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Procedural weapon generator for Blender

25

The Blender Artist's user Magnus Opus presents us his newest project which has lots of potential, specially for those who are working on a FPS game in the Blender Game Engine.

I'm working on a procedural weapon generator like the one Gearbox used for Borderlands. Basically, I modeled weapon parts and stored them in a dictionary along with what effects they have on the weapon's stats. Then the generator assembles a unique weapon made up of random parts. For now, the only parts I made are 2 lower receivers, 2 upper receivers, 2 stocks, 2 rear sights, 2 barrel shrouds, 3 front sights, and 4 flash hiders. There's only 1 grip, 1 magazine, and 1 barrel. However, even with these few parts, there's 384 possible weapons. And I'm planning on much more than that.

Let's see how this all continues when the next Blender version is released , but i see a bright future for this project .

Read the full post on Blender Artists.

25 Comments

  1. Nice, but as all parts are modelled, I don't think that it can be called procedural. I think that procedural means that the model ot texture is built from a computation, like procedural textures made from algorithms or procedural trees, growing according to mathematical rules...

  2. Nett, aber da alle Teile modelliert sind, ich denke nicht, dass man es so nennen Verfahrensvorschriften werden. Ich denke, dass verfahrensrechtliche bedeutet, dass das Modell ot Textur aus einer Berechnung gebaut wird, wie prozedurale Texturen von Algorithmen oder Verfahrensfehler Bäumen wächst nach mathematischen Regeln ...

  3. I agree that it is a cool feature, however, I also agree with Roubal on the definition of "procedurale" that does not seem to be appropriated in this case.
    congratulations!

  4. Ich bin damit einverstanden, dass es ein cooles Feature ist, aber ich stimme auch Roubal auf die Definition von "procedurale", die scheinbar nicht in diesem Fall vereinnahmt werden. Herzlichen Glückwunsch!

  5. from wikipedia : "Procedural generation is a widely used term in the production of media; it refers to content generated algorithmically rather than manually."

    I'd say this definitely counts as a procedural generation as it creates new weapons based on an algorithm.

    I'd love to see how far you could take this, I'm thinking user designed parts that could be created in blender and uploaded to a 'public library' that could be accessed using a simple web interface to generate weapons and then downloaded in a .blend file.

    Makehuman for guns :P

    Good luck!

  6. aus Wikipedia: "Procedural Generation ist ein weit verbreiteter Begriff in der Produktion von Medien, sondern verweist auf algorithmisch anstatt manuell generierten Inhalten." Ich würde sagen, dies definitiv zählt als ein Verfahrensfehler Generation, wie es neue Waffen auf einem Algorithmus erzeugt. Ich würde gerne sehen, wie weit man kann das schon, denke ich Benutzer konzipiert, dass Teile in Blender erstellt und hochgeladen könnte eine "öffentliche Bibliothek", der über einen einfachen Web-Interface, um Waffen und dann heruntergeladen werden im erzeugen könnte ein. blend Datei. Makehuman für Waffen: P Viel Glück!

  7. I think what is confusing is that this is not a model generator, but rather something to be used in the game engine. I came here expecting to see something that would mathematically/algorithmically generate a model of a weapon given parameters. when really it is a procedural weapon generator which puts together parts to change the game functionality of the weapon. Procedural is a good term for it, it's just not how we in the art community expect to see the word used

  8. Ich denke, was verwirrend ist, dass dies nicht ein Modell Generator, sondern etwas in der Game-Engine verwendet werden. Ich bin hierher gekommen, um etwas erwartet, dass mathematisch / algorithmisch erzeugen würde ein Modell der Waffe gegebenen Parametern zu sehen. wenn es wirklich einen Verfahrensfehler Waffe Generator, der gemeinsam Teile setzt, um das Spiel Funktionalität der Waffe ändern. Verfahrensrecht ist eine gute Bezeichnung für sie ist es nur nicht, wie wir in der Kunstszene zu sehen, das Wort verwendet erwarten

  9. @moley: It is simply a combination of parts. No conditions or variables or calculations involved, as far as I can tell. That hardly qualifies as an algorithm. I agree that "procedural" is the wrong word.

    Words aside though, it could be useful to someone regardless.

  10. @ Moley: Es ist einfach eine Kombination von Teilen. Keine Bedingungen oder Variablen oder Berechnungen einbezogen, soweit ich sagen kann. Das kaum qualifiziert als Algorithmus. Ich bin damit einverstanden, dass "Verfahrensfragen" ist das falsche Wort. Worte beiseite obwohl, könnte es sinnvoll sein, jemanden unabhängig.

  11. My advice with your part database is to push it farther. I would expect your procedural engine to create a 1785 flintlock or a 2050 personnel rail gun and anything in between. Throw in a crossbow for good measure, too. Anything with a trigger and sights. Oh yes, and a glue gun too!

  12. Mein Rat mit Ihrer Teil-Datenbank ist es weiter zu schieben. Ich würde erwarten, dass Ihr Verfahren Motor ein 1785 Steinschloss oder im Jahr 2050 Personal Rail-Gun und alles dazwischen zu schaffen. Throw in einer Armbrust für eine gute Maßnahme, auch. Alles, was mit ein Auslöser und Sehenswürdigkeiten. Ach ja, und eine Klebepistole auch!

  13. I never will understand, why weapons are so attractive to many people. I find them boring!
    What about making a "procedural" or parametrized building and/or city tool?

  14. @carlinhos
    There is a city generator: http://arnaud.ile.nc/sce/
    It works with Blender 4.9, but maybe will be adapted to 2.5, who knows.
    As for your argument about weapons, I partly share your sentiment, but on the other hand weapons ARE everywhere, including nearly every American movie (even about different dimensions, states of mind, love, or bunnies) - so there's not much we can do about it.

  15. @Pawel
    Thank you for the link. I already have tried this script in its very beginning. Now it seems to be really good! I hope they will bringt it as an add-on to Blender 2.5.
    You are right, of course, almost every movie is with weapons, but I don't like mainstream cinema with its boring stereotypes. Therefore I am not often confrontated with all that weapon/violence/action sh*t, but with more creative forms of moviemaking and storytelling. but of course, it does not change the world :-(

  16. @carlinhos
    What we do as artists does change the world. You are creating capacity for thought -- capacity, in this case, about how to create a variety of weapons for a "game". All games are simulating something in life, and offer training for how to think within that set of rules. Dismissing the world as unchangeable actually creates a limit on your (and others') thinking.

    Love is actually much harder to create in a simulation than death and hatred; love has longevity and requires you to take care of something or someone, not allow it to die, keep it healthy and growing. It is pretty clear that death and hatred are easier to create both visually and in actuality, since there is a definite point where the action ends. So a generator for a variety of weapons is relatively simple compared to, for example, an (visual) emotion generator.

    (For what it's worth, I would like to have the next Blender movie have no critical dependence on violence.)

    So . . . make love not war.

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