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ForumsShowcase → JK Project: Call of Jedi (CoJ)
JK Project: Call of Jedi (CoJ)
2009-09-14, 10:55 AM #1
Well I havent been working on my other projects too much. Been addicted to Call of Duty: World at War on the PS3.
I noticed alot more people are making WWII mods, like the M1 Garand Rifle someone posted, and the Killing Nazi's thread.

Well my first foray into it is the S-Type Anti Personell mine, "Bouncing Betty"

Enjoy.

PS. Looking for good textures so if your interested please check out the JK Hub Page.
http://www.jkhub.net/project/show.php?projid=508
Attachment: 22662/BOUNCING BETTY.jpg (41,031 bytes)
THE GUNDAM PROJECT
2009-09-14, 11:37 AM #2
Looks like a bunch of cylinders on top of each other. I see no pin, or "tentacles". If you didn't have a reference picture nobody would know what you are talking about.
"Nulla tenaci invia est via"
2009-09-14, 11:56 AM #3
still WiP
I'm fleshing out the details now.
Also trying to get textures. maybe some camo or something.
Lol.

Here are your tentacle triggers and firing pin. Lmao
Attachment: 22663/S-TYPE.jpg (40,544 bytes)
THE GUNDAM PROJECT
2009-09-14, 12:40 PM #4
...why are there concave surfaces?
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-09-14, 1:14 PM #5
I was just thinking the same thing, Emon.
Author of the JK levels:
Sand Trap & Sand Trap (Night)

2009-09-14, 2:50 PM #6
If you're looking at that quadrant on the top of the big cylinder, he probably just didn't bother to connect them properly.
2009-09-14, 3:04 PM #7
How do you mean?
All surfaces are flat except the rounded outside edges.
Attachment: 22665/s-type2.jpg (24,369 bytes)
THE GUNDAM PROJECT
2009-09-14, 3:05 PM #8
Someone told me once that when making a 3DO all faces should be cut to triangles. So I'm working on it.
THE GUNDAM PROJECT
2009-09-14, 3:39 PM #9
Originally posted by JM:
If you're looking at that quadrant on the top of the big cylinder, he probably just didn't bother to connect them properly.

Oh, yeah that's it.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-09-14, 4:34 PM #10
Originally posted by Zero_Raven:
the M1 Garand Rifle someone posted


The M1 Garand is semi auto, and the rifle __Ace_1_ made is bolt action, so that's not even in the right category.
2009-09-15, 8:43 AM #11
Ok Reid I realized the error. Sorry. mister bloody perfect...
THE GUNDAM PROJECT
2009-09-15, 2:21 PM #12
Hahahahaha


I think it looks cool. I love the Bouncing Betty.
2009-09-15, 2:39 PM #13
Thanks X. Im working on the MK2 Frag Grenade and the M1911 Colt .45 right now. Any ideas about some textures X?
THE GUNDAM PROJECT
2009-09-15, 3:18 PM #14
Speaking of the M1911 COLT .45
Here it is. Still WIP but working. Need textures lol.

Appreciate some CONSTRUCTIVE criticism
Attachment: 22672/M1911.jpg (42,795 bytes)
THE GUNDAM PROJECT
2009-09-15, 4:21 PM #15
It looks disproportionate. Make the barrel (at the thickest part) longer and the handle longer.
DO NOT WANT.
2009-09-15, 4:25 PM #16
Cleaving boxes is not really the ideal way to create a model. JED/ZED isn't really and ideal model creator, only levels.
"Nulla tenaci invia est via"
2009-09-15, 4:41 PM #17
Originally posted by Zero_Raven:
JK Project: Call of Jedi (CoJ)

I'm still waiting for the Call of Cthulhu JK mod. :colbert:
And when the moment is right, I'm gonna fly a kite.
2009-09-15, 4:48 PM #18
Thanks Zell. The Handle is a little short. Looks a bit more like a P-Walther. "Bond, James Bond"

I think Zanardi, if you have enough patience it can be a good model maker.

Increased Barrel Length. Now looks better. Need to add few small details.
Attachment: 22674/M1911-2.jpg (42,417 bytes)
THE GUNDAM PROJECT
2009-09-15, 5:04 PM #19
You should do this the other way around and make a star wars mod for Call of Duty
2009-09-15, 5:06 PM #20
You misunderstood. The barrel is a decent length now, you just need to bring that curved and indented portion on the bottom forward a bit.
Attachment: 22675/gun.jpg (43,893 bytes)
DO NOT WANT.
2009-09-15, 5:30 PM #21
Ok well lets see if I've zero'd in. Made the curve part by the trigger gaurd longer and the forward part a bit shorter.
Attachment: 22676/m1911-3.jpg (39,758 bytes)
THE GUNDAM PROJECT
2009-09-15, 5:39 PM #22
There, that looks better.
DO NOT WANT.
2009-09-15, 6:52 PM #23
Zell, whats your opinion of the S-TYPE "Bouncing Betty" ?
Its similar to the picture with one minor alteration, the extra ring above the firing pin. Makes it look more like a pressure mine I think.
THE GUNDAM PROJECT
2009-09-15, 10:53 PM #24
IMO the mine is fine, the only part that will be showing when you put it in the ground is the little prongs (if you're going for realism). Make em curve out a little more and put som extra poly work into it. In fact, if you want to cut down on poly count as well, cut off the bottom 3/4ths of the model.
A dream is beautiful because it remains a dream.
2009-09-16, 5:41 AM #25
Then what will we see when the bouncing betty springs up into the air and splodes?
2009-09-16, 10:00 AM #26
Thats my point exactly JM. But the issue is, in CoD:WaW the betty is pretty visible so yeah. It doesnt go in ground just kinda blends in unless your looking for it.
And its gonna take some COG work to get it to pop right?
And can i do distance damage adjustment? IE further from the center less blast effect?
THE GUNDAM PROJECT
2009-09-16, 10:31 AM #27
That's how all blasts in JK work by default.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-09-16, 11:02 AM #28
Originally posted by Zero_Raven:
Zell, whats your opinion of the S-TYPE "Bouncing Betty" ?
Its similar to the picture with one minor alteration, the extra ring above the firing pin. Makes it look more like a pressure mine I think.


The actual bouncing betty is only about two cylinders, and for some reason you have 4. There's no reason to have that extra ring you mentioned. It isn't on the original mine, why include it? All you need are the 'tentacles' and the firing pin for people to recognize.
DO NOT WANT.
2009-09-16, 12:48 PM #29
actually looking at wwii photos the betty did have 3. the main cylinder with the charge and shrapnel, the protuding cylinder and the pressure cylinder with the connectors to the fuse. I added the ring mainly because when i first looked at the CoDWaW Icon for it, i mistoke the firing pin for a ring. ooops. But it does technically give it a "safe burial" point to where the mine wont accidently not detonate. Lol. I dunno. May remove it later. But that will shorten the overall mine.
THE GUNDAM PROJECT
2009-09-16, 1:01 PM #30
Originally posted by Zero_Raven:
I think Zanardi, if you have enough patience it can be a good model maker.


I used to say the same thing till I realized I was lying to myself
"Nulla tenaci invia est via"
2009-09-16, 1:01 PM #31
Then you should have included a picture of that, because I'm just using that picture in your OP as a reference.
DO NOT WANT.
2009-09-16, 2:15 PM #32
Originally posted by Zero_Raven:
Thats my point exactly JM. But the issue is, in CoD:WaW the betty is pretty visible so yeah. It doesnt go in ground just kinda blends in unless your looking for it.
And its gonna take some COG work to get it to pop right?
And can i do distance damage adjustment? IE further from the center less blast effect?


The JK sequencer charge already has a 1 second delay upon it's collision sphere being touched. I think you can just add a touched message to the sequencer's class cog with code to detach it and apply an upwards force. You can make the collision sphere smaller in the bouncing betty's template info, so it seems it only goes off if players "step on it" instead of acting like a motion-sensing proximity mine.
if(GetLocalPlayerThing() != jkGetLocalPlayer()) call implode_universe;
2009-09-16, 4:18 PM #33
Originally posted by __Ace_1_:
The JK sequencer charge already has a 1 second delay upon it's collision sphere being touched. I think you can just add a touched message to the sequencer's class cog with code to detach it and apply an upwards force. You can make the collision sphere smaller in the bouncing betty's template info, so it seems it only goes off if players "step on it" instead of acting like a motion-sensing proximity mine.


Would it be possible to animate the jumping? That would probably make the betty more stable in multiplayer.

(excuse me if this isn't possible, etc, i dont know much about animation in JK)
2009-09-16, 4:44 PM #34
Yeah that's definitely possible.

BTW ignore my earlier suggestion about sequencer charges. I just added a simple touched message to class_sequencer.cog for fun, and it doesn't work with the unmodified sequencer template.
if(GetLocalPlayerThing() != jkGetLocalPlayer()) call implode_universe;
2009-09-16, 6:53 PM #35
Ok well if someone wants to help by writing a sample COG? Lol. Anywho.

Here's the S-Mine with the 3 cylinders highlighted and labeled.
*Barrel is not exact name.
Attachment: 22680/sexample.jpg (12,337 bytes)
THE GUNDAM PROJECT

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