### Unnamed Weapon / Bigman Gun / Demolisher - Undocumented, shape-wise it's reminiscent of the Bigman's guns, so I'm going to repurpose it as pretty much that. - Texture made from scratch, some handpainting plus detail textures and various overlays from Mine.utx just for kicks. - It's big. Pretty much as big as a Redeemer, so you need two hands to use it. - Fires exploding boolets. Altfire is a rapid fire mode with a lot of recoil. - Came up with a name for it. - Ammo models were improvised by editing the unused sconce part of the Jclip1 texture. ### Bonesaw? / Razorclaw - The closest thing to whatever was described in the Unreal bible. Original model looked like it could spin, so I did just that. - Has "stab" (grab) and "slice" (spin) animations, close enough. - Bible describes a "Skaarj Blade" upgrade, guess since I'm using the Razorjack texture for them then it's already upgraded. - Also came up with a name for it. ### Flame Gun / Fireblaster - Changed up to not make it redundant since the Flamethrower is in too. It shoots fireballs, so it's more of a long range single shot weapon compared to the medium range dps barrage that is the flamethrower. - Altfire is a three-shot burst in a horizontal arc. Kinda like the "spray" attack mercs do. - The model had no UV mapping so I improvised a lot. Thankfully Blender's texture paint helped for most of it. - New name given, "flame gun" sounds too placeholder-y. - Uses same ammo as flamethrower. ### Flamethrower / Napalm Gun - At some point in development, there was a bunch of tubes and stuff for a flamethrower. This weapon was never completed, and eventually was superseded by the biorifle. - What I'm doing here is basically reviving the whole thing, however, rather than using the piss-poor old "flamet" texture, I repurposed the JNapalm1 texture that the "napalm gun" (the proto-biorifle) in 0.871 used. - So far the model has been a success, although I failed to notice that it was mirrored when I imported it, but it looks better with the little canister on the left side. Also I moved the hose to the back like in a proper flamethrower. The pickup model has a whole lot of stuff that was entirely my doing. It's got a bulkier backpack than the biorifle, that's for sure. - Actually I made an alternate model with the old texture. It had some shape changes to accomodate for it. I still think the texture sucks. It should be switchable, just like how you can change weapon sprites in Smooth Doom. - Ammo is just a recolored explosive barrel. ### Quadshot - Oh boy, I have quite the history with this damn thing. Before I even knew what it was supposed to be I somehow thought it was a plasma gun / fireball launcher and not a shotgun... Yeah. - I've done some prettifying here and there, replaced the incomplete hand with one from the Automag. - Barrel spin is still pump operated, but reload is break action because I felt like it. - Smoothed out some of the geometry on the fp mesh. Hexagonal barrels aren't exactly the best looking. - This damn thing has so many frames of animation now, whew. Also I sure blew the polycount budget on this, normally Unreal weapons have anywhere from 200 to 350 polys, but this thing quadruples that (oops). - I fixed up the ammo pickup mesh so it has no holes, too. - Has some additional animations, mainly for future use in SWWM GZ. ### Impaler - Yeah, gonna be following the bible for this one, even if it sounds very challenging to make a "seeking beam that arcs between enemies". - I re-animated the model. It has a normal fire that shoots the gem, and the beam alt-fire too. In addition, a stab is available when out of ammo. - Instead of little sparkies here and there I used a fattened copy of the gem with an electricity texture. - This weapon is kind of OP, so it needs to be in the BFG replacement pool. - Supposedly meant to use the same ammo as the stinger, but... I'm giving it a separate one, for balance reasons. ### Stunner - This one can be used as-is (though I did fix some holes and stuff). - Made a separate pickup model with holes filled. - Has a similar regenerating ammo as the dispersion pistol. ### "Teleport gun" - Them teleport capsules. - Redid the whole thing with the modern hand model. - There is a pickup mesh, it's rudimentary but does the job. ### Old Automag / Proto Automag - Gun is re-animated in order to use the same hand as the final automag. - Uses the old black skin, but the off-hand gun when dual wielding will use the newer skin. ### Sentry - The source model had frankenUVs and didn't really look any good. So I've redone the whole thing. Since I didn't feel like making new textures this thing now mixes and matches a couple weapon skins. - It's composed of two models so the gun part can rotate independently. - Original version is available as a separate item. Gave it some stitched textures. ### Peacemaker - Keep as-is, no changes needed. ### Detector - Same, no changes needed. ### Old Minigun / Autocannon - Unlike a certain someone I'm not going to butcher this into a "gatling gun". - In appearance it's more like some sort of four-barrel cannon, and bears resemblance to the Lasergun from Serious Sam, so I animated it to fire each barrel one by one like it. Plus an alt-fire that shoots all four, of course. - This will be the Redeemer equivalent, so it needs to be powerful as heck but have a low ammo count. - No ammo pickups.