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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
Re: [Weapons] weapon exports
Posted: 2009-04-12 01:16
by FPaiva
[R-MOD]KP wrote:Thanks a bunch!
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!

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!

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

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..
In anycase, if you find that you do not have time to do these. I can do them again.

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

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..
In anycase, if you find that you do not have time to do these. I can do them again.
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

and here is the result.

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

and here is the result.

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

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

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

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

)
But, as i can see, there are inumerous texture missalignments, do you managed to get all the textures on the proper UV maps?