Here we will list exceptional tutorials that contain very useful information for weapon modding.
If you find (or write) a tutorial that you think could help the community and the modders improve their technique, feel free to post a link here or to contact the forum moderator.
Advanced Weapon Modelling Tutorial
Author: Earl
Synopsis: This tutorial will guide you through the process of building an AK-74M and clearly and easly teaches the use of very useful 3D studio max modifiers like "Edit Mesh", "Chamfer" and "Face extrude".
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Weapons Factory Tutorials List of useful tutorials on the web.
#1
Posted 07 January 2003 - 05:37 PM

Get in, sit down, buckle up and shut up.
The Pilot Lounge (my aviation forum)
Marco's Hangar (my blog)
#2
Posted 14 January 2003 - 01:06 AM
Advanced Weapons Creation: Physics and Damage Model
By Parabellum
For Ghost Recon
This tutorial is intended for advanced users only, and knowledge of algebra is required. This turorial does not require Microsoft Excel, but a scientific calculator, such as the large, graphic models made by Texas Instruments, is recommended.
Common Terms:
Note: All velocities are in meters per second (mp/s), unless otherwise noted.
The Ghost Recon (GR) Velocity Equation: Vr = mV + (P x R) + (M x R^2)
R: Range variable
Vr: Velocity - specifically, the velocity at x range
mV: Velocity at the muzzle of the weapon
P: The percentage value of the weapon’s initial velocity that is kept at x meters. For example, 0.95 @ 100meters This value is represented in the GR velocity equation as (P x R)
M: Modifier for velocity. This value is represented in the GR equation as (M x R^2)
The Ghost Recon Damage Equation:
(E x Vr) + (D x Vr^2)
E: Ratio of energy to velocity at a given range. For example: The ratio of energy to velocity for a projectile with 330 ft/lbs moving at 1100 FEET PER SECOND would be 0.296 Note that this value MUST be calculated using feet per second - NOT meters per second.
D: A multiplier, which is a function of velocity squared.
Steps to finding Vr, mV, and P
You need to have:
Velocity in feet per second
Velocity at x range (in meters), where I use 100 for rifles, 200 for sniper rifles, 50 for sub-machine guns, and 25 for handguns
The first variable, B, will be muzzle velocity, converted to meters per second This value is not used in determining any other velocity functions.
The second variable, P, is found by dividing velocity at x range, by muzzle velocity, which will produce a decimal value. This value should be multiplied by negative 1, which will produce P
EXAMPLE: Velocity at muzzle (mV): 1100
Velocity @100m(Vr): 950
Amount kept: 0.864
Divide by -1: -0.864 <- - - This value is P
The Third variable, M, is found by working a variation of the GR velocity variable:
Vr - mV + (P x R) = M
Here is an example:
In the above example, mV is 1100, Vr is 950, and P is -0.864
Plug those variables into the above equation, and solve it:
950 -( 1100 + (-0.864 x 100)) = -63.6
What this means is:
950 = 1100 + (-0.864 x 100) + (-63.6) We know that -63.6 MUST, in reality, be (M x 100^2), so we divide -63.6 by 100^2 - That gives us -0.00636 - This value is M
So, our velocity data would be:
mV = 1100
P = -0.864
M = -0.00636
IMPORTANT!: Mv MUST be converted to meters per second before being entered into the Ghost Recon .gun file.
Damage Formulae
Note: The following data is intended for advanced users only. You will need a good knowledge of algebra and a scientific calculator to perform the operations listed below.
You will need:
Muzzle velocity, in Feet Per Second (Fp/S)
Muzzle energy, in foot-pounds (ft/lbs)
Find Dc0
Divide energy by velocity. E/V = Dc0
Example: 200/1000 = .2 The result is Dc0
Find Dc1
Find appropriate damage on chart (see next page)
Example: 90% = 1000
Damage = (Dc0 x V) + (Vc1 x V^2)
Example: 1000 = (.2 x 1000) + (Vc1 x 1000^2)
Simplify this operation:
Example: 1000 - (.2 x 1000) = E
1000 - 200 = 800
Divide E by Velocity^2
Example: 800/1000^2 = 0.0008 This is Dc1
Put these variables in the appropriate fields in the Gun Editor within IGOR.
Damage Table
Find the appropriate chance of wounding from a center-mass hit at the muzzle on the left, and look to the total damage value on the right. Use this in step 2 of the damage formula above.
99 - - 10000
97 - - 3300
95 - - 2000
93 - - 1425
90 - - 1000
87 - - 770
85 - - 665
83 - - 587
80 - - 500
77 - - 435
75 - - 400
73 - - 370
70 - - 333
Author: Parabellum
By Parabellum
For Ghost Recon
This tutorial is intended for advanced users only, and knowledge of algebra is required. This turorial does not require Microsoft Excel, but a scientific calculator, such as the large, graphic models made by Texas Instruments, is recommended.
Common Terms:
Note: All velocities are in meters per second (mp/s), unless otherwise noted.
The Ghost Recon (GR) Velocity Equation: Vr = mV + (P x R) + (M x R^2)
R: Range variable
Vr: Velocity - specifically, the velocity at x range
mV: Velocity at the muzzle of the weapon
P: The percentage value of the weapon’s initial velocity that is kept at x meters. For example, 0.95 @ 100meters This value is represented in the GR velocity equation as (P x R)
M: Modifier for velocity. This value is represented in the GR equation as (M x R^2)
The Ghost Recon Damage Equation:
(E x Vr) + (D x Vr^2)
E: Ratio of energy to velocity at a given range. For example: The ratio of energy to velocity for a projectile with 330 ft/lbs moving at 1100 FEET PER SECOND would be 0.296 Note that this value MUST be calculated using feet per second - NOT meters per second.
D: A multiplier, which is a function of velocity squared.
Steps to finding Vr, mV, and P
You need to have:
Velocity in feet per second
Velocity at x range (in meters), where I use 100 for rifles, 200 for sniper rifles, 50 for sub-machine guns, and 25 for handguns
The first variable, B, will be muzzle velocity, converted to meters per second This value is not used in determining any other velocity functions.
The second variable, P, is found by dividing velocity at x range, by muzzle velocity, which will produce a decimal value. This value should be multiplied by negative 1, which will produce P
EXAMPLE: Velocity at muzzle (mV): 1100
Velocity @100m(Vr): 950
Amount kept: 0.864
Divide by -1: -0.864 <- - - This value is P
The Third variable, M, is found by working a variation of the GR velocity variable:
Vr - mV + (P x R) = M
Here is an example:
In the above example, mV is 1100, Vr is 950, and P is -0.864
Plug those variables into the above equation, and solve it:
950 -( 1100 + (-0.864 x 100)) = -63.6
What this means is:
950 = 1100 + (-0.864 x 100) + (-63.6) We know that -63.6 MUST, in reality, be (M x 100^2), so we divide -63.6 by 100^2 - That gives us -0.00636 - This value is M
So, our velocity data would be:
mV = 1100
P = -0.864
M = -0.00636
IMPORTANT!: Mv MUST be converted to meters per second before being entered into the Ghost Recon .gun file.
Damage Formulae
Note: The following data is intended for advanced users only. You will need a good knowledge of algebra and a scientific calculator to perform the operations listed below.
You will need:
Muzzle velocity, in Feet Per Second (Fp/S)
Muzzle energy, in foot-pounds (ft/lbs)
Find Dc0
Divide energy by velocity. E/V = Dc0
Example: 200/1000 = .2 The result is Dc0
Find Dc1
Find appropriate damage on chart (see next page)
Example: 90% = 1000
Damage = (Dc0 x V) + (Vc1 x V^2)
Example: 1000 = (.2 x 1000) + (Vc1 x 1000^2)
Simplify this operation:
Example: 1000 - (.2 x 1000) = E
1000 - 200 = 800
Divide E by Velocity^2
Example: 800/1000^2 = 0.0008 This is Dc1
Put these variables in the appropriate fields in the Gun Editor within IGOR.
Damage Table
Find the appropriate chance of wounding from a center-mass hit at the muzzle on the left, and look to the total damage value on the right. Use this in step 2 of the damage formula above.
99 - - 10000
97 - - 3300
95 - - 2000
93 - - 1425
90 - - 1000
87 - - 770
85 - - 665
83 - - 587
80 - - 500
77 - - 435
75 - - 400
73 - - 370
70 - - 333
Author: Parabellum

Get in, sit down, buckle up and shut up.
The Pilot Lounge (my aviation forum)
Marco's Hangar (my blog)
#3
Posted 18 January 2003 - 05:01 PM
Tutorials by Cobra6, plankholder-DTD Pro Mod Team
Custom Reticules for Ghost Recon-Walkthrough
Custom Reticules for Ghost Recon-Walkthrough 2
Custom Sounds for Ghost Recon-Walkthrough
Custom Reticules for Ghost Recon-Walkthrough
Custom Reticules for Ghost Recon-Walkthrough 2
Custom Sounds for Ghost Recon-Walkthrough

Get in, sit down, buckle up and shut up.
The Pilot Lounge (my aviation forum)
Marco's Hangar (my blog)
#4
Posted 17 June 2003 - 04:04 PM
Rounding a Silencer
by: Marcinko
Ok, here it goes.....
start out with ur suppresor pic, create a cylinder(thats what i use) as long as ur suppresor,ur probably gonna have to turn it to match the suppresor pic, so use select and rotate, use the y axis for this, and u can line it up in the left view....
gonna have to play with the length, just like a barrel, u will get that pretty easy, just trial and error, add segments, sorta have to play around with the number, but u can count the number of stepdowns. stepups, or whatevers in ur suppresor. be sure to keep in mind, u may want one or two extra segments for the end up the suppresor, to give it a rounded look.
so after thats done, add a edit mesh modifier, and select vertices under edit mesh, and use select and uniform scale option, grab the points, and scale up, or down, whichever need be. like so...
and for ur barrel end, i select the pint at the very end, and drag it in, and make a ngon, like so....

hope thats clear, any ?'s, just ask(i think i just wrote a mini tut)
by: Marcinko
Ok, here it goes.....
start out with ur suppresor pic, create a cylinder(thats what i use) as long as ur suppresor,ur probably gonna have to turn it to match the suppresor pic, so use select and rotate, use the y axis for this, and u can line it up in the left view....
gonna have to play with the length, just like a barrel, u will get that pretty easy, just trial and error, add segments, sorta have to play around with the number, but u can count the number of stepdowns. stepups, or whatevers in ur suppresor. be sure to keep in mind, u may want one or two extra segments for the end up the suppresor, to give it a rounded look.
so after thats done, add a edit mesh modifier, and select vertices under edit mesh, and use select and uniform scale option, grab the points, and scale up, or down, whichever need be. like so...
and for ur barrel end, i select the pint at the very end, and drag it in, and make a ngon, like so....

hope thats clear, any ?'s, just ask(i think i just wrote a mini tut)
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