As much as I like to see new weaponry on the SE, and totally new weaponry at that, there is much to remember when creating weapons. TRLE was never designed for other weapons than those included (obviously), so there is a whole lot of things to remember when creating weapons. Changing the meshes and textures are the main and easy parts, but you need different meshes for the hands (with/without lasersight), another one for the ground and inventory, and ammo for these. And all of them need to match the others to look okay. Then comes the problems. Either they look wrong in the inventory, or on the ground. For example the crossbow. It lies at a special angle on the ground, and few other weapons can lie that way (no pun intended) without it looking weird. If you correct your gun so it looks right on the ground, blam! It looks weird in the inventory. And then there are the issues with sizes, ammo and remapping, but I'll just skip those and get on with the categorical review...
Originality: 9
This is a second version, although more of a follow-up, of the other RE4 Gun Pack by Silent Viper. They now have the original textures (or, as far as we know, at least), but still, they are quite alike, so I'll give you a nine, because of the new sniper rifle, new meshes and textures.
Quality: 7
There are a lot of factors for the downrating of this category. First of all, the sizes. The pistol and sniper rifle are tini-tiny on the ground, but at a normal size in Lara's hands. The size of the shotgun is fine. The pistol has a really strange angle in the inventory, but the sniper rifle and shotgun are fine (except the centres are a bit off). Then there's the problem with hands. Since you can never know what hands the downloader is going to use, it's best to find a stereotype. I think a fully 3D hand like the one you used with the original 5-point joint connection will be most useable, although many people are using my old 4-point joints, which are a bit weaker than the 5-point, but still fine. Anyway, what I'm meaning is that, the verticles around the potential joint need to be remapped with the 0-1-2-3-4 vertex numbers (check Lara's hands in the tut1 wad). This is not so visible at the shotgun and sniper rifle, but very much on the pistol. The animations used for the pistol are great, but the sniper is a bit choppy and weird. I won't downrate on this though, since you didn't make them yourself. The shotgun uses the original animations, which is a handicap in this instance, when the gun has a long butt. Then, it sticks through Lara's back when she fires, and it's impossible to miss it... Also, when holstered, it goes in and out from her pelvis. My suggestion is to place it higher on Lara's back. That way it will still look fine, without sticking through the pelvis. Finally, the sniper rifle's lasersight doesn't sit properly on the gun in the inventory, but sits a bit inside it... That should cover the weapons. The ammo mostly floats a few inches over the ground and looks weird in the inventory, but it's really only a problem with the shotgun's ammo, which is a bit too large. But, it's not so important, so I'll let it pass.
Useable: This is a bit hard to determine, as the pistol is modern, while the shotgun and sniper rifle are old fashioned. I'll give it a nine, since you can use them in both old and new levels!
Textures: The real strength of the weapons! Okay size, and great quality! I'll give you full score on these, as they are the main feature of the pack!
Meshes: Apart from the size, lasersight and angle issues, there's really just one more issue, that the hands on the shotgun and sniper rifle meshes stick into the weapon without holding it properly (the index-finger doesn't rest on the trigger, but sits inside the gun). But, apart from that, the meshes really make the weapons look like those from the beta videos of RE4, and I can safely say that it must have taken some time to get them right! I'll forget about the small quality problems, and give you a nine for the meshes!
Overall rating: 8,8 / 10
Closing Comment: I really have just one thing to say: Make sure you test the weapons thoroughly before you consider them done. Rather have a weapon lying on a weird angle on the ground rather than the inventory, as the inventory will be with Lara all the time, but the ground weapon will be picked up and forgotten about quickly.
UPDATE: Heh, your comment is longer than my review! :D
You said a lot about what you think I rated wrong and downrated for, but I believe you exeggerated on many points, since I only downrate for the bigger points, and the smaller ones don't count much. Keep in mind that I'm not a weapon expert, but I reviewed like Average Joe (who can review properly) would have done, except, while I pointed out every single bug I found, I didn't downrate a lot for the sake of it. Picture me as the guy looking for weaponry to use in my TRLE level, and only to find a lot of bugs, I choose something else since the gun itself doesn't matter, as long as it's a sniper rifle, shotgun or pistol I can use. As for the animations, again, I only pointed out that they weren't the best, but I don't go downrating when they're not made by you. I could have done the same for the textures, but since you must have done a bit of editing to make them suit the weapons, I gave you a rating based on the final result, which, as you can tell, pleased me well. My closing comment is how I see it. There are many people using the inventory for changing weapons, and many using the number system. It's all individual, and I never downare for such things. The originality was downrated since I really thought the shotgun looked like the one from the other pack, also, the pistol had some similarities. They could be very different, but still, they appear to be improved over the last version, which I noticed, and gave a small lower because of. There was much new as well, so I kept it high. As for the useability, I rated as a whole, not as individual. I though that since the weapons came from the same game, they were supposed to be used together, and again, being the casual reviewer, I decided that even though they fit well together, their style was a bit different, so a small lower was in order. It's a matter of taste, and that what I think.
The hands are the most difficult things to consider in the reviews. You must remember that I'm the bug detector of the site, and I usually notice every flaw a given outfit or object has. Being like this, I have to filter my rating from my comments, and only choose the points the average user could find, then base my review rating on those points. What you said about the hands is true, but you must remember that Tomb Raider is an adventure game, not only an action game. Lara spends most of her time climbing and exploring, and therefore the weapons are usually holstered. When she draws them, she does it to shoot something/someone, and after the fight, she holsters them again. The reason why I downrated on the hands in this review, is not because the index finger wasn't lying on the trigger, but because the hands was [u]inside[/u] the weapon. This must have been overlooked when placing them together, and therefore I gave a small downrating, but not much.
I hope you didn't get offended by my weapon incompetence, but I really wanted to review the guns, and got a bit disappointed, but not totally. Reviewing an administrator's items can be hazardous, but I took my chances...
[i]Edited by MrNiceGuy[/i]
(12 Dec 2004 02:36)
Author Reply
First of all thanks for the review,but there are a few points where I think they are unfair.
On the originality,first of all you can't say its unoriginal because the name of the Gunpack is similar,remember that the first gunpack was RE4-"INSPIRED",this is one is RE4-Mesh-Shape-Based and Texture-using,so I would rather say this is the real RE4-Gunpack,plus it adds a new weapon and the guns aint that similar anymore,when modeling,I could see,that even if the gun was intended to be a HKUSP,the Model Capcom made isnt one,so mine isnt either. The shotgun is clearly a Wingmaster (still a Remington M870 you mgith say),but the first shotgun I made was an Express Youth one (still they look pretty similar,but the RE4 one has a completly other style than the old one with a thicker barrel,the holed rail above the barrel is now "extra" and the ejector port is now more in the middle like it is in RE4 unlike it is with my last pack and the real gun).
Additionally the weaponspack includes a SniperRifle,the first of its quality I guess and the 3rd here and 4th overall or so. (the other one here is just a copyed TR5-Sniper-Enemy-Rifle to crossbow thingy if I'm not mistaken and the other one is a dragunov,than there is one on the Levelbase. All Sniper Rifles are highly modern and are build another style (the one looking like the TR5 one is not definable as a certain weapon,the dragunov is of 50-60 and uses AK-Styled forearm and holed buttstock unlike mine which is a plain bolt-action-rifle).
Meshes:
The Meshes for pickups are "small",especialy for the pistol,I wouldnt say the sniper is that small. But you have to consider,that the Pistol is ONLY seen in the inventory,unlike someone wants it as decoration,but than I guess he wouldnt make it a pickup and rather rebuilds it as static-mesh.
The other part with the index-finger not beeing on the trigger isnt that right,ok,but have you ever seen a good shooter or Police-Sniper having the finger directly on the trigger before he has seen his target,normaly it is either placed before the trigger-guard or above the trigger,than when the target is seen its moved down and now dependent on how the shooting-weight of the rifle is set,if it is as low as with the Rifles in our Shooting-Range,than the Sniper would still have the finger outside the triggerguard till the target is in a secure position,the same goes for pistols and shotguns,but those are actually close-combat weapons,so its not that hard to have the gun hit its target,but again its independent of the trigger-weight.
But actually I didnt have that in mind at the modeling time,actually I didnt want to have the hand look that unrealiticly rotated and just would rather like having the hand have a "V"-Shape,have a finger go truough the reciever while its not decided how far its going tru.
(you need pretty good eyes to see it ingame)
For the Useability.
The Shotgun is modern,the M870 was designed in the mid 50s if I'm not mistaken and the Wingmaster and Express Youth and those extra-thing maybe 20-30 years later, similar to the USP which was invented in the 80 is I'm not mistaken (like most guns were invented in the 80s).
But the Sniper-Rifle is old ,its from 1903,but not exactly that old as it is a WW2-Version,so its not that old though.
But in many games you will see a mixed inventory,on GTA as Example you have a lot of modern weapons like an M4 or MP5.
Also can a Mixed inventory like in RE4 still look good and actually be realistic.
As guns are often dropped down by enemys ,there might be a sniper or shotguner you kill,but he was only owning old weapons (not really on the shotgun though),than Lara would still pick it up,as the damage done by this gun and the accuracy would be better than the one on her Pistol,the reliablity on sniper-rifles for none-police-actions isnt that important,and if a gunfreak or sniper choosed this gun,you can be sure he knew what he choose,even those old guns are still pretty good and do a good enough job.
on the closing comment:
Yeah,actually I see it the total opposite way.
The gun in the inventory is hardly seen because people use the short-cut (1,2,3,4,5,6) for weapon switching and plus,the size decides that,and if you cant see a gun on the floor ,just to not have it going tru others isnt worth it.
Plus you can set the inventory angle in the script,while you cant do that with the pickup's angle.
Quality:
I dont think its fair downrate because of the used hands,as I'm pretty much having a monopol here (beeing nearly the onlyest one doing weapons,especially on that quality),people will stick to the hands I use and the ones I use are a lot less complicated,plus remapping isnt necesary nor wont a bug come up with Laras skin going till northpole (if she is somewhere on the south :p).
Additionally its not THAT fair,as there is no animation for longbutted shotguns,to downrate for that category as not every Weaponbuilder can be capable of animating,so I dont think its fair from you to downrate something where I had NO chance to change it,its like if you said the pistol looked ugly because stripx f*cked it up while importing (sometimes stripx does that,and it did on the pistol,luckily you didnt downrate that :p).
For the Ammo,you are right,thats my actually my fault for not having an original ammopickup on my HDD and my others already floating around in mid-Air,but that shouldnt be a big problem as you said you prefer having the gun look correct in the inventory and not on the floor :p
Update:
I didnt made the gun as an admin,I made it as a User,so you have no need to uprate it,I wont spank you for that,but also downrating because not beeing an expert ?? ... :D
Anyway,I didnt mean to offend you neither,just found it a little unfair on some of the explained points,but now closly looking in stripx I noticed that at least with the sniper the finger is going tru the reciever,but Ingame I hardly noticed it