HK-416 export

Discussion pertaining to the PR Norwegian Forces faction.
ballard_44
Retired PR Developer
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Joined: 2007-05-30 22:47

HK-416 export

Post by ballard_44 »

Starting another thread to continue off the other...

Update of the EO-Tech sight...smaller and the edges of the alpha channel edited.

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Mafia, I didn't do anything to your textures and they look just like you made them.
What they look like in the editor, so don't be fooled by the previous images and my less than great ingame graphics settings

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One note, however...the game doesn't use .jpegs as texture sheets.
I resaved them as .dds, DXT5 w/ mipmaps which is typically used for things that use an Alpha channel and bump/normal map.

Whoever re-saved them recently also forgot to give a proper Alpha channel.
They were pure white, which made the weapon super shiny!!!
Enemy could see this weapon gleaming from 1k meters away on a sunny day :smile:
I just cloned the blue channel of all the color textures and it toned it down quite abit.

Also, not a big deal, but typical the naming of a color sheet would have _c added before the format extension (eg Main_Body_c.dds) and normal/bump map sheets usually have _b.

If you knew all this or it wasn't you, then i apologize.

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Lets talk about the updated ACOG...Not going to work as is.
Basically, I'm not going to rescale and refit the updated version as I already have PR's version set in place.

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If you would still like to re-uvmap and texture PR's, then use the .max file that i provided below.
These are the 1st and 3rd person meshes of PR's ACOG set to scale and position to where i want them.
// snip Z
When you send me back the .max file they should be perfectly aligned when I 'merge' them.

Also note the in the materials editor the the ID number for the meshes should be 16 and 17.
17 is that red line thing so if you combine the ACOG into 1, make it all ID 16.


EDIT - need to make you an R-CON so i can talk to you on that forum!
Last edited by Z-trooper on 2009-05-13 19:30, edited 1 time in total.
H.sta
Posts: 1355
Joined: 2006-12-07 12:40

Re: HK-416 export

Post by H.sta »

very nice, can't wait to use them ingame
Rangu
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Joined: 2007-02-08 14:34

Re: HK-416 export

Post by Rangu »

Good job, looks awesome!
[R-DEV]Jaymz - If it wasn't for the F-18's incompetence, "Independence Day" would have ended half-way through.
single.shot (nor)
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Re: HK-416 export

Post by single.shot (nor) »

Su-wheet!
War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: HK-416 export

Post by FPaiva »

Ok, let's go
The EO-Tech glass doesn't look like the one who i did and have you talked with halvor? He haves my new ACOG and about the ACOG, i only did a new one because it was on the 416 variants packege, otherwise i wasn't going to make it, but if you really need me to retexture the files who you uploaded, i think that i can do the job.
ballard_44
Retired PR Developer
Posts: 1204
Joined: 2007-05-30 22:47

Re: HK-416 export

Post by ballard_44 »

MaFiA_do_OsAmA wrote: The EO-Tech glass doesn't look like the one who i did and have you talked with halvor?

It's not yours, it is one i found on the EO-Tech website and added in.
He haves my new ACOG and about the ACOG, i only did a new one because it was on the 416 variants packege, otherwise i wasn't going to make it, but if you really need me to retexture the files who you uploaded, i think that i can do the job.
No, my friend, you don't have to do anything if you don't want to.

But when I tried to add your ACOG to the 416 it was way out of scale (too big in size) and I didn't want to have to rescale and reposition it.

I think the current PR version is just fine to use and doesn't need any work done to it.
ImageShack - Image Hosting :: bf2editor20090512184105.jpg

BUT, if you want to re-texture PR's ACOG, than use the .max file in the 1st post, but please DO NOT move or rescale the meshes.
Z-trooper
Retired PR Developer
Posts: 4166
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Re: HK-416 export

Post by Z-trooper »

Should really refrain from posting models and textures on the open forums.. who know whos little stealy fingers might try to nick it... PM it :)

I'm snipping it out of the first post.
Image
"Without geometry, life is pointless"
Hitperson
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Re: HK-416 export

Post by Hitperson »

wow that EoTech reticule is ginormous.

Image

http://www.kaneohegs.com/images/eotech_ ... _image.jpg (just in case)

and it should be more fuzzy as well i think.
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masterceo
Posts: 1914
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Re: HK-416 export

Post by masterceo »

yeah, it's still a bit too big but definately better than the last one

Priby:Why cant i be norwegian?
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ballard_44
Retired PR Developer
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Re: HK-416 export

Post by ballard_44 »

post number 12 gives a good explanation to what happens and even has a video.

Got to look at a real eotech today - Insurgency Forums

this implies the ingame model is the 512, though :-P

will update when I get a chance
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: HK-416 export

Post by FPaiva »

'[R-CON wrote:ballard_44;1021750']It's not yours, it is one i found on the EO-Tech website and added in.


No, my friend, you don't have to do anything if you don't want to.

But when I tried to add your ACOG to the 416 it was way out of scale (too big in size) and I didn't want to have to rescale and reposition it.

I think the current PR version is just fine to use and doesn't need any work done to it.
ImageShack - Image Hosting :: bf2editor20090512184105.jpg

BUT, if you want to re-texture PR's ACOG, than use the .max file in the 1st post, but please DO NOT move or rescale the meshes.
Ehh... i didn't rescaled it and it uses the same size. About the reticle, why don't you use mine's? I think that is pretty good.
Image
Hitperson
Retired PR Developer
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Re: HK-416 export

Post by Hitperson »

this model on the 416 is the 551 whereas the guy in the thread on the INS forum is holding a 552
Image
Harrod200:"Fire.exe has committed an illegal operation and has been shut down"
Raniak : "Warning: May crash if fired upon."
M4sherman: "like peter pan but with tanks"
[R-MOD]Eddiereyes909 (on sim tower) "It truly was the game of my childhood and has led to me getting my degree in industrial engineering."
waldo_ii
Posts: 961
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Re: HK-416 export

Post by waldo_ii »

If you look at the images given so far, the real-life reticle is about as wide as the front-sight post, or about the size of one of the screws on the user-end side of the EOTech device itself. It needs to be scaled down a lot.
|TGXV| Waldo_II

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ballard_44
Retired PR Developer
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Re: HK-416 export

Post by ballard_44 »

i didn't rescaled it and it uses the same size
No, you didn't rescale it, but that is not what i meant.

Your ACOG is out of scale because the whole 416 model needed to be rescaled to an appropriate size to make it playable.
So now you can see your new ACOG is pretty big compared to the ingame HK416....lol
Image
Qaiex
Posts: 7279
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Re: HK-416 export

Post by Qaiex »

Nice. I was going to link to the Insugency post too but I see Ballard beat me to it. XD

Btw, is the HK-416 not going to use the vertgrip?
Also, is it going to be fitted with the railcovers? Cause I kinda like it without them, makes it look less like an M4/M16.
Hitperson
Retired PR Developer
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Re: HK-416 export

Post by Hitperson »

'[R-CON wrote:ballard_44;1022118']No, you didn't rescale it, but that is not what i meant.

Your ACOG is out of scale because the whole 416 model needed to be rescaled to an appropriate size to make it playable.
So now you can see your new ACOG is pretty big compared to the ingame HK416....lol
Image
what??

i see no issue with that picture :p
Image
Harrod200:"Fire.exe has committed an illegal operation and has been shut down"
Raniak : "Warning: May crash if fired upon."
M4sherman: "like peter pan but with tanks"
[R-MOD]Eddiereyes909 (on sim tower) "It truly was the game of my childhood and has led to me getting my degree in industrial engineering."
J.F.Leusch69
Retired PR Developer
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Re: HK-416 export

Post by J.F.Leusch69 »

hey ballard_44

congrates to your R-DEV being :)
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: HK-416 export

Post by FPaiva »

'[R-DEV wrote:ballard_44;1022118']No, you didn't rescale it, but that is not what i meant.

Your ACOG is out of scale because the whole 416 model needed to be rescaled to an appropriate size to make it playable.
So now you can see your new ACOG is pretty big compared to the ingame HK416....lol
Image
Ok then, as i see you are having issues with that, but here is normal. I can send to you the HK-416 model with my ACOG merged on the scene, that will make things more easier to you. Do you want it?
ballard_44
Retired PR Developer
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Joined: 2007-05-30 22:47

Re: HK-416 export

Post by ballard_44 »

J.F.Leusch69 wrote:hey ballard_44

congrates to your R-DEV being :)
Thanks, but trust me when i say it has nothing to do with this project.
Would probably have lost my CON status if that was the case! :-o

Mafia, don't worry about it.
Even if you sent me that i would have to break everything down again and i don't have the desire just to add in a re-mapped and re-textured ACOG.
ballard_44
Retired PR Developer
Posts: 1204
Joined: 2007-05-30 22:47

Re: HK-416 export

Post by ballard_44 »

[R-DEV]Hitperson wrote:what??

i see no issue with that picture :p
lol...i got confused and that is the new 'sight' for the Scimitar i believe.
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