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Fallann Hyper Rifle Release

Posted: Sun Jul 26, 2009 4:08 am
by CodaRez
Ahhh, long long gun, makes me very happy to stab in enemy's face.

Anyway this is the SWG Fallann Hyper Rifle, perhaps the record breaker for the longest gun in SWG and perhaps the STAR WARS universe that can be held by a man.
Hidden/Spoiler:
I still remember this joke when I was in SWG in a cantina holding this rifle. A girl came up to me and said "Nice gun. You trying to compensate for something?" Now the reason why she said that was because my species was a BOTHAN (SWG players would get this joke more easily)
Anyway, I had TWO references for this:
Hidden/Spoiler:
Image
Image
Don't they look just positively different! :D

So, problem, 2 contradictions. So I basically made the model, the whole main body is true to SWG, but I made the scope based on the artwork. So the scope is square, not much difference eh? but it looked better to me.

So HERE are the pics in-game:
Hidden/Spoiler:
Image
Image
Officer: "Sooooo....You...wanna...talk this out??........."

Ain't she long? :? .

Perhaps this is also one of my most devotions to a model's texture I ahve ever exhibited. I mean, I coulda just left the scope to display blank right? :funny2:

Well, without further adew:

Download Link:

GameFront

EDIT: New link, it ACTUALLY GLOWS NOW. guaranteed, k. Also edited the texture placement around the scope a bit. So sry those who DLed earlier version, get this one.
Hidden/Spoiler:
Image
Image
Compare these images to the 1 above. The scope now has light even in the darkest corners.

CREDITS:

-Model - Me
-Texture - Mainbody---->SWG screenie || Scope texture----> Me
-Pandemic and the guys at GT, my crazy model frenzy is all their fault XD.
-squipple for the Edit Flags tut
-Basically all those who helped in this topic: http://www.gametoast.com/forums/viewtop ... 27#p338027
-Reps Meshtools4

Have fun with that long barrel! :maulsaber: .


This weapon can be found in CodaRez's Weapon Assets - Part 1

Re: Fallann Hyper Rifle Release

Posted: Sun Jul 26, 2009 6:24 am
by Par3210
:eek:

Nice. Model. :D

Re: Fallann Hyper Rifle Release

Posted: Sun Jul 26, 2009 7:56 am
by JysT
very nice, me likey. :D

Re: Fallann Hyper Rifle Release

Posted: Sun Jul 26, 2009 8:15 am
by The_Emperor
:D Time for some serious eye-poking action

And I agree, the concept version's scope looks nicer. Great model!

Re: Fallann Hyper Rifle Release

Posted: Sun Jul 26, 2009 9:25 am
by RevanSithLord
And when I selected "Yes (good)" on the voting, I meant it in the nicest way possible, because you are simply making my jaw hurt every single time! :lol: Nice work! :funny2:

Re: Fallann Hyper Rifle Release

Posted: Sun Jul 26, 2009 12:36 pm
by RogueKnight
Lol, you aren't overdoing it, but your modeling all the good weapons!

I better get back to it!

Re: Fallann Hyper Rifle Release

Posted: Mon Jul 27, 2009 7:25 pm
by CodaRez
New info on top.

Finally got it to glow!(the scope)

So you guys should go DL the newer version k.

Some image proof.
Hidden/Spoiler:
Image
Image
(note the dark corner and still bright scope)

Re: Fallann Hyper Rifle Release

Posted: Sat Aug 01, 2009 10:39 am
by Delta-1035
Awesome work like always! :wink:

Re: Fallann Hyper Rifle Release

Posted: Sun Aug 02, 2009 2:33 pm
by Par3210
yup! Using this in my new map, WW2 Battlefield! :)
Trouble is I'm no good with making odfs... could someone set the odf up for me like a normal rifle? Or is it included? Thanks.

Re: Fallann Hyper Rifle Release

Posted: Sun Aug 02, 2009 7:15 pm
by CodaRez
Unincluded, but:
[WeaponClass]
ClassParent = "com_weap_inf_rifle"
GeometryName = "hyp_fal_rif.msh"

[Properties]
AnimationBank = "rifle"
GeometryName = "hyp_fal_rif"
OrdnanceName = "all_weap_inf_rifle_ord"

//******************************************************
//*************** SOUND ****************
//******************************************************

FireSound = "all_weap_inf_rifle_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
ProneSound = "com_weap_inf_rifle_mvt_squat"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
This will make it sound like the rebel blaster though.

Ordnance
[OrdnanceClass]
ClassParent = "com_weap_inf_rifle_ord"

[Properties]
GL

Re: Fallann Hyper Rifle Release

Posted: Mon Aug 03, 2009 12:33 pm
by Null_Clone_Assasin
hehe, like the long barrel :D
:thumbs:

Re: Fallann Hyper Rifle Release

Posted: Sat Aug 15, 2009 5:26 pm
by darthkibbles
ummmm my rifle wont shoot

my class odf:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default_marine"

[Properties]
Label = "Republic Marine"
UnitType = "trooper"
IconTexture = "rep_trooper_icon"

GeometryName = "rep_inf_trooper"
GeometryLowRes = "rep_inf_trooper_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"


[GameObjectClass]
ClassParent = "rep_inf_default"


[Properties]
UnitType = "assault"

MaxSpeed = 6.0 // base forward speed
MaxStrafeSpeed = 4.5 // base right/left speed

WEAPONSECTION = 1
WeaponName = "trp_inf_weap_hyperrifle"
WeaponAmmo = 4

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_rocket_launcher"
WeaponAmmo = 4

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 4
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "rep_weap_award_rifle"
WeaponAmmo = 4

VOUnitType = 121
my gun odf:
Hidden/Spoiler:
[[WeaponClass]
ClassParent = "com_weap_inf_rifle"
GeometryName = "hyp_fal_rif.msh"

[Properties]
AnimationBank = "rifle"
GeometryName = "hyp_fal_rif"
OrdnanceName = "all_weap_inf_rifle_ord"

//******************************************************
//*************** SOUND ****************
//******************************************************

FireSound = "all_weap_inf_rifle_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
ProneSound = "com_weap_inf_rifle_mvt_squat"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"

/Hide]







my ord odf:

[Hide][OrdnanceClass]
ClassParent = "com_weap_inf_rifle_ord"

[Properties]
anyone see the problem?

Re: Fallann Hyper Rifle Release

Posted: Sat Aug 15, 2009 5:34 pm
by kinetosimpetus
is the all_weap_nf_rifle_ord.odf in the same folder?

Re: Fallann Hyper Rifle Release

Posted: Sat Aug 15, 2009 5:46 pm
by darthkibbles
but it didnt come with an odf.... i named mine trp_inf_weap_hyperrifle ok...

Re: Fallann Hyper Rifle Release

Posted: Sat Aug 15, 2009 6:04 pm
by AQT
What is your point? Your weapon's odf calls for the ordnance all_weap_nf_rifle_ord which is a stock odf found in the assets. Is this odf in your side's ODF folder? If not, that's the reason why your weapon isn't shooting anything.

Re: Fallann Hyper Rifle Release

Posted: Sun Nov 07, 2010 6:39 pm
by thesnyder25
link is broken

Re: Fallann Hyper Rifle Release

Posted: Sun Nov 07, 2010 6:41 pm
by Maveritchell
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Please don't bump topics over 30 days old. It is against The Rules.

If you're looking for this file and the download link is broken please report this in The "Help me find an asset" topic and someone might upload the file again if they have it or redirect you to a working download link.

Thanks, Staff

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