Evergreen's OS mods - M4A1,SR25,ChristmasPack&more!

Released modifications for the OpenSpades client.
Forum rules
Release, download, and praise or criticize completed modifications. For installation and creation help, please visit the OpenSpades general discussion forum.
193 posts Page 7 of 13 First unread post
Evergreen
Deuced Up
Posts: 199
Joined: Thu Jul 24, 2014 5:38 am


MrHaaax wrote:
Except for the unusually small trigger guard, holy shit.
Any bigger looked either misshapen or obnoxiously large. I opted for smaller, less distracting and you won't notice it with the hands 'holding' it
1Shot1Kill
Modder
Modder
Posts: 1707
Joined: Sun Mar 02, 2014 5:53 pm


Wolfman389
Deuced Up
Posts: 40
Joined: Thu Oct 23, 2014 12:28 am


oh my god....


Best weapon mod I have seen EVER on ANY GAME.
Evergreen
Deuced Up
Posts: 199
Joined: Thu Jul 24, 2014 5:38 am


Uploaded, download link posted. Enjoy!

EDIT
Also, this



Image
Because I guess there's some pistol fad going around right now?
Evergreen
Deuced Up
Posts: 199
Joined: Thu Jul 24, 2014 5:38 am


Hate double posting, but I have to bump. Two new guns guys, check 'em out!
DigitalCuber
Blue Master Race
Blue Master Race
Posts: 26
Joined: Fri Nov 07, 2014 1:22 am


Looking Nice :D
Especially the M14, the pistol is a bit small, but I can probably find a way to fit it in some occasion :)
Evergreen
Deuced Up
Posts: 199
Joined: Thu Jul 24, 2014 5:38 am


DigitalCuber wrote:
Looking Nice :D
Especially the M14, the pistol is a bit small, but I can probably find a way to fit it in some occasion :)
I messed with the size before scripting the sights and messing with the animation, something I don't have much experience with and struggled with. By the time I got everything functional and looking right, fixing the little size issue wasn't worth it to me :P
Wolfman389
Deuced Up
Posts: 40
Joined: Thu Oct 23, 2014 12:28 am


it might be only me but, does anyone think that the scope is floating in mid air?
but anyways i really like your pistol and M16 EBR. Green_Happy1
Evergreen
Deuced Up
Posts: 199
Joined: Thu Jul 24, 2014 5:38 am


Wolfman389 wrote:
it might be only me but, does anyone think that the scope is floating in mid air?
but anyways i really like your pistol and M16 EBR. Green_Happy1
It almost is!
Image
FoobyDude
3 Years of Ace of Spades
3 Years of Ace of Spades
Posts: 74
Joined: Sun Apr 06, 2014 6:46 pm


Is the M1911's Slide animated?
Evergreen
Deuced Up
Posts: 199
Joined: Thu Jul 24, 2014 5:38 am


FoobyDude wrote:
Is the M1911's Slide animated?
Unfortunately not, I've considered attempting it, but I don't know where to begin. May look at Chameleons pistol script for reference
Chameleon
Modder
Modder
Posts: 601
Joined: Thu Nov 22, 2012 6:41 pm


PM me if you need help :)

To make it simpler for you:
1. Make your weapon ("WeaponNoMagazine.kv6")
Make everything else - magazine, sights
3. Copy and paste your weapon model ("Copy of WeaponNoMagazine.kv6"), rename it to "WeaponMove.kv6" for example
4. Open "WeaponMove.kv6", erase parts that will not move
5. Open "WeaponNoMagazine.kv6", erase parts that will move
6. Look into my script or tutorial for moving that slide.

Again, PM me if you get stuck. Remember that different scale will affect movement of your sight models if you put the movement part (CreateTranslateMatrix) after the scaling part (CreateScaleMatrix). The way I have animated my pistol could be improved a lot.

P.S. I'll get you the better script (it might not work tho)
Spoiler:
Code: Select all
//ANIMATION
	Matrix4 mat2; 
	//it is simpler to declare another variable ("mat2") than use present one ("mat")
	mat2 = weapMatrix * CreateTranslateMatrix("POSITION OF WEAPONNOMAGAZINE.KV6") * CreateScaleMatrix("SCALE");
	if(reloading) 
	{
		if(reload < 2.f)
		{
		
		}
		else if(reload < 2.2f)
		{
			float per = (reload - 2.f) / 0.2f;
			mat2 *= CreateTranslateMatrix(0.f, per*-5.f, 0.f);
		}
		else
		{
			float per = (reload - 2.2f) / 0.3f;
			mat2 *= CreateTranslateMatrix(0.f, -5.f, 0.f);		
			mat2 *= CreateTranslateMatrix(0.f, per*5.f, 0.f);
		}
	}
	if (ReadyState < 1.f)
	{
		if (ReadyState < 0.5f)
		{
			float per = (0.5f - ReadyState) / 0.5f;
			mat2 *= CreateTranslateMatrix(0.f, per*-5.f, 0.f);
		}
		if (ReadyState < 1.0f)
		{
			float per = (1.0f - ReadyState) / 0.5f;
			mat2 *= CreateTranslateMatrix(0.f, -5.f, 0.f);			
			mat2 *= CreateTranslateMatrix(0.f, per*5.f, 0.f);
//you can add "&& Ammo != 0" to "if(...)" so slide locks back after the last shot
//but then you will need to do a separate reload animation for dry and tactical reloads
//also this animation is far from complete and has some bugs in it
//to make it easier at the beginning, remove "&& Ammo != 0"
//
//if (ReadyState < 1.0f && Ammo != 0) 
// && means AND
// || means OR
//
		}
	}
//END OF ANIMATION
//individual position and scale for each model
	param.matrix = mat2;
	param.matrix *= CreateTranslateMatrix("POSITION");
	param.matrix *= CreateScaleMatrix("SCALE");
//individual position and scale for each model
	renderer.AddModel(sightModel1, param); // front
	
	param.matrix = mat2;
	param.matrix *= CreateTranslateMatrix("POSITION");
	param.matrix *= CreateScaleMatrix("SCALE");
	renderer.AddModel(sightModel2, param); // rear
	
	param.matrix = mat2;
	param.matrix *= CreateTranslateMatrix("POSITION");
	param.matrix *= CreateScaleMatrix("SCALE");
	renderer.AddModel(movemodel, param); //slide
Evergreen
Deuced Up
Posts: 199
Joined: Thu Jul 24, 2014 5:38 am


Thanks for the support, Chameleon. You're free to take the model and script it if you credit me, but I'll stick to what I'm good at; modeling. On that note, new model on the way!

H&K G36c
Image
MrHaaax
Modder
Modder
Posts: 1360
Joined: Sun Nov 25, 2012 2:58 am


Evergreen wrote:
Thanks for the support, Chameleon. You're free to take the model and script it if you credit me, but I'll stick to what I'm good at; modeling. On that note, new model on the way!

H&K G36c
Image
Nice! Your modding skills are remarkable! (if anyone gets the reference)
But have you tried to enlarge the forward grip a bit? It looks too small comparing to the pistol grip. Yes, I'm aware that simply adding 2 voxels on each side out of 4 will not work, but maybe adding voxels asymmetrically will..?
Evergreen
Deuced Up
Posts: 199
Joined: Thu Jul 24, 2014 5:38 am


MrHaaax wrote:
Evergreen wrote:
Thanks for the support, Chameleon. You're free to take the model and script it if you credit me, but I'll stick to what I'm good at; modeling. On that note, new model on the way!

H&K G36c
Image
Nice! Your modding skills are remarkable! (if anyone gets the reference)
But have you tried to enlarge the forward grip a bit? It looks too small comparing to the pistol grip. Yes, I'm aware that simply adding 2 voxels on each side out of 4 will not work, but maybe adding voxels asymmetrically will..?
I tried extending it 1 voxel forward and adding to the sides of it, but it looked bad. Really all that's needed is something at the base and something coming out under the hand, it's just supposed to serve it's purpose.
193 posts Page 7 of 13 First unread post
Return to “OpenSpades MODs”

Who is online

Users browsing this forum: No registered users and 9 guests