[Weapons] weapon exports

Discussion pertaining to the PR Norwegian Forces faction.
TASS
Posts: 37
Joined: 2007-02-03 12:51

Re: [Weapons] weapon exports

Post by TASS »

MaFiA_do_OsAmA wrote: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?
I hope I did, since I used the frame tex for the part called frame and the slide tex for the part slide :P

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Z-trooper
Retired PR Developer
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Re: [Weapons] weapon exports

Post by Z-trooper »

rofl.

export looking better... it is the same thing you see ingame.
Same model. Same textures. Same lighting. Same Engine.
I could change a single line and have "my version" use the L9 version as well. That is the only difference.
The only thing "wrong" with my export was that I didn't put on the .jpg image for the flashlight on the model in those screenshots.
(btw, never do textures in .jpg format. Lossy as hell, bad compression, not suitable for game use. Use .tga's or .dds's in the future. .dds is the format bf2 takes so that would be optimal in the future...)

Stuff like this just makes me ask myself why the h*** I even bother to help community modding any more.

Looking great though tass, have fun doing the lods and sight alligning :D

edit: oh yea, make sure to send it along to the dutch if the final version is without a flashlight :)
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"Without geometry, life is pointless"
TASS
Posts: 37
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Re: [Weapons] weapon exports

Post by TASS »

[R-DEV]Z-trooper wrote:rofl.

export looking better... it is the same thing you see ingame.
Same model. Same textures. Same lighting. Same Engine.
I could change a single line and have "my version" use the L9 version as well. That is the only difference.
The only thing "wrong" with my export was that I didn't put on the .jpg image for the flashlight on the model in those screenshots.
(btw, never do textures in .jpg format. Lossy as hell, bad compression, not suitable for game use. Use .tga's or .dds's in the future. .dds is the format bf2 takes so that would be optimal in the future...)

Stuff like this just makes me ask myself why the h*** I even bother to help community modding any more.

Looking great though tass, have fun doing the lods and sight alligning :D

edit: oh yea, make sure to send it along to the dutch if the final version is without a flashlight :)
I agree with you, there is nothing that I can make different :P Ok maybe he already included the normal map, but this one should make it looking better, not worse :P

For the lods, it's always the same, your don't like it but you need it ;)
As for the alignment: It looks corect to me:
Image
I just loaded the wepon in the editor, zoomed and didn't move. But testing it ingame will show the truth ;)

Edit: There is no flashlight anymore, since I was told to press 'del'

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halvor1
Posts: 1017
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Re: [Weapons] weapon exports

Post by halvor1 »

I jizzed my pants while looking at that!
Chuc
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Re: [Weapons] weapon exports

Post by Chuc »

Noo... its misaligned. Nevermind, it can be remedied by animations which can be done at the end. *sigh*
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TASS
Posts: 37
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Re: [Weapons] weapon exports

Post by TASS »

[R-DEV]Chuc wrote:Noo... its misaligned. Nevermind, it can be remedied by animations which can be done at the end. *sigh*
Ok, sorry, now I get what you mean. But since the wepon is perfectly aligned in the export szene it has to be the l9 animations fault :-P

Whatever, have fun fixing it as soon as I am done with it :P

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ZZEZ
Retired PR Developer
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Re: [Weapons] weapon exports

Post by ZZEZ »

Bring the cross via editor[Render > Hud > Toggle draw reference cross], the front sight has to be in the middle of the rear sight, watch this video to understand - the red circle is where the bullet will hit

[R-DEV]Chuc wrote:Noo... its misaligned. Nevermind, it can be remedied by animations which can be done at the end. *sigh*
The front of the pistol is to..up..the best solution is to reexport it and fix that - it will be far better solution then animation fix.
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: [Weapons] weapon exports

Post by FPaiva »

[SWIZZ]=TASS= wrote:I hope I did, since I used the frame tex for the part called frame and the slide tex for the part slide :P
I was saying about fit the tetxures on the UV maps. Just look this and you'll see what i meant:

This is the original texture:
Image

This is the Export:
Image

Usually, it's normal to happen those things with the textures and UV maps on Compilations and exports, but you can fix it on your 3D program.
Pte.Paynter
Posts: 150
Joined: 2009-03-03 23:25

Re: [Weapons] weapon exports

Post by Pte.Paynter »

That looks good ZTrooper keep up the good work mate.

Go Trooper :-D
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Glimmerman
Retired PR Developer
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Re: [Weapons] weapon exports

Post by Glimmerman »

Looks great fellas :)
TASS
Posts: 37
Joined: 2007-02-03 12:51

Re: [Weapons] weapon exports

Post by TASS »

'[R-DEV wrote:ZZEZ;998176']Bring the cross via editor[Render > Hud > Toggle draw reference cross], the front sight has to be in the middle of the rear sight, watch this video to understand - the red circle is where the bullet will hit




The front of the pistol is to..up..the best solution is to reexport it and fix that - it will be far better solution then animation fix.

Thx on that one mate, didn't know that one, maes work much easier.
Its a bit to low indeed:
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KP
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Re: [Weapons] weapon exports

Post by KP »

[SWIZZ]=TASS= wrote: Edit: There is no flashlight anymore, since I was told to press 'del'
Who told you that? I believe everyone has agreed on there being a flashlight on at least one version of the Glock, simply because that's what's used IRL, according to our main MA.
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More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

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H.sta
Posts: 1355
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Re: [Weapons] weapon exports

Post by H.sta »

Actually, he has not said anything about that, Mafia just decided some time ago that he wanted to see how it looked.
halvor1
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Re: [Weapons] weapon exports

Post by halvor1 »

I told him as well as rangu told him to not have flashlight on the glock 17! It will only be on the H&K 416!
Rangu
Posts: 843
Joined: 2007-02-08 14:34

Re: [Weapons] weapon exports

Post by Rangu »

hehe, yeah that's right, Halvor only wanted the flashlight on one of the weapons. However, it's open for rediscussion within the NF team! ;)
[R-DEV]Jaymz - If it wasn't for the F-18's incompetence, "Independence Day" would have ended half-way through.
KP
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Re: [Weapons] weapon exports

Post by KP »

As I always seem to be asking: why? There's a reason why it was made in the first place. ;)
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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
Rangu
Posts: 843
Joined: 2007-02-08 14:34

Re: [Weapons] weapon exports

Post by Rangu »

hehe, yeah. I fancy tacticoolness, let's do a revote ;)
[R-DEV]Jaymz - If it wasn't for the F-18's incompetence, "Independence Day" would have ended half-way through.
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: [Weapons] weapon exports

Post by FPaiva »

H.sta wrote:Actually, he has not said anything about that, Mafia just decided some time ago that he wanted to see how it looked.
Yes, that is the main point of why the Glock is with a M3X.
johnandreas
Posts: 117
Joined: 2008-09-19 20:08

Re: [Weapons] weapon exports

Post by johnandreas »

As I said in the Glock 17 Model tread, around November last year, the P-80 is delivered with m6x. However, because of some problems with the logistics, as always, only those who travel to Afghanistan are issued one.
Glimmerman
Retired PR Developer
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Re: [Weapons] weapon exports

Post by Glimmerman »

Is the HK416 allready re-exported with the new texture?
And is the Glock 17 done?
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