HK-416 Re-Texturing

Discussion pertaining to the PR Norwegian Forces faction.
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Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Re: HK-416 Re-Texturing

Post by Maxfragg »

agree, i have noted this before, the repeating gradiend is simply wrong, it should not be there, acutally the color should be solid and all change should be in the spectacular map
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: HK-416 Re-Texturing

Post by FPaiva »

[Update] Trijicon Acog TA01 Smooths+ UV maps

Image

The UV map may looks like shit. It's because i'm using it on a 512x512 resolution. The people may think that is too smaller and shity, but the whole gun was maded on that size.
Z-trooper
Retired PR Developer
Posts: 4166
Joined: 2007-05-08 14:18

Re: HK-416 Re-Texturing

Post by Z-trooper »

Hmm, why have a 2nd ACOG? why not just use PR's? would be better in every way unless this one is significantly different.
Image
"Without geometry, life is pointless"
H.sta
Posts: 1355
Joined: 2006-12-07 12:40

Re: HK-416 Re-Texturing

Post by H.sta »

it would look much cooler if the acog seamed to be in the same coulor as the gun, and mafia probably makes the acog look better than the one in use allready
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: HK-416 Re-Texturing

Post by Rhino »

[R-CON]Z-trooper wrote:Hmm, why have a 2nd ACOG? why not just use PR's? would be better in every way unless this one is significantly different.
ye, it is a really, really bad move to make a 2nd ACOG for not just quality reasons but also performance too. the more models that share the same UVs and textures the better.
Image
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: HK-416 Re-Texturing

Post by FPaiva »

Well, i'm just doing what i'm ordered to do....
halvor1
Posts: 1017
Joined: 2007-03-11 18:29

Re: HK-416 Re-Texturing

Post by halvor1 »

MaFiA_do_OsAmA wrote:Well, i'm just doing what i'm ordered to do....


hmm i think i forgot to tell you that we already have one ingame so no need to make it! Sorry for not letting you know before!
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: HK-416 Re-Texturing

Post by FPaiva »

Another perfect timming....
H.sta
Posts: 1355
Joined: 2006-12-07 12:40

Re: HK-416 Re-Texturing

Post by H.sta »

I am a little confused... wasn't the flashlight supposed to sit on the side of the Hk416, becouse in RL it would be much easier destroyed while underneath?

or have i missed something?

and is it possible in the bf2 engine to have the flashlight working?... not saying it should, there is no real use for that, but just wondering if it is possible
Last edited by H.sta on 2009-03-17 20:30, edited 2 times in total.
Reason: I'm a retard
HeXeY
Posts: 1160
Joined: 2008-06-28 18:03

Re: HK-416 Re-Texturing

Post by HeXeY »

H.sta wrote:and is it possible in the bf2 engine to have the flashlight working?... not saying it should, there is no real use for that, but just wondering if it is possible
From what I've understood, yes it is possible, but it'll look like shit.

BF2+dynamic lights=Crysis on Windows 95 era machine
Image
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: HK-416 Re-Texturing

Post by FPaiva »

Well, i don't make any models, so ask KP about the flashlight position. In my opinion, this is the best place to put it on, as the side of the gun haves the RIS plates.
halvor1
Posts: 1017
Joined: 2007-03-11 18:29

Re: HK-416 Re-Texturing

Post by halvor1 »

MaFiA_do_OsAmA wrote:Well, i don't make any models, so ask KP about the flashlight position. In my opinion, this is the best place to put it on, as the side of the gun haves the RIS plates.
The flashlight have been a huge discussion lately and at the end we decided to have the flashlight together with the H&K 416!
H.sta
Posts: 1355
Joined: 2006-12-07 12:40

Re: HK-416 Re-Texturing

Post by H.sta »

[R-CON]halvor1 wrote:The flashlight have been a huge discussion lately and at the end we decided to have the flashlight together with the H&K 416!
Yeah, it is good to have it, but wasn't it supposed to sit on the side?
single.shot (nor)
Posts: 692
Joined: 2008-04-12 07:06

Re: HK-416 Re-Texturing

Post by single.shot (nor) »

halvor... screaming is bad for your throat...(!)

ONtopic: on most pic's i've seen, the soldiers have the flashlights on the left or right side of the rifle.. not under...
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
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: HK-416 Re-Texturing

Post by Agent Parker »

Why having a flashlight onthe gun when it does not work in the engine anyway?
Zimmer
Posts: 2069
Joined: 2008-01-12 00:21

Re: HK-416 Re-Texturing

Post by Zimmer »

Agent Parker wrote:Why having a flashlight onthe gun when it does not work in the engine anyway?
1337 factor :)

Just to have something different then the normal PR gun ;)
H.sta
Posts: 1355
Joined: 2006-12-07 12:40

Re: HK-416 Re-Texturing

Post by H.sta »

maybe to have it even more special- only give it to the specialist kit? (i do not want to start another discussion, i understand there was a big one a while back)
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: HK-416 Re-Texturing

Post by Agent Parker »

Then I want an Mp3 player on it too. And a beercan holder.
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: HK-416 Re-Texturing

Post by FPaiva »

The flashlight can work in BF2 engine with some proper codes. About the position, the people who see it must understand that in the sides of the weapon we have the RIS plates, so, nothing can be over them. And the only flashlight who is on the side of the gun is the ANPEQ, the correct position for the M3X is under it.

EDIT: Talking about the Acog scope version... We will have it on the faction or not?
Last edited by FPaiva on 2009-03-18 15:08, edited 1 time in total.
Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: HK-416 Re-Texturing

Post by Agent Parker »

There is no really usable dynamic lighting in BF2. And there are no maps that are dark anyway.
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