Just a word of caution, don't go overboard with new weapons, it took years to get the game balance right, new weapons could mess it all up, I trust the dev team won't let it go so far but still, the lack of an animator wasn't the only reason new weapons weren't included afaik.
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#33
Posted 01 July 2009 - 03:40 PM
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i think it would be nice to have guns with very similar stats just to add a bit of variety. like the m4/lr.
But i think as weapon amounts go up the ammo will go down so more dropping would be required
But i think as weapon amounts go up the ammo will go down so more dropping would be required
That's an aspect I didn't think of, but maybe you could pick up the ammo of a weapon that has the same bullet type?
#35
Posted 01 July 2009 - 03:43 PM
Well if it is ok with the guys I’ll put together a reference kit containing a couple of proxy models for the primary, secondary as well as the sidearm but as a starting point you can begin with the following guidelines.
3rd person model 500-1000 count
1st person model 500-1000 count +20 to 30%
LOD’s 1 and 2 = 3rd person model divided by 1/3
Texture size 1024X1024 mastered for resizing.
As for prepping it for the game don’t worry about that, as we will handle that on our end. Submission wise the preferred file format is FBX but please convert your models to a mesh object. Included a readme with the file stating how you wise your credit to read as well as a statement allowing for a non-excluded copyright to the use of the asset.
3rd person model 500-1000 count
1st person model 500-1000 count +20 to 30%
LOD’s 1 and 2 = 3rd person model divided by 1/3
Texture size 1024X1024 mastered for resizing.
As for prepping it for the game don’t worry about that, as we will handle that on our end. Submission wise the preferred file format is FBX but please convert your models to a mesh object. Included a readme with the file stating how you wise your credit to read as well as a statement allowing for a non-excluded copyright to the use of the asset.
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#36
Posted 01 July 2009 - 03:53 PM
Quote
Just a word of caution, don't go overboard with new weapons, it took years to get the game balance right, new weapons could mess it all up, I trust the dev team won't let it go so far but still, the lack of an animator wasn't the only reason new weapons weren't included afaik.
Not to worry this won’t be a Neo “ I need guns lots of guns” type of situation and does not mean having the asset will turn UrT into the WalMart of weapons and all it means is having access to a much larger asset pool. Believe me anything involving the basic foundation of the game is taken very seriously and takes weeks to make a decision.
By having as many different types of weapons as possible gives us the opportunity to work a few different combinations that could even be used in a different game type. We don’t have to put it into the delivered game but it would be very easy to make up custom pak’s if we had the weapons in the first place.