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CORE Wolverine +1
Posted: 23 Jun 2008, 19:18
by MR.D
I'm in the mood for big guns
Although this is a 3d party model I had forgotten to make it for the LVL-1 vehicle lineup.
And since it's a part of quite a few mods use LVL-1 vehicle artillery with this unit, I thought I would give it a go and see if I can improve upon it.
I was also motivated by what CA did to my Garpike model, and decided its probably for the best that I create an actual artillery unit instead of them having to piece one together from a unit that was never intended to be one

.
I'm not planning anything fancy on this one, and will be holding to the operation that the original used, mostly just moving parts around so it doesn't clip or do anything wierd.
1022 triangles
** BA Wolverine **

** My Remodel **

Re: CORE Wolverine +1
Posted: 23 Jun 2008, 19:20
by Machiosabre
man, the wolverine design is awesome.
Re: CORE Wolverine +1
Posted: 23 Jun 2008, 19:28
by Crayfish
I think Mr.D took his weetabix and awesome modelling steroids this morning.
Re: CORE Wolverine +1
Posted: 23 Jun 2008, 19:44
by Guessmyname
I'd lower the main gun, personally. Beyond that, looks good!
Re: CORE Wolverine +1
Posted: 23 Jun 2008, 19:58
by [Krogoth86]
Yeah I also think that "lifting of the arm" isn't a good idea. It should be one the same height as the rest. I know you did it for the high traj mode but I'd go for a different solution like putting the tracks more inwards and making that am a bit longer so the cannone hovers benath the tracks instead of above them...
The rest looks awesome...
Re: CORE Wolverine +1
Posted: 23 Jun 2008, 20:18
by Peet
How about designing it so that the "arm" can be raised by script, depending on whether the gun will be pointing upwards?
Re: CORE Wolverine +1
Posted: 23 Jun 2008, 20:38
by rattle
The firing mechanism never made sense for the high trajectory firing mode.
Re: CORE Wolverine +1
Posted: 23 Jun 2008, 20:40
by smoth
Peet wrote:How about designing it so that the "arm" can be raised by script, depending on whether the gun will be pointing upwards?
+1
like on a swivel or something.
Re: CORE Wolverine +1
Posted: 24 Jun 2008, 00:29
by clericvash
smoth wrote:Peet wrote:How about designing it so that the "arm" can be raised by script, depending on whether the gun will be pointing upwards?
+1
like on a swivel or something.
After that change, in my mind it becomes pure utter win. Good job as always!
Re: CORE Wolverine +1
Posted: 24 Jun 2008, 21:44
by MR.D
OK got some tweaks on it, I made the swing arm for the cannon lift for the high angle shooting.
It has plenty of clearance for shooting in high angle, and can stow back down when in lower trajectory shooting or travel.
I made a short .avi movie, make sure you guys have your Div-X codec up to date.
** 1.2 meg .avi animation **
http://www.mrd.str8-6.com/files/wolverine_test.zip
***************************************
Re: CORE Wolverine +1
Posted: 25 Jun 2008, 03:13
by Warlord Zsinj
Very cool. I hope whoever does the anim can get that back tread to rotate correctly as the unit turns.
One possible issue that I spotted was that in order to have decent firing kickback (which the gun seems designed for, and I think would look great), the weapon seems like it will clip through the tracks if it is firing vertically.
Re: CORE Wolverine +1
Posted: 25 Jun 2008, 03:19
by Pressure Line
MR.D wrote:OK got some tweaks on it, I made the swing arm for the cannon lift for the high angle shooting.
>_>
Re: CORE Wolverine +1
Posted: 25 Jun 2008, 05:06
by MR.D
But after its all said and done, if the guy who scripts it makes that part move to far backwards, it could still clip.
The first video wasn't very helpful in pinpointing exactly how far I would like it to move back, or just how much space is free for clearance.
This should help clear that up Zsinj.
http://www.mrd.str8-6.com/files/wolverine_test2.zip
Re: CORE Wolverine +1
Posted: 25 Jun 2008, 06:28
by Warlord Zsinj
I see. Well, in that case I'd say that in my opinion the kickback needs to be greater; preferably at least to the point where clipping is just missed (or even a slight clip that you would realistically never see). Perhaps you can increase the length of the arm, or the angle of the arm to slightly to allow it to be held higher and allow for greater kickback?
I think good kickback is important to add to the drama of an artillery piece.
And to all the disciples: These are just opinions. Mr.D may ignore them and the design would still be fine, it is just an idea which he may or may not use that I think would improve things. If you have faith in MR.D for producing excellent designs, then you ought to owe him enough respect to believe that he can stick to his guns if presented with something he disagrees with

Re: CORE Wolverine +1
Posted: 25 Jun 2008, 12:29
by MR.D
I dunno Zsinj...
The twisting motion was always the thing I noticed on the Wolverine when playing AA, BA, and SA.
Even the original was hard to see the actual barrel parts move up close, and tbh, I'm not really worried about it.
Its only there for cinema stuff anyway or making movies, its the only time that you are zoomed in enough to notice those things, since they happen so fast and move such short distances compared the other body parts on the models.
Re: CORE Wolverine +1
Posted: 25 Jun 2008, 13:37
by Warlord Zsinj
I dunno, barrel recoils was always something I noticed in TA. I always noticed barrel recoils, and the way units would rock when firing. Little details like that just added so much to my overall immersion.
But I mean, it's your call. I'd like to see the recoil increased as far as possible, seeing as it's an artillery unit.
Re: CORE Wolverine +1
Posted: 25 Jun 2008, 16:50
by clericvash
I like the animations in the second video, very cool :D
Re: CORE Wolverine +1
Posted: 25 Jun 2008, 17:32
by KDR_11k
Having the turret spin a bit doesn't really make sense for high traj since the force is almost entirely downward. Should be limited to low traj.
Re: CORE Wolverine +1
Posted: 26 Jun 2008, 03:10
by Warlord Zsinj
I think the spinning was just to illustrate to me how it wouldn't clip if it were in full 'kickback' position irrespective of where it had rotated to fire.
Re: CORE Wolverine +1
Posted: 26 Jun 2008, 15:20
by Machiosabre
I think it spins because its a a torso with a gun for an arm, if you pretend your arm is a big gun and you fire it up, you'll spin a bit!