I think that might have been made possible by PRV.AR-15 variants for hamas.
[WIP] Syrian Community mod - need help
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Rudd
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Re: [WIP] Syrian Community mod - need help
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BroCop
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Re: [WIP] Syrian Community mod - need help
Not really considering they were released before PRV even got announced in an April Fools

- Mineral
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Re: [WIP] Syrian Community mod - need help
right, design plan updatedsince I couldn't study today. probably more to the liking of the last few posters
. As indeed after looking at references of the last two months, I couldn't really see many AK74's, specially not enough to be used as main weapon. Also added some additional vehicles and updated the info on most things. Also updated my personal reference library with 2gb of new pictures and footage. thank you faculty internet 
I want to call out to all of you, the amount of work that needs to be done to get this ready will mostly be on maps. And a few other tasks still waiting. This project isn't miles away from having a first finished build.
Although loads of things can already be found in PR or other mods(with permission), all of those need retexturing and often re-coding. I got a coder, but I don't have a texture artist no longer(ct will be on LOA soon). therefore a request to you all, I need a person who is skilled with photoshop and is capable of re texturing. Which is much simpler then creating textures from scratch, something I won't ask.
Another thing we still need, is a LOD's for the T55 and a ZPU1 model. The lods's for the T55 is a relatively simple task. And can be done by most people who have touched modelling before. the ZPU1 creation is a bit more difficult and requires more time and skill. But it would be greatly appreciated if somebody of the community could step up and help us out. And not only for syria, a T55 and ZPU1 could be used for many other purposes in PR.
Needs re-texturing:
BMP1
BMP2
T72
BTR60
GAZ34
ZSU-23-4
MIG 29
mi-24 hind (waiting for 1.0 release)
mi-8
T55 ( syrian rebel look)
new technical look
new models:
T-55

need LOD's for turret,base(might be able to use T62 lods) and wreck(base and turret)
ZPU1
needs brand new model. (+ lod's)
Can be used for on the back of trucks,technicals and as stationary weapons

I want to call out to all of you, the amount of work that needs to be done to get this ready will mostly be on maps. And a few other tasks still waiting. This project isn't miles away from having a first finished build.
Although loads of things can already be found in PR or other mods(with permission), all of those need retexturing and often re-coding. I got a coder, but I don't have a texture artist no longer(ct will be on LOA soon). therefore a request to you all, I need a person who is skilled with photoshop and is capable of re texturing. Which is much simpler then creating textures from scratch, something I won't ask.
Another thing we still need, is a LOD's for the T55 and a ZPU1 model. The lods's for the T55 is a relatively simple task. And can be done by most people who have touched modelling before. the ZPU1 creation is a bit more difficult and requires more time and skill. But it would be greatly appreciated if somebody of the community could step up and help us out. And not only for syria, a T55 and ZPU1 could be used for many other purposes in PR.
Needs re-texturing:
BMP1
BMP2
T72
BTR60
GAZ34
ZSU-23-4
MIG 29
mi-24 hind (waiting for 1.0 release)
mi-8
T55 ( syrian rebel look)
new technical look
new models:
T-55

need LOD's for turret,base(might be able to use T62 lods) and wreck(base and turret)
ZPU1
needs brand new model. (+ lod's)
Can be used for on the back of trucks,technicals and as stationary weapons

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Pronck
- Posts: 1778
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Re: [WIP] Syrian Community mod - need help
If the ZPU technical is made can the DEVs also use it for regular PR then or will the Syria mod later be integrated into the regular PR mod?
We are staying up!
- Mineral
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Re: [WIP] Syrian Community mod - need help
this is just another community add on just like all other comfacs. I hope one day this will be easier if we ever become a official 'thing' so a possible implementation can go smooth. So yeah, everything that we make can be used by the PR-Team. Don't look it at as a separate mod 
- Mineral
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Unhealed
- Posts: 365
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Re: [WIP] Syrian Community mod - need help
Can we see it? Personally I would like to know where did you saw AK-103 in Syria. I can't find it when I google "AK-103 Syria" except for wikipedia article that says "Used by Syrian commandos.[citation needed]" and twitter/forum posts where people mistake AK74M for AK103. And some blogs claiming there is AK-103 in syria but not providing any pictures or only pictures of AK103 in Libya.Also updated my personal reference library with 2gb of new pictures and footage
But it finds a lot of results(trustworthy and with pictures) when I google "AK74M Syria" for example.
I'm not against that gun, I just want to satisfy my curiosity. And maybe you saw an AK74M really long time ago and mistook it for AK103(like many people probably did) since there is really no visual differences except for the more curved magazine.
Last edited by Unhealed on 2013-06-01 02:35, edited 3 times in total.
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Unhealed
- Posts: 365
- Joined: 2012-09-15 16:33
Re: [WIP] Syrian Community mod - need help
No. It's AK74M.Baathist wrote:Is this AK 103:
[ATTACH]7553[/ATTACH]

And this is AK 103

Please next time just google weapon names by yourself to see the difference, it's not that hard -_-
- Mineral
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Re: [WIP] Syrian Community mod - need help
Another bump! Today I looked for interesting new map locations, and found quite a few that would fit awesome for PR map.
Such as this one:
If any experienced mappers, or people willing to try it out are willing to help out, feel free to post here or contact me. Also still looking for modelers and texture artist that can help out during the holidays to get some work done! Remember the texture work isn't very hard. It is retexturing of existing pr/bf2 models, so mostly recoloring and adding specific details. Something most some what knowledged users of photoshop can do.
read more here: http://prsaf.comlu.com/index.php/forumi ... nt-to-help
Such as this one:
Spoiler for map idea for Deir Ezzur:
read more here: http://prsaf.comlu.com/index.php/forumi ... nt-to-help
Last edited by Mineral on 2013-06-03 09:20, edited 4 times in total.
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Spush
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Re: [WIP] Syrian Community mod - need help
I was looking through the design plans, and well I thought the Syrians use the T-72AV model? And you can always wait for the new MEC kit geos to reskin them since well they look similar to what the SAA uses.
- Mineral
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Re: [WIP] Syrian Community mod - need help
well, the most popular videos on the tubes indeed show what I think is the same devision all the time(always the same armored column) with T72AV's yes, specially the POV of the tank videos(I guess you know the ones I mean, if not ask). But I've seen many T72's without reactive armour added. It seems they have both types in quite large numbers. Although this was mostly in the early days I saw the ones without the extra armor, this is when I made the designplan and when they also still used their T55 and T62's quite a lot. Which it seems they stopped doing often. Question is can we we create the reactive armor in PR? maybe with a child object?
edit: their old T72's are usually in the green, green/yellow camo. While the T72AV's are in the desert one.
So yeah, if it's doable with child objects then that would be awesome
I guess it's easy with a simple re-export too? Although the collision mesh wouldn't match which would make it a bit weird I think.
Same for maybe the steel 'fencing' they sometimes put around the turret and on the sides. Although that might make it a bit high poly for little purpose.

edit: their old T72's are usually in the green, green/yellow camo. While the T72AV's are in the desert one.
So yeah, if it's doable with child objects then that would be awesome
Same for maybe the steel 'fencing' they sometimes put around the turret and on the sides. Although that might make it a bit high poly for little purpose.

Last edited by Mineral on 2013-06-03 15:18, edited 3 times in total.
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Spush
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Re: [WIP] Syrian Community mod - need help
Yeah you can, but the best thing to do is to weld the objects to the mesh so it doesn't cause any zfighting.
We had plans to do the T-72M1M variant for the MEC but it was never finished and forgotten. I believe it was going to be reworked from and exported scene of USI's T-72 and built up from there.
We had plans to do the T-72M1M variant for the MEC but it was never finished and forgotten. I believe it was going to be reworked from and exported scene of USI's T-72 and built up from there.
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Moszeusz6Pl
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Re: [WIP] Syrian Community mod - need help
Reactive armor is impossible do it in BF2. We have same problem with PT-91 Twardy. The best way is to model this reactive armor, but make it work as normal one.

- Mineral
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Re: [WIP] Syrian Community mod - need help
Ow, didn't know about the USI model, I'll look into that. Thanks Spush!
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Rhino
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Re: [WIP] Syrian Community mod - need help
[quote=""'[R-CON"]Moszeusz6Pl;1898844']Reactive armor is impossible do it in BF2. We have same problem with PT-91 Twardy. The best way is to model this reactive armor, but make it work as normal one.[/quote]
Its far from "impossible" to make reactive armour in BF2, both from a code and modelling POV. The big problem is how to go about it making it, which varies depending on the style of the reactive armour and there are indeed very bad ways to make it.
[quote="MineralWouter""]Question is can we we create the reactive armor in PR? maybe with a child object?
So yeah, if it's doable with child objects then that would be awesome
I guess it's easy with a simple re-export too? Although the collision mesh wouldn't match which would make it a bit weird I think.
Same for maybe the steel 'fencing' they sometimes put around the turret and on the sides. Although that might make it a bit high poly for little purpose.[/quote]
Do you have some better pics of the reactive armour and steel fencing?
It is possible to add reactive armour on via a child object, but the problem with doing it that way is that it will zfight. However you can get around the zfigthing by baking the reactive armour onto the texture underneath it, so when it dose zfight, it doesn't zfight with a big black shadow behind it but with a texture of itself, which will make the zfighting pretty much invisible.
But its generally far better to have it welded onto the model, as well as having much better control with the LODs etc, but this requires a re-export.
Also you would change the col mesh with any edit, if done via a child object, the child object would have its own col mesh (although can't have the col1 mesh interact with anything when a child on a vehicle so you would be able to stick the reactive armour on the sides though walls etc possibly).
But the best way to go about it, very much depends on the style of the reactive armour, and on the state of the export scene etc.
Its far from "impossible" to make reactive armour in BF2, both from a code and modelling POV. The big problem is how to go about it making it, which varies depending on the style of the reactive armour and there are indeed very bad ways to make it.
[quote="MineralWouter""]Question is can we we create the reactive armor in PR? maybe with a child object?
So yeah, if it's doable with child objects then that would be awesome
Same for maybe the steel 'fencing' they sometimes put around the turret and on the sides. Although that might make it a bit high poly for little purpose.[/quote]
Do you have some better pics of the reactive armour and steel fencing?
It is possible to add reactive armour on via a child object, but the problem with doing it that way is that it will zfight. However you can get around the zfigthing by baking the reactive armour onto the texture underneath it, so when it dose zfight, it doesn't zfight with a big black shadow behind it but with a texture of itself, which will make the zfighting pretty much invisible.
But its generally far better to have it welded onto the model, as well as having much better control with the LODs etc, but this requires a re-export.
Also you would change the col mesh with any edit, if done via a child object, the child object would have its own col mesh (although can't have the col1 mesh interact with anything when a child on a vehicle so you would be able to stick the reactive armour on the sides though walls etc possibly).
But the best way to go about it, very much depends on the style of the reactive armour, and on the state of the export scene etc.
Ye, it was a modified version of USI's T-72 but never got finished and had significant problems with it iirc too.[R-DEV]Spush wrote:We had plans to do the T-72M1M variant for the MEC but it was never finished and forgotten. I believe it was going to be reworked from and exported scene of USI's T-72 and built up from there.
- Mineral
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- Location: Belgium
Re: [WIP] Syrian Community mod - need help
I was going to try to add them on the current model we got and see how bad the collision problem is. But now I'm thinking, it's not a good way cause then we can't add a material to it and won't have any use. Any chance you guys once edited the T72 model and have a export scene of it? 
I will read a bit more about childobjects, which now seems the best option I guess. Although, could you explain the fix for the Z fighting a bit more?
Can a childobject work with a thing such a turret? So it moves with it while rotating?
What do you think would be the best option? Cause I don't think I'm near anywhere capable of remaking the T72 collision. Seriously everyday I come across something that would be awesome to change, but I remember we can't import collision meshes. I get soo annoyed
I will read a bit more about childobjects, which now seems the best option I guess. Although, could you explain the fix for the Z fighting a bit more?
Can a childobject work with a thing such a turret? So it moves with it while rotating?
What do you think would be the best option? Cause I don't think I'm near anywhere capable of remaking the T72 collision. Seriously everyday I come across something that would be awesome to change, but I remember we can't import collision meshes. I get soo annoyed
Last edited by Mineral on 2013-06-03 16:31, edited 1 time in total.
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Rhino
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Re: [WIP] Syrian Community mod - need help
What are you on about? I said above that part is fine... The child object can have its own cols and materials that if hit, by a bullet, will damage the parent's armour appropriately to the material damage settings.MineralWouter wrote:I was going to try to add them on the current model we got and see how bad the collision problem is. But now I'm thinking, it's not a good way cause then we can't add a material too it and won't have any use. Any chance you guys once edited the T72 model and have a export scene of it?![]()
The only problem with childobject collisions is with physics (col1) ie, in the worst case scenario in this case if the childobject is on the side, then we can't stop the tank from putting it into a wall if he drives up next to it, but not a massive problem even so unless it went really deep into the wall or w/e.
As I said above, post some better pics of the reactive armour and I'll let you know if its at all doable with a childobject.MineralWouter wrote:I will read a bit more about childobjects, which now seems the best option I guess. Although, could you explain the fix for the Z fighting a bit more?
Yes, you just need to add it to the turret instead of the body.MineralWouter wrote:Can a childobject work with a thing such a turret? So it moves with it while rotating?





