AA Gun Animation

Discussion in 'Mapping Questions & Discussion' started by FlavorRage, Dec 20, 2009.

  1. FlavorRage

    FlavorRage L4: Comfortable Member

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    Hey guys! I'm working on a proof of concept vmf for an A/D CP map. Here's the premise: there is a major attack underway by BLU on a RED weapons factory. Bombers are swarming the skies above. However, the RED compound is bristling with AA guns, preventing the bombers from doing anything. Each point on the map is located next to an AA gun, which is busy firing away at the aircraft in the skybox. The BLU merc team has been sent in via train to disable these guns. Each point captured by BLU shuts down an AA gun. Shortly thereafter, a low-flying bomber will drop a bomb on a key structure.

    That's right, every cap will cause a massive explosion.

    If you remember the Bespin level from Jedi Academy, that was my inspiration. ;)


    Basically, I need some tips from the more experienced mappers. How would I go about animating an AA gun? What I want is two barrels that fly backwards with a loud report (I guess an env_explosion could work), but I also want the bottom platform of the gun to rotate randomly.

    Here's a VMF so you can get an Idea of what I'm talking about:
    http://forums.tf2maps.net/downloads.php?do=file&id=2992
     
  2. absurdistof

    aa absurdistof

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    I would model the guns and animate them. Don't use env_explode since it's pretty much hl2. I would either use particles or make your own (the way Valve did for goldrush, and badwater basin and such). You could just have a massive Env_sound at high volume.
     
  3. FlavorRage

    FlavorRage L4: Comfortable Member

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    You're right, a model would probably work best. You misunderstood about the explosion though, I meant an env_explosion for the AA's muzzle flash.


    This creates another problem for me. I have no experience in modeling, nor do I have the software needed to create models. My budget for this map = $0
     
    Last edited: Dec 20, 2009
  4. Pseudo

    Pseudo L6: Sharp Member

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    • Thanks Thanks x 1
  5. Tapp

    Tapp L10: Glamorous Member

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    just create a custom particle effect, it's not really that hard. Of course, if you're going to use an animating model, I'm not sure how it will stay stuck to the cannon...