HK-416 Re-Texturing
-
Maxfragg
- Posts: 2122
- Joined: 2007-01-02 22:10
Re: HK-416 Re-Texturing
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
[Update] Trijicon Acog TA01 Smooths+ UV maps

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.

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
Hmm, why have a 2nd ACOG? why not just use PR's? would be better in every way unless this one is significantly different.
-
H.sta
- Posts: 1355
- Joined: 2006-12-07 12:40
Re: HK-416 Re-Texturing
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
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.[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.
-
FPaiva
- Posts: 667
- Joined: 2008-10-02 19:46
Re: HK-416 Re-Texturing
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
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!
-
H.sta
- Posts: 1355
- Joined: 2006-12-07 12:40
Re: HK-416 Re-Texturing
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
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
Reason: I'm a retard
-
HeXeY
- Posts: 1160
- Joined: 2008-06-28 18:03
Re: HK-416 Re-Texturing
From what I've understood, yes it is possible, but it'll look like shit.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
BF2+dynamic lights=Crysis on Windows 95 era machine

-
FPaiva
- Posts: 667
- Joined: 2008-10-02 19:46
Re: HK-416 Re-Texturing
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
The flashlight have been a huge discussion lately and at the end we decided to have the flashlight together with the H&K 416!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.
-
H.sta
- Posts: 1355
- Joined: 2006-12-07 12:40
Re: HK-416 Re-Texturing
Yeah, it is good to have it, but wasn't it supposed to sit on the side?[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!
-
single.shot (nor)
- Posts: 692
- Joined: 2008-04-12 07:06
Re: HK-416 Re-Texturing
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...
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
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
1337 factorAgent Parker wrote:Why having a flashlight onthe gun when it does not work in the engine anyway?
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
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
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
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?
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
There is no really usable dynamic lighting in BF2. And there are no maps that are dark anyway.


