[Weapon] Claymore Sword

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Corpsey
Posts: 77
Joined: Mon Jan 06, 2014 10:38 pm

[Weapon] Claymore Sword

Post by Corpsey » Sun Mar 30, 2014 4:42 pm

Image

It's a claymore.

Known issues:
It occasionally falls through the level (about 1/90 chance)
Seams (Shh... zoom out. lol)

Have fun. :)
[+] Fixes
V1_1 - Fixed range (increased from 0.4 to 0.9)
V1_2 - Fixed range (decreased from 0.9 to 0.66) - this should prevent attacks from registering from too far away.
V1_3 - Changed the animation for the short range stationary attack to a kick.
Installing:
Install to (Drive:\)Program Files (x86)\Steam\steamapps\common\Overgrowth\Data\
(Merge with Custom)

Loading:
Click 'Load Item', browse to \Overgrowth\Data\Custom\Corpsey\Items\Weapons\ClaymoreCdl.xml
Attachments
Custom.zip
Claymore Sword V1_3 ZIP
(779.15 KiB) Downloaded 94 times
Custom.rar
Claymore Sword V1_3 RAR
(674.02 KiB) Downloaded 64 times
Last edited by Corpsey on Fri Apr 11, 2014 8:15 am, edited 3 times in total.

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Constance
Overgrowth Modder Deluxe
Posts: 2394
Joined: Sat Mar 17, 2012 2:05 pm
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Re: [Weapon] Claymore Sword

Post by Constance » Tue Apr 01, 2014 1:06 pm

Looks pretty damn nice (at least to me).
Like I said in the other topic, looks a lot like the Chivalry one, but that's because both are made based on real life.

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Corpsey
Posts: 77
Joined: Mon Jan 06, 2014 10:38 pm

Re: [Weapon] Claymore Sword

Post by Corpsey » Tue Apr 01, 2014 11:11 pm

I actually copied their poly reduction method on the quatrefoils (for their third person model) because it was very efficient and gave a nice look.

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Sehiro
Posts: 302
Joined: Fri Sep 27, 2013 4:59 am
Location: Currently in the Lifestream

Re: [Weapon] Claymore Sword

Post by Sehiro » Wed Apr 02, 2014 2:50 am

Timbles wrote:Looks pretty damn nice (at least to me).
I concur.

I particularly like the way the left hand helds it.
Excellent work.

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Corpsey
Posts: 77
Joined: Mon Jan 06, 2014 10:38 pm

Re: [Weapon] Claymore Sword

Post by Corpsey » Wed Apr 02, 2014 3:40 pm

I fixed the range. Attacks were able to extend way to far, and while that's the point of a longsword, in-game it looked incorrect when you die from 1 1/2 feet away from the blade. This was the best I could possibly fix it.

It still happens but much more rarely - and it's not just this weapon - I've noticed that the low sweep kick also registers from quite some distance away.

Edit: Made a new version with a new kick animation for the close range attack.


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Corpsey
Posts: 77
Joined: Mon Jan 06, 2014 10:38 pm

Re: [Weapon] Claymore Sword

Post by Corpsey » Fri Apr 11, 2014 7:07 pm



Had some fun in a 4v4. I wanted to get some footage in before the sound bug hit (sound bug starts at the end of the video.
When you start hearing this kind of 'dutdutdutdutdutdutdut...... dutdutdutdutdutdutdut......" noise.
When that bug kicks in my frame rate drops big time (even though I'm recording here, and that already drops my framerate - if I turn fraps off, it's playable). I had already done a 3v3v3 but the sound bug was there before I started to record.

Image
Oops, just noticed I equipped the sword to that rabbit's left hand >.>
Image

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