[Weapon] mk19 [WIP]

Making or wanting help making your own asset? Check in here
Locked
single.shot (nor)
Posts: 692
Joined: 2008-04-12 07:06

Re: [Weapon] mk19 [WIP]

Post by single.shot (nor) »

THIS IS THE ULTIMATE PR-GASM THREAD! (capslock is awesome)
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
nicoX
Posts: 1181
Joined: 2007-07-24 10:03

Re: [Weapon] mk19 [WIP]

Post by nicoX »

Image
Last edited by nicoX on 2009-02-15 22:06, edited 1 time in total.
rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: [Weapon] mk19 [WIP]

Post by rampo »

are the ballistics ready yet?
Image
TofuwRice
Posts: 165
Joined: 2008-06-27 06:15

Re: [Weapon] mk19 [WIP]

Post by TofuwRice »

Just wondering if they're any updates on this yet. I'm assuming this is low priority but just want to know if any work is being done on this.
Sinn_Ah_Taggh
Posts: 218
Joined: 2008-10-23 14:33

Re: [Weapon] mk19 [WIP]

Post by Sinn_Ah_Taggh »

[R-DEV]Rhino wrote:cool, will give it a go when I've got some time, right now very busy with releasing v0.85, everyone else is playing on fallujah and I'm stuck here doing images :p

PM me a link to the files once you are finished with them :)
I am bumbing this since this has been on the PR-Wishlist for some time and seeing that Rhinos last statement in this thread was in January this year there should hopefully been some progress to this :)
[img]http://media.realitymod.com/userbars/pr_moty2008.gif[/img]
0331SgtSpyUSMC
Posts: 261
Joined: 2009-05-31 16:37

Re: [Weapon] mk19 [WIP]

Post by 0331SgtSpyUSMC »

_Henke_ wrote:The sight is marked up to 1500m but that would have to be be scaled down IMO. With those slow grenades, just think how much you would have to lead a moving target at lets say 800-900m
The weapon has a sustained rate of fire of 40 rounds each minute and a rapid rate of fire of 60 rounds each minute. With this rate of fire I'm sure ppl could manage to lead enough :) .
Image


Handle every stressful situation like a dog.If you can't eat it or hump it. Piss on it and walk away


BlackMagikz
Posts: 219
Joined: 2006-12-02 04:56

Re: [Weapon] mk19 [WIP]

Post by BlackMagikz »

*BUMP*
are we going to see this in 0.9?

most likely on a top of a Humvee or deploy able firebase asset ( i bet that will make them stick around and defend it !!!) me guesses
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Weapon] mk19 [WIP]

Post by Wilkinson »

BlackMagikz wrote:*BUMP*
are we going to see this in 0.9?

most likely on a top of a Humvee or deploy able firebase asset ( i bet that will make them stick around and defend it !!!) me guesses
The work is in progres friend ;)
Image
Image
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Weapon] mk19 [WIP]

Post by samogon100500 »

Good!!!
Time to modelling AGS-17 or AGS-30 =)
Image
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Weapon] mk19 [WIP]

Post by Wilkinson »

Finalized about 3 projects in last week so I finally finished the UV Maps almost.

Started messing around with some test colors For the ammo box.

This took me probably 10 minutesImage
Image
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Weapon] mk19 [WIP]

Post by Rhino »

dont do too much work on your texture before you ahve confirmed your UVs are ok, Motherdear had to redo the UVs on the AAVP7A1 like 5 times before we where happy with it :p
Image
loki1120
Posts: 271
Joined: 2009-04-13 17:09

Re: [Weapon] mk19 [WIP]

Post by loki1120 »

Wilkinson wrote:Finalized about 3 projects in last week so I finally finished the UV Maps almost.

Started messing around with some test colors For the ammo box.

This took me probably 10 minutesImage
the real one, has a OD green mount system, and ammo box/ammo basket but nice work bro, cant wait to see it on the SWCC boats and Hummers ( dont put it on helos ,we dont do that)

The Clan Web Page is http://1-120thcab.aowc.net/ I didnt join the Army, I joined the Infantry, The Army is just my support, :) thanks POG's for the support :) (BTW, not my real RR, this is a RR for my clan, because this is a GAME.)
agentscar
Posts: 1266
Joined: 2007-06-25 04:26

Re: [Weapon] mk19 [WIP]

Post by agentscar »

why am I just now seeing this thread,lol...Looks amazing,can't wait to see it all textured up! :)
Image
Image
Image
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Weapon] mk19 [WIP]

Post by Wilkinson »

[R-DEV]Rhino wrote:dont do too much work on your texture before you ahve confirmed your UVs are ok, Motherdear had to redo the UVs on the AAVP7A1 like 5 times before we where happy with it :p
Do Devs prefer certain UVMapping? Or just a method that fits
Last edited by Wilkinson on 2009-11-15 05:35, edited 1 time in total.
Image
Image
Ironcomatose
Posts: 3471
Joined: 2007-02-21 06:07

Re: [Weapon] mk19 [WIP]

Post by Ironcomatose »

Stand by for hate and discontent. :cool:

[R-DEV]DuneHunter - No offense to any female gamers, but never, ever underestimate the amount of havoc a woman can unleash upon innocent unsuspecting electronics.
illidur
Posts: 521
Joined: 2009-05-13 12:36

Re: [Weapon] mk19 [WIP]

Post by illidur »

closest thing to a mortar team. for gameplay issues ( overpowered ) i'd make it shoot the normal rate of fire but have to reload after 14 shots ? alternatives would be to make the rounds only explode at a farther distance. i kinda like the far distance thing cus it seems like a suppress seige type weapon. i could imagine using this in karbala to bomb the hell outa the b3 compound :)
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Weapon] mk19 [WIP]

Post by Rudd »

to balance it you can just make it overheat super quick forcing the player to fire in bursts
Image
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: [Weapon] mk19 [WIP]

Post by Scot »

Dr2B Rudd wrote:to balance it you can just make it overheat super quick forcing the player to fire in bursts
Or we could have realistic overheat times on it...

;)

It won't be that overpowered at all IMO. Yes if you try and attack with just rifles against it, you might become unstuck, but if you attack with LATs or use common sense, it won't be that hard to take down...
Image
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Weapon] mk19 [WIP]

Post by Wilkinson »

Sooo. These threads get lost Really fast.

I got bored yesterday so I knocked out the entire body, Pullbacks, and Trigger.

Working on sights, Ammo Box and Ammunition Rounds.

Image

Edit: Disregard my failure to crop an image properly :P
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Weapon] mk19 [WIP]

Post by Wilkinson »

Checking my UVs by adding a basic Checker Texture looking for Overlaps or bad creases or anything that looks improper and will mess up during texturing.

ImageImage

Everything looks square here. Please post if you see any overlaps.
Locked

Return to “PR:BF2 Community Modding”