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Re: [Weapons] weapon exports

Posted: 2009-04-12 00:11
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...

Re: [Weapons] weapon exports

Posted: 2009-04-12 00:15
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:

Re: [Weapons] weapon exports

Posted: 2009-04-12 01:16
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

=)

Re: [Weapons] weapon exports

Posted: 2009-04-12 20:40
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.

Re: [Weapons] weapon exports

Posted: 2009-04-12 20:45
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.

Re: [Weapons] weapon exports

Posted: 2009-04-12 20:49
by FPaiva
[R-DEV]Pride wrote:You're gonna need to learn...it's not hard.
Damn, is there any tutorials then?

Re: [Weapons] weapon exports

Posted: 2009-04-12 21:56
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?

Re: [Weapons] weapon exports

Posted: 2009-04-12 22:55
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:

Re: [Weapons] weapon exports

Posted: 2009-04-13 02:39
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:

Re: [Weapons] weapon exports

Posted: 2009-04-13 03:06
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 ;)

Re: [Weapons] weapon exports

Posted: 2009-04-13 09:16
by cyberzomby
Ive seen specular tutorials. Try bf2editor.org Not sure if they where there.

Re: [Weapons] weapon exports

Posted: 2009-04-14 18:57
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

Re: [Weapons] weapon exports

Posted: 2009-04-19 22:40
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.

Re: [Weapons] weapon exports

Posted: 2009-04-19 23:06
by Chuc
I don't see whats so wrong about it..

Re: [Weapons] weapon exports

Posted: 2009-04-20 00:53
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:

Re: [Weapons] weapon exports

Posted: 2009-04-20 09:37
by Rangu
We've already flipped a coin over that decision. ;)

Re: [Weapons] weapon exports

Posted: 2009-04-20 11:59
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 ;)

Re: [Weapons] weapon exports

Posted: 2009-04-20 13:17
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! :)

Re: [Weapons] weapon exports

Posted: 2009-04-20 13:33
by Chuc
Make sure the ironsights are aligned ;) Take a screenshot of you sighting in.

Re: [Weapons] weapon exports

Posted: 2009-04-20 13:35
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?