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Danish Forces mod

#526 User is offline   WytchDokta Icon Posted 02 June 2007 - 07:16 PM

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Right, I've got to over three quaters of the way through the exporting process for my new Dieter Munz character model. The thing is, I think I haven't UV mapped the top part of the torso properly as the skin doesn't fit correctly on that bit (looks like it's squeezed in). Here are some pics:

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Dead.
Space.
Two.

^Enough said.^

#527 User is offline   WytchDokta Icon Posted 02 June 2007 - 11:32 PM

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It's official - I've managed to export my first model (my previous models were exported by Phlookian) and it works in game. In fact, I had to export it twice because when I did it the first time, I accidently selected the Max Coordination export setting thingy to inversed.... Then when I previewed Tunney in the player roster, he was a monster! His neck was about 4 foot long and dragging on the floor, his legs and arms were not recognisable in the tangled mess that was then Tunney. Although, what seemed to be the main part of the boding was holding onto the SA80. He looked just like one of the those Curly Wurly chocolate bars, seriously! :lol:

So, I re-exported my Tunney model with the correct settings and have some screens to post. These are not the final skins as such, the skins still need some minor adjustments (beats me how I forgot to add the holster in to any of the four skins, but nevermind), and I'm in the process of exporting their respective headgear.

So here goes:

New Nigel Tunney & [hooded] Jack Stone woodland character models

New Nigel Tunney & [hooded] Jack Stone woodland character models again

New Nigel Tunney & Jack Stone desert character models

New Nigel Tunney & Jack Stone desert character models again

This post has been edited by WytchDokta: 02 June 2007 - 11:36 PM

Dead.
Space.
Two.

^Enough said.^

#528 User is offline   callmehobbes Icon Posted 03 June 2007 - 09:06 AM

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If you want some new faces - help yourself to the stuff in UKSF.
Looking good.

#529 User is online   wombat50 Icon Posted 03 June 2007 - 12:23 PM

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Quote

Then when I previewed Tunney in the player roster, he was a monster!

Scotty, this is Captain Kirk. Please check your settings in the Transporter Room! ;)
Looking good WD.

#530 User is offline   Hammer Icon Posted 03 June 2007 - 02:04 PM

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:thumbsup: looking real nice WD good work, Thats my next learning curve "Export" of a max model :blink:
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#531 User is offline   WytchDokta Icon Posted 03 June 2007 - 02:51 PM

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View PostHammer, on Jun 3 2007, 03:04 PM, said:

:thumbsup: looking real nice WD good work, Thats my next learning curve "Export" of a max model :blink:


If you need an export walkthrough give me shout. I won't forward Phlook tute to you out of respect to him, but I am planning on writing my own comprehensive tute soon too. I think the hardest part of exporting is if you have to 'rebuild' any polys as you thn need to remap the UVW mapping for the models' texture.

I've just exported my first attachment - nobody told me I needed to have it rotated at a 90 degree angle in 3DSM and down on the grid (in fact my model needs to be slightly above the grid) in order for it to fit on the head properly. :wall:
Dead.
Space.
Two.

^Enough said.^

#532 User is offline   Hammer Icon Posted 03 June 2007 - 04:33 PM

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look forward to that tut WD, so far the Ambulance and the RR limo i built were exported by Tinker but its about time i learnt how to do it. :D
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#533 User is offline   WytchDokta Icon Posted 03 June 2007 - 04:55 PM

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Replacing the lost vertices has to be the most annoying and most time consuming part - especially as the devs didn't name the bones correctly. Their bicep entry is actually the shoulder 'bone', their forearm entry is actually the bicep 'bone.' These bones control the movement of the vertices when the character moves (so if you set one of leg the vertices onto the neck bone, it will move in the same direction as the neck at the same as the neck moves, which can lead to some very funky results.) Just when you think you've got it right and export the character, you see the character move in game and some of the vertices are all over the place, where they shouldn't be. Think I've got square eyes now after working through this on several models in wireframe mode.
Dead.
Space.
Two.

^Enough said.^

#534 User is offline   Suicide Commando Icon Posted 04 June 2007 - 12:22 AM

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WD - Are you still going to complete the Danish SF portion of the mod? Still really, really looking forward to that.
Qui desiderat pacem præparet bellum. -Flavius Vegetius Renatus-

#535 User is offline   WytchDokta Icon Posted 04 June 2007 - 06:16 AM

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View PostSuicide Commando, on Jun 4 2007, 01:22 AM, said:

WD - Are you still going to complete the Danish SF portion of the mod?


Yes.
Dead.
Space.
Two.

^Enough said.^

#536 User is offline   krise madsen Icon Posted 11 June 2007 - 05:27 PM

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I managed to get some solid info on current (not those in the mod) Danish small arms. These belonged to Air Force security personnel:

C8A1's with a mix of ELCAN's and Aimpoints, including one setup with an Aimpoint mounted in front of a small night vision sight.

A few C8A1's had Picatinny rail handguards (looked like KAC RAS) with vertical grips but no lasers or lights.

Barrett M95 with some big sniperscope. :blink:

Full size HK USP 9x19mm with single action safety levers and rubber grip and, get this, extended barrel with threaded muzzle and thread protection cap. The only serious use for this is a sound suppressor and I'm pretty sure those aren't use outside SOF...

Also, FKP in Afghanistan used US Army type M240B machineguns with side-mounted Picatinny rails on top of their HMMWV's.

And sound suppressors are used quite liberally by JGK. Dunno the type, but it had a pretty big diameter and a rounded front (akin to the later MP5SD).

Small picatinny rails mounted below the front sight of the C8A1 LMG.

Just FYI :)

Respectfully

krise madsen

PS: WytchDokta, check your PM inbox, I think it's full :)
"crisis" is my middle name...

#537 User is offline   WytchDokta Icon Posted 11 June 2007 - 09:21 PM

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View Postkrise madsen, on Jun 11 2007, 06:27 PM, said:

PS: WytchDokta, check your PM inbox, I think it's full :)


Just the way I like it. :thumbsup: Then people can't bother me by keeping on asking me to make them camos/character models :lol: j/k

Thanx for the info. Now to empty my PM inbox....
Dead.
Space.
Two.

^Enough said.^

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