Yodasplat Posted January 7, 2003 Share Posted January 7, 2003 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". Link to comment Share on other sites More sharing options...
Yodasplat Posted January 14, 2003 Author Share Posted January 14, 2003 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 Link to comment Share on other sites More sharing options...
Yodasplat Posted January 18, 2003 Author Share Posted January 18, 2003 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 Link to comment Share on other sites More sharing options...
Ruin Posted June 17, 2003 Share Posted June 17, 2003 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) Link to comment Share on other sites More sharing options...
ReconSnake Posted September 19, 2003 Share Posted September 19, 2003 Pain's video tutorials are an excellent beginner's resource. There are 5 different clips that walk you thru the basics of creating a weapon in 3DSM. Get them here (look for "modding videos" on the left-hand menu). Link to comment Share on other sites More sharing options...
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