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Old 05-16-2011, 03:16 PM   #1   Add To Ignore List  
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Default Viper45's showcase

Well, looks like my entire showcase thread was lost in the hard drive crash

I'll probably update this post sometime later with a quick rundown of my previous projects, but for now I'll just post this random mod that I made while the forums were down.

Yes, it is quite pointless

YouTube Video: Serious Sam HD: Pointless Mod of the Moment



There's only one problem with it... when you kill the biomech, the kamikaze model wigs out when the biomech switches to ragdoll mode. His limbs stretch and bend and... well, it's not pretty.

I've actually been wanting to take on another major weapon mod project again like the shotgun I did before. I'm open to suggestions, so if you have any cool ideas for a gun, let me know. It's also worth noting that I'll plan to actually release the mods that I work on from now on.
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Old 05-16-2011, 03:23 PM   #2   Add To Ignore List  
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Default Re: Viper45's showcase

Wait, is this a model mod, recreating the Kamikaze's animations, or you have managed to make the model somehow react to the Biomech's animation? Because I've made a ridable bull for Sam, but the sitting animation is very stiff, and Sam's limbs go inside the bull's and all that. But even if that's not possible, I always wanted to make a Bull-Rider Enemy for my pack.
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Old 05-16-2011, 04:28 PM   #3   Add To Ignore List  
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Default Re: Viper45's showcase

The Kamikaze reacts to the Biomech's animations by playing its own animations of the same name. I made a copy of the original Kamikaze model, deleted its animations, then added it as an attachment/child to the Biomech model. In the child properties there's a "Flags" drop down where you can choose "Animated by parent". That means the attachment will play its own animations of the same name as the parent, if it has them.

Then I just looked at the Biomech's animations and made new animations with the same names for the Kamikaze to coincide with the Biomech's animations. Then it just took a bit of trial and error, making the kamikaze's animation match the biomech's.

You could do the same thing to make an enemy ride a werebull, but as for making an actual "vehicle" out of a werebull... I'm not so sure.
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Old 05-16-2011, 05:09 PM   #4   Add To Ignore List  
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Default Re: Viper45's showcase

So I do have to make new animations for the parent model using the animation editor and skeletons and whatnot, right?

Then I think it's time to learn using them somehow.
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Old 05-16-2011, 05:20 PM   #5   Add To Ignore List  
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Default Re: Viper45's showcase

Not for the parent, but the child. I only made new animations for the Kamikaze.

Do you have the SS2 Editor help doc? I think it walks you through the animation editor in the door tutorial and the camera tutorial.

Oh, and another word of advice. All enemies have their own default Animset, which can't be edited due to the whole "edit data is missing" deal. You have to delete the animset and make a new one before you can move the skeleton in the animation editor.

Let me know if you want some more help
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Old 05-16-2011, 05:34 PM   #6   Add To Ignore List  
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Default Re: Viper45's showcase

Ah yes, the child, I was thinking about that. Yeah, I have the doc, but the actual animation editor help wasn't really that helpful, but I'll look up those camera and door tutorials.
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Old 05-19-2011, 02:42 PM   #7   Add To Ignore List  
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Default Re: Viper45's showcase

Alright guys, time to start releasing some mods. Starting with my now 100% completed SPAS12 Shotgun!

Updates since the forums went down:
- Made the textures look nicer
- Got the normal maps to actually work properly
- Made the firing animation better
- Added an idle animation (don't move or even look around for 10 seconds to see it)

DOWNLOAD: Click here

Instructions to install:
1. Place spas12.gro in your Content\SeriousSamHD_TSE directory. That's it!

Let me know if you encounter any problems.

http://img.photobucket.com/albums/v720/Viper45/spas12-render1.jpg

http://img.photobucket.com/albums/v720/Viper45/spas12-render2.jpg

http://img.photobucket.com/albums/v720/Viper45/SPAS12-Item.jpg

http://img.photobucket.com/albums/v720/Viper45/SPAS12-Ingame2.jpg

http://img.photobucket.com/albums/v720/Viper45/SPAS12-Ingame1.jpg

http://img.photobucket.com/albums/v720/Viper45/SPAS12-Netricsa.jpg
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Old 05-26-2011, 10:17 AM   #8   Add To Ignore List  
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Default Re: Viper45's showcase

@Viper45: Make a gameplay video with Domo puppets and Gnaar cannon!

Pretty please
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Old 05-27-2011, 08:52 PM   #9   Add To Ignore List  
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Default Re: Viper45's showcase

Cool, SPAS is back.

Kamikaze overseer mod is hilarious.
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Old 05-27-2011, 09:32 PM   #10   Add To Ignore List  
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Default Re: Viper45's showcase

Quote:
Originally Posted by AntonioR View Post
@Viper45: Make a gameplay video with Domo puppets and Gnaar cannon!

Pretty please
I'll try to do you one better and release both mods soon, if I can work out the issues with them. For now, this gnaar cannon video is still up (and I'll try to get a video up of the domos soon as well):

YouTube Video: Serious Sam HD Cannonball Mod



Quote:
Originally Posted by Brute View Post
Cool, SPAS is back.

Kamikaze overseer mod is hilarious.
Since you're the gun guy here, any idea for a replacement for the double barrel shotgun? Or any of the other guns? Real or fictional. I'm having trouble coming up with any good ideas.
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Old 05-28-2011, 12:54 AM   #11   Add To Ignore List  
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Default Re: Viper45's showcase

Well , I know you were asking Brute. But you can start off with a Sawn-Off Shotgun? Nothing great but it could work. XD

Why not replace the Tommy Gun with an actual Thompson Submachine Gun?
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Old 05-28-2011, 04:48 AM   #12   Add To Ignore List  
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Default Re: Viper45's showcase

I'm open to suggestions from anyone, Brute was just the gun nut in the vicinity. A sawed off shotgun does sound cool. I'll look around and see if I can find a specific model that would be good, or if you have anything specific in mind then you can go ahead and post it.

I'm already replacing the Tommy Gun with the assault rifle from Mass Effect. It's actually mostly done, so I may post it up soon.
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Old 05-28-2011, 06:37 PM   #13   Add To Ignore List  
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Default Re: Viper45's showcase

How about the Beretta Perennia SV 10?
It's a break-open over-and-under double-barrel, with a lock that will have plenty of little knick-nacks to model, so it'll look pretty.
Dunno if there are alot of good reference pics of it as I haven't checked, but I'd imagine Google's gotta pull up some good shots.
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Old 05-28-2011, 07:43 PM   #14   Add To Ignore List  
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Default Re: Viper45's showcase

Well, I've looked at a few double barrel shotguns and I have to say I'm more of a fan of the side-by-side barrels than the over-and-unders. I've been looking at the Colt 1878. It has some nice engravings on the lock too, and I love the exposed hammers:

http://img.photobucket.com/albums/v720/Viper45/colt1878-detail.jpg


Here's a quick mockup I made of how it would look as a sawn off shotgun. (I just took a picture of the full shotgun and, well... sawed off the barrel and stock )

http://img.photobucket.com/albums/v720/Viper45/colt1878-sawedoff.jpg

Yay? Nay?
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Old 05-28-2011, 10:50 PM   #15   Add To Ignore List  
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Default Re: Viper45's showcase

Yay.
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Old 06-02-2011, 04:29 AM   #16   Add To Ignore List  
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Default Re: Viper45's showcase

I prefer the longer barrels, but to each their own.
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Old 06-02-2011, 04:41 AM   #17   Add To Ignore List  
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Default Re: Viper45's showcase

Your Spas 12 shotgun should be used in SS3. It is realistic and looks much cooler than the one in the trailer.
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Old 06-03-2011, 01:08 AM   #18   Add To Ignore List  
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Default Re: Viper45's showcase

Thanks Antonio, that's a pretty nice compliment.

Quote:
Originally Posted by Brute View Post
I prefer the longer barrels, but to each their own.
The problem is I can't find much variety in the land of double barreled shotguns. Most of the side-by-side ones look very similar to the one already in the game. Even the one I picked is very close with out the barrels sawn off. There are the over-and-unders, but I just love how the side-by-sides look in FPSs.


Sorry I haven't made any progress on this yet, I've been pretty busy lately. I'll hopefully be able to get started on it pretty soon.
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Old 06-03-2011, 02:27 AM   #19   Add To Ignore List  
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Default Re: Viper45's showcase

Quote:
Originally Posted by viper45 View Post
The problem is I can't find much variety in the land of double barreled shotguns. Most of the side-by-side ones look very similar to the one already in the game.
Yeah, I know what you mean. That's why I recommended the over-and-under.
Tough spot. Good luck figuring something out. And I still look forward to the ME assault rifle.
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Old 06-03-2011, 05:02 AM   #20   Add To Ignore List  
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Default Re: Viper45's showcase

Wow, I totally forgot about that. I guess I really have been busy. I even had some screenshots ready to post from a while back. I'll just post a WIP video of it instead, with a surprise appearance of the Domo as well.

YouTube Video: Serious Sam HD mods - Mass Effect rifle and Domokun

Last edited by viper45; 06-03-2011 at 05:11 AM.
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Old 06-03-2011, 05:49 AM   #21   Add To Ignore List  
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Default Re: Viper45's showcase

Looks amazing, man!
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Old 06-03-2011, 05:54 AM   #22   Add To Ignore List  
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Default Re: Viper45's showcase

I love your work man, I just love it !

The part with the domos is just pure awesome. They are so funny to watch
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Old 06-03-2011, 10:37 AM   #23   Add To Ignore List  
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Default Re: Viper45's showcase

Nice work It seems that muzzle flash is inside the mesh. Or it's just Bloom? Oh, and I can't see Normal map and Gloss mask on model. Is it cuz of video quality or you haven't added them? Anyway it looks great!
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Old 06-04-2011, 04:46 AM   #24   Add To Ignore List  
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Default Re: Viper45's showcase

It's just bloom. Believe me, I went around and around trying to figure out why it looked like the muzzle flash was in the wrong spot in-game, when it looked fine in the editor. I may just dial down the illumination value on the material a bit which should make it bloom less.

The model does have a normal and gloss map applied. The compression does make it hard see, but you can catch glimpses of the normal map if you watch it in 720p / fullscreen. Though I admit that texturing isn't my strong suit, so the actual quality of said normal map is still up for debate.
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Old 06-04-2011, 04:59 AM   #25   Add To Ignore List  
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Default Re: Viper45's showcase

Very nice. Muzzle flash isn't too much of an issue. can't wait for its release.
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Old 06-04-2011, 05:43 AM   #26   Add To Ignore List  
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Default Re: Viper45's showcase

Hey viper, can we use your spas for our retro encounter as an extra weapon?We'll give you credit!

Also, i have a request : can you make all the weapons centered?Like the ones in doom?No new models, just new animations.It would be the coolest thing ever!

Last edited by Batandy; 06-04-2011 at 05:48 AM.
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Old 06-09-2011, 06:51 PM   #27   Add To Ignore List  
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Default Re: Viper45's showcase

Well, darn. I thought I'd experiment with making the SPAS semi-automatic (which means you don't have to pump it after every shot, meaning you can shoot much faster), but make it have to be reloaded. I actually set up the gameplay for it, where you can shoot 8 rounds one after the other, but then have a 2 second reloading period. I actually really enjoyed it. It shoots faster, but it remains pretty balanced because of the reload delay.

I wanted to use an external/removable magazine so that all shells could be reloaded at once by simply replacing the magazine. The problem is, I don't think the SPAS 12 was designed for that type of magazine, meaning the only "accurate" way of reloading it is reloading each shell individually, like you'd see with most shotguns in games. There are a couple problems with that: 1. Serious Sam isn't a game where you can afford an 8-second reload time, and 2. I don't see a feature implemented that makes it so you can reload only however many shells you've shot. Meaning, if I made it right now, and you shot 1 shell and hit the reload button, Sam would put in all 8 shells for a full reload.

So yes, quite the predicament. How do you guys feel about a semi-auto / reloadable shotgun?

Quote:
Originally Posted by Batandy View Post
Hey viper, can we use your spas for our retro encounter as an extra weapon?We'll give you credit!

Also, i have a request : can you make all the weapons centered?Like the ones in doom?No new models, just new animations.It would be the coolest thing ever!
Sure, you can use the SPAS. As for the Doom mod, that could actually take a lot of work if I had to remake the animations for all the guns. I have another idea: actual Doom weapons in SSHD. I mention this because I already made a fully working double barrel shotgun replacement a while ago, with the original sprites and sound effects from Doom 2. The only problem is I don't think I can distribute it, for legal reasons.

Last edited by viper45; 06-09-2011 at 06:54 PM.
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Old 06-11-2011, 08:16 AM   #28   Add To Ignore List  
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Default Re: Viper45's showcase

Well there are ways around this. You can have the reload come up automatically, and you can have the reload animation like in SoF, super fast. or you can try and look at the data for the revolvers and see how they are set up.
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Old 06-11-2011, 08:25 AM   #29   Add To Ignore List  
 
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Default Re: Viper45's showcase

Replace sniper?
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Old 06-11-2011, 09:25 AM   #30   Add To Ignore List  
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Default Re: Viper45's showcase

I need to start working on my own projects again. L4D mockery anyone?
Don't tell anyone but I'm calling it "Fists 0xf Fury!", or "FfF!" haha, yeah I woke smeed.

You make me envious with your work, viper.
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