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Weapons Factory Tutorials


Yodasplat

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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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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

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  • 4 months later...

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....

y-scale1.jpg

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... selectandscale1.jpg

and for ur barrel end, i select the pint at the very end, and drag it in, and make a ngon, like so....

socomsuppresor1.jpg

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

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  • 3 months later...
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