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Re: [Final] HK-416, HK-417 & Glock17 Textures
Posted: 2009-05-12 13:46
by masterceo
[R-DEV]Chuc wrote:
By the way, don't the reticles seem a little.. big?
yeah, i also think they are a bit too big. especially EOTech one, i have used one and seen them in action and the recticle is usually 2/1.5x smaller that the one you showed, ex:
http://128.83.80.200/shooting/reticle2.jpg
Re: [Final] HK-416, HK-417 & Glock17 Textures
Posted: 2009-05-12 16:53
by FPaiva
[R-CON]ballard_44 wrote:Any textures used were Mafias or PR's (the aimpoint scope texture is off PR's M4, lens.dds), except for the eo-tech 'sight'. That was off their website.
I'm not a graphics guys so wasn't my concern.
Any textures for the 3 'scoped' views can be considered place holders.
Screenshots are of medium quality on a map that has just the terrain painted and nothing else.
I use it for testing bots and navmesh sh*t.
No idea whose eo-tech that is, PR's or if KP made a new one?
Yes, KP did a new one (i think) and i did the new textures. About the files who you need, i'm not on my pc, but i can send to you the whole package, or you can talk with halvor1 about it.
One last thing, i've taken some good screenshots of the details over the final weapons, but there is so many images that i've put everthing togheter and uploaded it. Anyone who wants to see it, check this link:
RapidShare: Easy Filehosting
Re: [Final] HK-416, HK-417 & Glock17 Textures
Posted: 2009-05-12 16:57
by FPaiva
One last thing, i saw the in-game screens and my tetxures seem to be very blurry from here. What's happened? By hte way, can you create a new topic for that exports?
Re: [Final] HK-416, HK-417 & Glock17 Textures
Posted: 2009-05-12 17:05
by halvor1
daim boy i will talk to kp regarding who made the EOTECH=) Other than that it looks amazing

Keep the good work up
Re: [Final] HK-416, HK-417 & Glock17 Textures
Posted: 2009-05-12 18:24
by Z-trooper
MaFiA_do_OsAmA wrote:One last thing, i saw the in-game screens and my tetxures seem to be very blurry from here. What's happened?
It is the way game engines work (and yet another reason why not to render game art...)
Usually texture artist apply sharpen filters to their final maps to counter this effect.
Re: [Final] HK-416, HK-417 & Glock17 Textures
Posted: 2009-05-12 18:34
by FPaiva
[R-DEV]Z-trooper wrote:It is the way game engines work (and yet another reason why not to render game art...)
Usually texture artist apply sharpen filters to their final maps to counter this effect.
Ehh... i have applied those filters....

Re: [Final] HK-416, HK-417 & Glock17 Textures
Posted: 2009-05-12 18:37
by sakils2
My god the EOtech looks smexy. Will US army/USMC get it?
Re: [Final] HK-416, HK-417 & Glock17 Textures
Posted: 2009-05-12 19:31
by jbgeezer
NICe!! Oh yeah oh yeah!
Re: [Final] HK-416, HK-417 & Glock17 Textures
Posted: 2009-05-12 21:33
by Maxfragg
the aimpoint should be transparent like the eotech, right?
Re: [Final] HK-416, HK-417 & Glock17 Textures
Posted: 2009-05-12 23:05
by Chuc
Depends on the original resolution of your texture sheets too, usually most small arm individual sections, like the M16A4, take up about 1024^2 pixels.
That aimpoint has magnification, so it needs to be done like any other scope.
Re: [Final] HK-416, HK-417 & Glock17 Textures
Posted: 2009-05-13 01:50
by Qaiex
[R-DEV]Chuc wrote:That aimpoint has magnification, so it needs to be done like any other scope.
Why? Can't it be done like Far Cry 2 and so many other games? By filling the screen with the scope and blurring out what little remains seen around it.
Oh and are these scopes going to have the hard edge like the current scopes or is it going to be a bit smoother like the binoculars and vehicle scopes?
Re: [Final] HK-416, HK-417 & Glock17 Textures
Posted: 2009-05-13 09:20
by Maxfragg
it can't, accept ist.
if you want to know it exactly, its because the bf2 only allowes one camera/pointofview per person and time, while the source engine does, and that not only alowes such a scope, but also real mirrors, working tv cameras . . .
an no, the bf2 engine does NOT suck just because of this, it still is one of the best engines for a game like pr, but it simply is purpose build and not a engine made to be sold, like the Cry, UT or the Source and as such it simply is not so flexible
@Chuc: thx, somehow when i here Aimpoint I always think its got to be a pure reddot

Re: [Final] HK-416, HK-417 & Glock17 Textures
Posted: 2009-05-13 12:24
by Chuc
qaiex wrote:Why? Can't it be done like Far Cry 2 and so many other games? By filling the screen with the scope and blurring out what little remains seen around it.
Oh and are these scopes going to have the hard edge like the current scopes or is it going to be a bit smoother like the binoculars and vehicle scopes?
Its a complicated issue, and what you're suggesting has been attempted in the past with little good.
Re: [Final] HK-416, HK-417 & Glock17 Textures
Posted: 2009-06-11 13:33
by alexaus
they are amazing
Re: [Final] HK-416, HK-417 & Glock17 Textures
Posted: 2009-06-18 03:50
by FPaiva
Updated EO-tech:
That horrible contrast originally made by me was pissing me off, so i did again some parts of it
Re: [Final] HK-416, HK-417 & Glock17 Textures
Posted: 2009-06-18 08:57
by cyberzomby
Nice sights! Looking goood

Re: [Final] HK-416, HK-417 & Glock17 Textures
Posted: 2009-06-18 08:59
by Rangu
Looks amazing, you're a real pro Osama!
Re: [Final] HK-416, HK-417 & Glock17 Textures
Posted: 2009-06-18 11:46
by H.sta
why is Mafia not yet a [R-Con]?
Re: [Final] HK-416, HK-417 & Glock17 Textures
Posted: 2009-06-18 20:23
by Polka
Oh ****, didnt see these yet, awesomeness.
Re: [Final] HK-416, HK-417 & Glock17 Textures
Posted: 2009-07-03 18:29
by FPaiva
HK-417 Foregrip Updates:
I used the retexture of the rails for the AG3-F2 who i did now to replace the old rails of the HK-417. In my opinion, it looks better now. I also edited the old texture to match with the new one.
I want to make a request for a full credit about the HK-416 and 417. Who have worked on the models and in the export, because the rest was done by me.