[Need UV] Diemaco C7 series.

Discussion pertaining to the PR Dutch Forces faction.
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rangedReCon
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Re: [Need UV] Diemaco C7 series.

Post by rangedReCon »

Do want!
[img][IMG]http://i188.photobucket.com/albums/z120/rangedReCon/12303-willbomb.gif[/img][/IMG]
AfterDune
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Re: [Need UV] Diemaco C7 series.

Post by AfterDune »

Isn't she awesome? ;)
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Z-trooper
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Re: [Need UV] Diemaco C7 series.

Post by Z-trooper »

:/ 3p version has rails sticking through the carrying handle.
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"Without geometry, life is pointless"
TrahnLee
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Re: [Need UV] Diemaco C7 series.

Post by TrahnLee »

[R-DEV]Z-trooper wrote::/ 3p version has rails sticking through the carrying handle.
I'll check for that and if I can see it within Max. I'll fix it and rexport it. The handle is in the position that it was in when I got the rifle. I made the assumption that the pieces and parts were where they needed to be. I try not to move too much around, unless it is just obvious that something is amiss.

It can also sometimes be very difficult to see some issues, due to the dark textures. In game lighting sometimes also does not bring out all the flaws. (The editor certainly doesn't) In anycase, I will see about getting that fixed. :mrgreen:
Z-trooper
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Re: [Need UV] Diemaco C7 series.

Post by Z-trooper »

[R-DEV]TrahnLee wrote:I'll check for that and if I can see it within Max. I'll fix it and rexport it. The handle is in the position that it was in when I got the rifle. I made the assumption that the pieces and parts were where they needed to be. I try not to move too much around, unless it is just obvious that something is amiss.
Yea that is the problem with exporting other peoples stuff :) no worries mate
[R-DEV]TrahnLee wrote: It can also sometimes be very difficult to see some issues, due to the dark textures. In game lighting sometimes also does not bring out all the flaws. (The editor certainly doesn't) In anycase, I will see about getting that fixed. :mrgreen:

Yea, bf2 lighting system can be wierd.

Might not be your problem, might be an unfortunate z-fighting related problem (depth buffer problem). I have always been against intersecting geometry, but in the cases with so common a weapon system as the AR-15 variants it is unavoidable with these modules.
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"Without geometry, life is pointless"
TrahnLee
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Re: [Need UV] Diemaco C7 series.

Post by TrahnLee »

Sent new files to Glimmerman. Let me know if it is right now or not.. Should there be just the edges of the locking rail visible or no edges?

Do you have any reference photo's showing the handle mounted on the top.. (Side views?) It would be good to see what it is supposed to look like. :mrgreen:

I also found after I sent the new files to Glimmerman, another uv error on the forestock. I'll fix it and send another set of mesh files. He also has my export scenes now as well..

Perhaps what should happen now, is someone take my export scene and do a quick fix of the uvmap for the various geoms. (Should only take an experienced UVMapper a half hour or so.)

Then you can rexport them from my scenes and it will be better. Just have the uvmapper select the polies that need the uv adjusted and apply an uv-unwrap. Move the faces as needed then collapse the stack. Then either send me the max scenes back, or just use the bf2 export tool and rexport them.

Whatever is easiest for you guys works for me. :-D
-CJ-
Posts: 207
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Re: [Need UV] Diemaco C7 series.

Post by -CJ- »

Oh yeah, Really nice !

But there is 2 problems with the C7, the handguard is a bit strange and the rear sight look too low.
Sorry for my english :o ops:

#!
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MCI
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Re: [Need UV] Diemaco C7 series.

Post by MCI »

Man I wish I could test this :D
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TrahnLee
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Re: [Need UV] Diemaco C7 series.

Post by TrahnLee »

-CJ- wrote:Oh yeah, Really nice !

But there is 2 problems with the C7, the handguard is a bit strange and the rear sight look too low.
Yes, we know in the photo's that the handguard is offset and sitting low on top of the rifle. Unfortunatly, I did not notice it in the max scene before I exported it. (The dark textures and lighting on it, masked it.)

In anycase, its been fixed and new scenes have been submitted that should fix the problem. :-o

If it still isn't right.. Then I will export it again until it is looking proper. ;-)
Glimmerman
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Re: [Need UV] Diemaco C7 series.

Post by Glimmerman »

Latest screens of updated C7 Iron sight model

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KP
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Re: [Need UV] Diemaco C7 series.

Post by KP »

I realize it's been ages since I posted any updates, so here's an update on the C7A1 w/ AG36:

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More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
Glimmerman
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Re: [Need UV] Diemaco C7 series.

Post by Glimmerman »

Looks great KP, :)

How far along do you think you are at this time?
KP
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Re: [Need UV] Diemaco C7 series.

Post by KP »

It's pretty much done, I think. A few minor things at most.
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More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
Glimmerman
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Re: [Need UV] Diemaco C7 series.

Post by Glimmerman »

Cool m8 :)
Now lets find us a UVmapper for the job.
KP
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Re: [Need UV] Diemaco C7 series.

Post by KP »

Shouldn't be too hard. The GL is mostly the same as the PR AG36 from the SA80, but I've modified and tweaked it to fit with the one used on the C7A1 mount.
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More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
Glimmerman
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Re: [Need UV] Diemaco C7 series.

Post by Glimmerman »

Can you do it?
KP
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Re: [Need UV] Diemaco C7 series.

Post by KP »

Nope, sorry. :(
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More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
Glimmerman
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Re: [Need UV] Diemaco C7 series.

Post by Glimmerman »

ok no prob :)
MCI
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Re: [Need UV] Diemaco C7 series.

Post by MCI »

Looks hot
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KingLorre
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Re: [Need UV] Diemaco C7 series.

Post by KingLorre »

I love you KP, your my supersekrtizspecial santa :D , and your early to!
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