec 01, 2007 12:31 pm ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

Captain Xavious wrote:
One thing I noticed, at least in an earlier version, is that the SAR-12 with the flashlight, its flashlight is just a tad bit off. Look in iron sights mode and you'll see what I mean, assuming it isn't fixed in this version. Nat a big bug, but it is kind of noticeable.


Man... I never noticed that! Blame that on my actually being in HUGE combat whenever I wanna use ironsights.

Author:  Dark_Watcher [ Mon Dec 03, 2007 8:56 am ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

Did you include the M50A2 in this release?

Author:  Kaboodles [ Mon Dec 03, 2007 9:17 am ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

OCAdam wrote:
Captain Xavious wrote:
One thing I noticed, at least in an earlier version, is that the SAR-12 with the flashlight, its flashlight is just a tad bit off. Look in iron sights mode and you'll see what I mean, assuming it isn't fixed in this version. Nat a big bug, but it is kind of noticeable.


Man... I never noticed that! Blame that on my actually being in HUGE combat whenever I wanna use ironsights.


It's the same with the MRS138 and my AM67. It's the way the flashlight is handled. It doesn't actually point to where your aim is, but directly attached to the gun model, which doesn't point to your aim either.

Author:  cyberax [ Mon Dec 03, 2007 9:53 am ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

ok, this is where I hate myself....
Does this thread belong here...or under BWMods ??

Author:  Captain Xavious [ Mon Dec 03, 2007 11:41 am ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

I was wondering the same thing. :p

I'd say we could merge the BW/JWMods threads into this category safely enough.

Author:  OCAdam [ Mon Dec 03, 2007 3:26 pm ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

cyberax wrote:
ok, this is where I hate myself....
Does this thread belong here...or under BWMods ??


This is also my problem due to how it's showcasing the mod, and usually finished stuff goes in here, but the unfinished stuff would go into BW Mods... I took like 5 minutes thinking over this, and that was my conclusion! >_>

Edit: I've got a 'Bonus Pack' in the works, and includes several variants of the XK2 and M806 being modded. I'm trying to figure how to force them to have different Evo Loadout stats... that way the upgraded versions are separate and have to get a different skill to get them.

Double Edit: anyone know how to offset bone coordinates? The XK2 needs this for both the flashlight and laser sight variants... else the stuff comes directly out the barrel, and looks very weird...

Triple Edit: BTW, the M50A2 is not in this release, expect it for maybe BP2, if even that close! The thing is pretty hard for me to figure out...

Author:  Kaboodles [ Mon Dec 03, 2007 4:22 pm ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

The MRS138 offsets bone coordinates with its flashlight.

Code:
   if (FlashLightProj == None)
      FlashLightProj = Spawn(class'MRS138TorchProjector',self,,location);
   AttachToBone(FlashLightProj, 'tip2');
   FlashLightProj.SetRelativeLocation(TorchOffset);


With TorchOffset being a vector. This is actually why the flashlights are off-center with your guns. It makes them centered outside iron sights, but not when you're using the sights.

Author:  OCAdam [ Mon Dec 03, 2007 6:17 pm ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

Well that really sucks... oh well, I already got a BP finished anyways. You get 5 'new' guns with this:

M806A3: secondary flashlight
M806A4: secondary laser, special flashlight
XK2-MPR: secondary laser, special silencer
XK2-MPF: secondary flashlight, special silencer
XK2-MPRF: secondary laser, special flashlight, always silenced (unless I figure how to use WeaponSpecial2)

I have a patch for BP1 coming around (aka, replace files) so I can have it where the Evo Loadout will make the guns default with different stats to unlock them. For now, just use with non Evo Loadout (unless you manually change them).

Author:  Kaboodles [ Mon Dec 03, 2007 6:20 pm ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

Where are you fitting a laser sight and a flashlight on an XK2? %-6:?

Author:  OCAdam [ Mon Dec 03, 2007 7:24 pm ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

Kaboodles wrote:
Where are you fitting a laser sight and a flashlight on an XK2? %-6:?


Right now... the muzzle tip until I figure the way of offsetting the stuff, then it'll try to be from right under the muzzle tip.

Author:  cyberax [ Tue Dec 04, 2007 11:05 am ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

ok, we'll leave it here, but all support/discussion must go to the bwmods forum...

Author:  OCAdam [ Fri Dec 07, 2007 6:13 pm ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

^ Sounds good to me.

I got a fix for the entire thing now, since releasing the package as R1 would require me to change everything to relate to R1. Also, it's both R1 and BP1 in a combo zip.[br]File: [url=../../files/public/1197072833_246_FT46912_bwv21realistic-r1andbp1.zip]1197072833_246_FT46912_bwv21realistic-r1andbp1.zip[/url]

Author:  headhunter [ Tue Apr 15, 2008 6:42 pm ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

Sorry for reviving a year old thread but I dropped all the folders into the system folder but nothing happened (I downloaded that one file right before this post).

Author:  OCAdam [ Fri May 09, 2008 9:14 pm ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

Wow, this mod of a mod IS a year old! I'm almost done with the BP2 of the mod, so get ready for that. It adds in 5 guns: 3 BP4 weaps, one BP4 variant weap, and a variant for the Fifty-9. I just need to change the ironsights to work like real ironsights (non-RS style).

Author:  headhunter [ Fri May 09, 2008 11:03 pm ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

ignore the last post. I figured it out how to work.

But I have a few questions and suggestions:

1. zoom out the rs8 iron sights a little and increase its clip to 11 or 15.
2. Why does the muzzle flash appear on some weapons like the m353 in realistic iron sighting
3. make the shotguns cock faster.
4. make the explosives (fpg, nrp, , m900, etc) have more splash radius.

Author:  OCAdam [ Sat May 10, 2008 12:51 am ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

1. Okay, I'll make the Ironsights a bit further out (hopefully it won't show the stupid end of arm model), but the clip remains the same. It's the base gun, and supposed to suck horribly (it's basically what I think of the PPK).

2. Uh... big enough muzzle flash to actually be seen? I never changed muzzle flashes or any sprite emitter things.

3. If I can find out, I MIGHT. But I kinda think making too fast a cocking makes them way overpowered in close quarters... I'll try to see what I can do on this though.

4. I didn't mod any of the grenades... I might do that for one of the BPs though. Maybe BP3 will do that. In the meantime, I should have BP2 ironsighted by tomorrow (or today since it's 2 AM right now).

And yeah, you just had to slip my weaps into the Loadout and Normal BW weapon sets in game to get them available. Hope you like the power of these machines now!

Author:  OCAdam [ Sat May 10, 2008 11:03 am ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

BP2 release!!!

Now you can add in the GRS9, GRS9 FMJ (full metal jacket bullets), Wilson 41 DB, Fifty-9 JHP (Jacketed Hollow Point bullets) and the Deermaster to your weapon sets!

The idea to give choice of bullet types to certain guns came after looking into what the GRS9 could do. THey will do more damage to the head with the JHP, but FMJs will do better in the torso and limb shots, just like how armor can protect you better from JHPs than FMJs! Have fun with the new choice of weapons![br]File: [url=../../files/public/1210438986_246_FT46912_bwv21realisticbp2.zip]1210438986_246_FT46912_bwv21realisticbp2.zip[/url]

Author:  headhunter [ Sat May 10, 2008 11:51 am ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

OCAdam wrote:
1. Okay, I'll make the Ironsights a bit further out (hopefully it won't show the stupid end of arm model), but the clip remains the same. It's the base gun, and supposed to suck horribly (it's basically what I think of the PPK).

2. Uh... big enough muzzle flash to actually be seen? I never changed muzzle flashes or any sprite emitter things.

3. If I can find out, I MIGHT. But I kinda think making too fast a cocking makes them way overpowered in close quarters... I'll try to see what I can do on this though.

4. I didn't mod any of the grenades... I might do that for one of the BPs though. Maybe BP3 will do that. In the meantime, I should have BP2 ironsighted by tomorrow (or today since it's 2 AM right now).

And yeah, you just had to slip my weaps into the Loadout and Normal BW weapon sets in game to get them available. Hope you like the power of these machines now!



Your mod is already excellent enough. Thanks for making it.

Author:  headhunter [ Sat May 10, 2008 11:53 am ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

OCAdam wrote:

2. Uh... big enough muzzle flash to actually be seen? I never changed muzzle flashes or any sprite emitter things.




You can see the muzzle flash appearing on the rear end of the weapon (the weapon is partially see through)





Um okay this time I added all the files into the system folder but the swapping section of bw didnt seem to show the realistic weapons. Did i need to install the previous one first?

Author:  headhunter [ Sat May 10, 2008 12:30 pm ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

OCAdam wrote:
(it's basically what I think of the PPK).




The rs8 is a model of a smith and wesson handgun. It also uses the 10mm round, which according to wikipedia is more powerful and potent. Wikipedia also claimed that this hangun was really accurated and reliable.[br][img width=350 height=322]../../files/public/1210444222_595_FT46912_sw.jpg[/img]

Author:  OCAdam [ Sat May 10, 2008 1:02 pm ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

Okay, that's cool. I'll make a new variant for you then, along with my own personal variant of the M806 (and S-AR12). That's my BP3 now!

Edit: To run with BP2, you need the base BWv21realistic mod, and then BP1 is optional.

Author:  headhunter [ Sat May 10, 2008 4:30 pm ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

Gotcha ;)

and thanks for making another weapon for me !shy

Author:  OCAdam [ Sun May 11, 2008 1:53 pm ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

I'm now about 30% finished with BP3 (got the M806 and S-AR12 done). Need to get your variant of the RS8 in, and then some explosives. You want the gun called the Headhunter RS8? My versions of the '806 and '12 are:

OCAdam's M806
OCAdam's S-AR12

Both are supposed to have tiny railgun mods to give them higher power, but lower fire rates. Fun to use, hell to retexture and animation retexture... I spent an hour on that alone...



Edit: Headhunter, you can also select a color for that RS8 if you like (just color, nothing else). Uh, and how many bullets in the clip do you want? I won't go over 17 though.

Author:  headhunter [ Sun May 11, 2008 11:06 pm ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

15 for the clip would be fine, I guess you can leave the color the same and naming it rs8a1 would be great, thanks

Author:  OCAdam [ Mon May 12, 2008 1:38 pm ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

headhunter wrote:
15 for the clip would be fine, I guess you can leave the color the same and naming it rs8a1 would be great, thanks


Okay, I'll get started on it ASAP.

Author:  headhunter [ Mon May 12, 2008 6:28 pm ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

thanks

Author:  Kaboodles [ Tue May 13, 2008 9:06 pm ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

headhunter wrote:
15 for the clip would be fine, I guess you can leave the color the same and naming it rs8a1 would be great, thanks


I have done this already, sans the bolded parts.

No need to do it again, unless you really want to.

Author:  headhunter [ Tue May 13, 2008 10:07 pm ]
Post subject:  [BW Mod] BWv21realistic, BP1, BP2, BP3, and BP4

And OCAdam, if it is not too late could you make the fire rate of the realistic xk2s a little faster. If it is too late then ignore this post, i dont want to be too needy.

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