[Final] HK-416, HK-417 & Glock17 Textures

Discussion pertaining to the PR Norwegian Forces faction.
single.shot (nor)
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Joined: 2008-04-12 07:06

Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by single.shot (nor) »

Awesome to the limit of human comprehension...
War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
Z-trooper
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Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by Z-trooper »

[R-CON]marcoelnk wrote:Lovely :)
though the renders dont really tell how it truely looks like. id prefer to see some rather "classical" renders :D
I'd prefer some screenshots of the viewport tbh.

Earlier stuff that you posted like this:
Image
far exceeds these fancy renders where you can't see anything.
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"Without geometry, life is pointless"
FPaiva
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Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by FPaiva »

Thanks Rhino, i think that is all i need.
And z, i didn't get your point, you say that the old views are better or worse than the new style of render?

Thanks for the positive feedback people!
Z-trooper
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Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by Z-trooper »

The old "style" is better. Screenshots are better than renders :)
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"Without geometry, life is pointless"
FPaiva
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Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by FPaiva »

Yeah, but this is the final, as the title says it. If the people want some secks, they can go into the WIP threads.

=)
marcoelnk
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Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by marcoelnk »

yeah but the renders look like they had been overlayed with hundreds of photoshop effects. it just doesnt display how it really looks like... and i think it looks better on the screenshots than on your renders tbh.
Image
Maxfragg
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Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by Maxfragg »

i've got to agree on z and marco
FPaiva
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Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by FPaiva »

[R-CON]marcoelnk wrote:yeah but the renders look like they had been overlayed with hundreds of photoshop effects. it just doesnt display how it really looks like... and i think it looks better on the screenshots than on your renders tbh.
Ok, but the screenshots who you want are in the wips thread, this is only the final... :-?
Chuc
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Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by Chuc »

Just take a screenshot of the final, its pretty simple. Also, post up a jpg texture sheet of just one of the weapons.
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FPaiva
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Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by FPaiva »

[R-DEV]Chuc wrote:Just take a screenshot of the final, its pretty simple. Also, post up a jpg texture sheet of just one of the weapons.
Ok. About the jpg texture, is only one or all of them? Also, there will be no problem with people trying to steal the texture?
Chuc
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Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by Chuc »

If you're concerned about theft, just PM it to either Z-trooper or myself. It'll be nice if you sent us all of them, but one would do.
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ballard_44
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Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by ballard_44 »

Hey, so I told Halvor that i would export the 416 versions that KP and Mafia have created, but i need to talk to the person who would be doing the animations.

I have some questions about the 1p 'scoped' views that i think that person could help answer.

Mafia, i need your updated files for the ACOG.
I don't need the whole 416 with ACOG.
Just the ACOG unit.

I had already attached the original PR ACOG to the 416, but the new texture is now needed and perhaps you can just save the new .uvw and send that to me and i can implement it?
Z-trooper
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Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by Z-trooper »

Why was a new ACOG texture needed?
Image
"Without geometry, life is pointless"
ballard_44
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Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by ballard_44 »

[R-DEV]Z-trooper wrote:Why was a new ACOG texture needed?
It's not, but the man created a new one, so...

If the 'powers' do or don't want it added, that is completely up to them.
Just need a decision on it.
Qaiex
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Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by Qaiex »

Looking great, guys ^^
ballard_44
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Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by ballard_44 »

Update about exportation, Halvor...

'scoped' eo-tech
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standing
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'scoped' aimpoint with magnifier
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standing
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'scoped' ACOG
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standing
Image

As of now all the 'scoped views' are centered so that you can hit what you are aiming at.

But you'll also notice that the ACOG and Aimpoint versions sit lower on the screen when just standing.
This is due to the animation files they use.

So depending on what happens with the animation, the 'scoped views' might get off center and would need re-adjustment.

Also, someone else should probably take over from here. Someone with 'finishing skills'.
The geom1-lod0 mesh will probably need to be reduced in size, poly wise.
Right now it's a smaller clone of the geom0-lod0.

And a geom1-lod1 still needs to be created.

Not sure how to go about either and I don't really want to mess up KP's model.

Anyways, i had a blast testing all 3 against bots :-o
Chuc
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Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by Chuc »

Don't worry about animations, they can be done and tweaked at the end, no matter how bad the model-setup is :P But by the way things are looking, the better suited to any existing animations already the smoother it will be for me to tweak them.

By the way, don't the reticles seem a little.. big?
Image
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Rhino
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Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by Rhino »

are you taking thous SS in low gfx?

Also what eotech are you using, are you using the PR one or did you make that one yourselves?
Image
ballard_44
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Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by ballard_44 »

The eo-tech uses usrif_m4aimpoint/AnimationSystem1p.inc for 1p.
The other 2 use the usrif_m16a4/AnimationSystem1p.inc

The 3p animation all use the usrif_m16a2/AnimationSystem3p.inc

When i separated the original model into 'pieces' I copied what you guys did for the M4.
Looks like this before export...
Image
Main model, trigger, magazine, cocking thingy, flap thingy and bolt for geom0-lod0.
Main model, trigger, magazine, cocking thingy and bolt for geom1-lod0.
(yes, my knowledge of weapon parts is nil :-o )

I assumed this would help whoever animates these?

Ingame all the animations seem to fit the weapons pretty well.
Only the left hand is completely off as far as using a forward grip.
ballard_44
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Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by ballard_44 »

Any textures used were Mafias or PR's (the aimpoint scope texture is off PR's M4, lens.dds), except for the eo-tech 'sight'. That was off their website.
I'm not a graphics guys so wasn't my concern.

Any textures for the 3 'scoped' views can be considered place holders.

Screenshots are of medium quality on a map that has just the terrain painted and nothing else.
I use it for testing bots and navmesh sh*t.

No idea whose eo-tech that is, PR's or if KP made a new one?
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