[Weapons] weapon exports

Discussion pertaining to the PR Norwegian Forces faction.
Z-trooper
Retired PR Developer
Posts: 4166
Joined: 2007-05-08 14:18

Re: [Weapons] weapon exports

Post by Z-trooper »

Oh yea, forgot that the dutch needed a version without flashlight.
Will see if I can find time for it in the next few days.

Have quite a few community assignments piling up atm :/

Also while I'm here:
[R-DEV]Z-trooper wrote: Post a list here of the different versions of the HK 416 you need.
[R-DEV]Z-trooper wrote: Still, I need a list of versions needed.
Whenever you get time to figure out the faction loadout... let me know...
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"Without geometry, life is pointless"
Pte.Paynter
Posts: 150
Joined: 2009-03-03 23:25

Re: [Weapons] weapon exports

Post by Pte.Paynter »

Looking pretty good guys keep up the good work can't wait tot play as the Dutch :o ops:

:mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen:
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Insurgent Strike Modification Developer

http://www.ismod.co.uk
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: [Weapons] weapon exports

Post by FPaiva »

[R-MOD]KP wrote:Thanks a bunch! :D

Just to clarify: the flashlight version of the Glock is there because, according to our MAs, the flashlight is always used on the Glock in A-stan. Same with the 416.
Madness... I did the concept on my own, no one told me to do that

=)
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: [Weapons] weapon exports

Post by FPaiva »

[R-CON]halvor1 wrote:You will have to make a spec map for it!

btw thanks for the help Z ;) Much appreciated

Also congrats DEV =)
I don't know if you have figured out, but I DON'T KNOW HOW TO MAKE SPEC MAPS! 8)
I'm sure that isn't hard, so, ask someone who aren't doing nothing to make them.
Pride
Retired PR Developer
Posts: 1467
Joined: 2007-07-19 18:13

Re: [Weapons] weapon exports

Post by Pride »

MaFiA_do_OsAmA wrote:I don't know if you have figured out, but I DON'T KNOW HOW TO MAKE SPEC MAPS! 8)
I'm sure that isn't hard, so, ask someone who aren't doing nothing to make them.
You're gonna need to learn...it's not hard.
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eddie: the MoD aren't just going to start blurring their faces so they look 'well ard' are they?
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: [Weapons] weapon exports

Post by FPaiva »

[R-DEV]Pride wrote:You're gonna need to learn...it's not hard.
Damn, is there any tutorials then?
MCI
Posts: 431
Joined: 2007-08-28 21:47

Re: [Weapons] weapon exports

Post by MCI »

MaFiA_do_OsAmA you post fantastic renders of all these weapons! How did you learned it and could you give me a link to any tut's?
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FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: [Weapons] weapon exports

Post by FPaiva »

MCI wrote:MaFiA_do_OsAmA you post fantastic renders of all these weapons! How did you learned it and could you give me a link to any tut's?
I've learned by myself, pratice and you'll make it perfect :wink:
TrahnLee
Retired PR Developer
Posts: 475
Joined: 2006-12-30 05:26

Re: [Weapons] weapon exports

Post by TrahnLee »

[R-DEV]Z-trooper wrote:Oh yea, forgot that the dutch needed a version without flashlight.
Will see if I can find time for it in the next few days.

Have quite a few community assignments piling up atm :/

Also while I'm here:





Whenever you get time to figure out the faction loadout... let me know...
I have the original export scenes of these models when I exported the original ones for Halvor if you need them Z. (Not sure why I exported them in the first place, since they've been "redone"..lol.. :mrgreen:

In anycase, if you find that you do not have time to do these. I can do them again. :wink:
TASS
Posts: 37
Joined: 2007-02-03 12:51

Re: [Weapons] weapon exports

Post by TASS »

MaFiA_do_OsAmA wrote:Damn, is there any tutorials then?
Its that easy that I guess you wouldn't need any tutorial :P
It's simply an alpha channel. The whiter this channel is the more "shiny" it will loook ;)

OPK:
-CoLead
-Coding and Programming
-Hobby mapper
...
-Everything needed :wink:
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: [Weapons] weapon exports

Post by cyberzomby »

Ive seen specular tutorials. Try bf2editor.org Not sure if they where there.
Z-trooper
Retired PR Developer
Posts: 4166
Joined: 2007-05-08 14:18

Re: [Weapons] weapon exports

Post by Z-trooper »

[R-DEV]TrahnLee wrote:I have the original export scenes of these models when I exported the original ones for Halvor if you need them Z. (Not sure why I exported them in the first place, since they've been "redone"..lol.. :mrgreen:

In anycase, if you find that you do not have time to do these. I can do them again. :wink:
Thanks mate, that would save me some time :)

@ Mafia. A specular map is a greyscale (for bf2 at least) picture that tells the engine where the object is shiney and how much.

a black pixel (0) = no light reflection at all
a white pixel (255) = 100% shiney

And everything in between.
A specular map is often made from tweaking the desaturated diffuse maps.
A specular map is vital to give the illusion of material definition, without a specular map most diffuse metal textures look like concrete.


Important!
@ lead or assistant norwegian mod people:


https://www.realitymod.com/forum/f66-pr ... n-psc.html
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"Without geometry, life is pointless"
TASS
Posts: 37
Joined: 2007-02-03 12:51

Re: [Weapons] weapon exports

Post by TASS »

Halvor told me to reexport the glock17 for whatever reason :P and here is the result.
Image ImageImage
It is using the animation of the british l9 but still needs its own sound I guess. Beside that I will have to make a lod1 for geom1 and to add the specular and the normalmap to the export szene.

OPK:
-CoLead
-Coding and Programming
-Hobby mapper
...
-Everything needed :wink:
Chuc
Retired PR Developer
Posts: 7016
Joined: 2007-02-11 03:14

Re: [Weapons] weapon exports

Post by Chuc »

I don't see whats so wrong about it..
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Personal Folio - http://www.studioash.net
pleym
Retired PR Developer
Posts: 661
Joined: 2008-09-10 11:04

Re: [Weapons] weapon exports

Post by pleym »

'[SWIZZ wrote:=TASS=;997631']Halvor told me to reexport the glock17 for whatever reason :P and here is the result.
Image ImageImage
It is using the animation of the british l9 but still needs its own sound I guess. Beside that I will have to make a lod1 for geom1 and to add the specular and the normalmap to the export szene.
It looks sexy, lat it be without the flash light :razz:

PR:BF2 Mapper
Rangu
Posts: 843
Joined: 2007-02-08 14:34

Re: [Weapons] weapon exports

Post by Rangu »

We've already flipped a coin over that decision. ;)
[R-DEV]Jaymz - If it wasn't for the F-18's incompetence, "Independence Day" would have ended half-way through.
TASS
Posts: 37
Joined: 2007-02-03 12:51

Re: [Weapons] weapon exports

Post by TASS »

[R-DEV]Chuc wrote:I don't see whats so wrong about it..
I don't see what should be wrong about it :P
If you're talking about the animation, its fits perfectly as far as I can see ;)

OPK:
-CoLead
-Coding and Programming
-Hobby mapper
...
-Everything needed :wink:
halvor1
Posts: 1017
Joined: 2007-03-11 18:29

Re: [Weapons] weapon exports

Post by halvor1 »

[SWIZZ]=TASS= wrote:I don't see what should be wrong about it :P
If you're talking about the animation, its fits perfectly as far as I can see ;)


Looks beautiful! :)
Chuc
Retired PR Developer
Posts: 7016
Joined: 2007-02-11 03:14

Re: [Weapons] weapon exports

Post by Chuc »

Make sure the ironsights are aligned ;) Take a screenshot of you sighting in.
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Personal Folio - http://www.studioash.net
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: [Weapons] weapon exports

Post by FPaiva »

This one looks far away better than the one who Z exported (sorry Z :D )
But, as i can see, there are inumerous texture missalignments, do you managed to get all the textures on the proper UV maps?
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