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Posts posted by SnowFella
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Well, it aint the Masada but atleast something that will go on the CQBR version if I can get it to work properly.

Just one very quick and early pass done on the texture so far...I'll spend some more time on it tomorrow.
@bugkill: Doubt I'll toss in the M4 into this mod mate. There's already the M416 in the game to start off with and Brettzies is porting his M4...no need for another one really. I might look at putting in the MEUSOC though.
@philkila: Nah, was just one of those adjustment layer tests that I did during my [GR] XM8 mod...totally one of those "for fun" things.
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Heck, I have that problem even in the retail version of the game.
In regards to the bullets in the mags, tried running a reset xform on the whole magazine mesh including the bullets?
And I might just have to pick your brain here in the coming days in regards to how you set up the various new scopes you made...I've got a new one in the making here but have no real idea what to do inregards to setting it up for export
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That's already been done Faceman....as the original GRAW exporter works for GRAW 2 you can use the example files that came with one of the GRAW patches. It ought to be able to tell you everything you need to know in regards to how a weapon model needs to be set up to work ingame.
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You want to know the fun thing about that first one?
Mnt Druit that they talk about in the clip is just 10 minutes up the road from me and I missed the whole darn thing
Did have plenty of problems getting a mobile call through the day after though 
Sterling Road is right bloody next to where I work
And knowing they spotted him there at 2AM and I drove throught there at 4:45AM the very same day on my way to work it kinda makes you think! -
Oh there is no such thing as "can't" wolfsong...all you have to do is open the .diesel file in notepad and somehow figure out what little squiggly weird characters make up the 20 or so vertices of the barrel...the all you have to do is figure out what other little weird squiggly characters determines their position in xyz in relation to 0.0.0.
You just have a 380KB textfile where very little of the writing acctually makes sence....so it shouldn't take you longer than a year or so to figure out

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@sniggle: I haven't really started playing around with the files but asfar as I can see things are fairly similar. The only real difference is the way the models are displayed in the equip screen.
@Krise: And now why would I do that mate...when Magpul are working on a second type of lower reciever for the Masada that will accept regular AK mags. If you are lucky I'll include that version aswell as the differences are so small.
As for the sucsess of threaths...a team mate tried that once when he wanted his weapon done quick....my reply was that I had 2 weapons already made for him, just take your pick.
http://www.snowfella-modworks.com/pics/rosaxm8.jpg
or
http://www.snowfella-modworks.com/portfoli.../newdiemaco.jpg

[Oversize images changed to URL's - Please see forum rule 3.14- Large Images]
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Nah, nothing new as I haven't had any free time in the last few days. Mainly because I've mostly stopped doing 3d work during afternoons and nights and instead spend the time with family...most of the work I do is during the few days of the week that I'm off from work and the wife is working.
Secondly because I've currently got 5 weeks to finish off 2 models for John, one "easy" (yeah, like beltfeds set for animation are easy
) and one hard one. I'll be flat out for the coming weeks for sure!Thirdly because I just got my hands on the full game and have been busy getting my ###### handed to be by some naughty little mexican rebels.

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Great work mate...I'm laggin way behind here! lol
Been sitting here trying to piece together how the weapon icons work aswell and although I have some ideas I can't say I've come up with anything really new. Just seems like it is one single plane with some edgeloops going through it that uses the 3 various texture sets...and the weapon_icons.xml file tells the engine what part of the textures to use for each individual weapon setup.
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Maybe this is a little clue to what the ghille sniper will look like ingame. Taken straight from the GUI display files.

Regular GRAW2 sniper

AEGIA GRAW2 sniper
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But I am an old fella!
Hell I'm even starting to find grey hairs and finding myself to be a grumpy old ###### at times 
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Nice work Brettzies! One of these days we have to get together and toss our work into one consolidated package...after all we are just about the only 2 that have released anything worth mentioning for GRAW

@Lancer: yeah, I remember you whinging about "nuts behind the trigger" loading MP5 mags with the rounds the wrong way around
Sounds like this almost could turn into the next HK USP advertisment huh! 

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I figured it would be doable, checking the SCAR models they seem to be next to identical to the original GRAW ones so if they work the old exporter should work aswell.
As for new .vs "old"....I love modeling and texture work but hate the whole export and coding thing...so it's acctually more fun for me to work on a new model than porting an old one.
Even having thoughts here of making new scopes for all the models. Looking at the RX4, that I'm planning to use as animation source, I've got both one and 2 scopes in mind that would have about the same mouting hight as the Leoupold CQ/T scope that it uses. -
Might have to stop using any kinda of rifle mate!
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Well, don't get your hopes up to early now guys.
I still have to verify that adding new weapons acctually works, most likely do that by using current models and reverse engineering them into new selectable weapons, and also wait for a new 3dsm exporter plugging to be released. I might get lucky in that department and find that the old GRAW exporter works with GRAW 2, but then I have to export my models from MAX8 into MAX7 for the old exporter to work.
Plus there is the thing that Cpl Ledaneck was hinting at...I am skipping class here and working on something other than what I'm getting payed to work on...payed as a freelance artist mind you, so there's the issues of available free time. If I had been able to put 100% of my free time into these models then you would with any likelyhood of already seen what they look like normalmapped and partly textured. Not so yet though as I have other models that I have to finish first, this is simply an "off peak" project that I will work on when motivated to model/texture...but not when motivated enough to acctually have to do 100% perfect payed quality work

@Lancer: I've found the perfect way to deal with that attitood crew in my dealings with Hawk and VBS1...I'll just threaten to turn the bloory model around for them. So every time they use it they will be looking down the buisness end of the rifle instead of down along the sights.

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Might aswell put this one in even though the full game is released as I have a feeling it would of carried over from the SP demo. I've been able to reproduce this several times.
A save, quick or scripted, while manning one of the mounted machineguns will when loaded lock the MG in whatever rate of fire the weapon you had equipped before mounting the MG. Tried this with various weapons and had it be single, burst and FA...it also inherits the recoil and sound from whatever weapon you were using before you mounted the gun.
You seem to always start on the MG zoomed out, zooming in works but if you zoom out again you will be locked seeing both the MG and the weapon equipped before you mounted it in your view.
Here's what you see, in this case packing the M14 with scope and suppressor.
Resolves itself if you unmount from the MG and then mount it again.
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Don't think there will be anymore though...alright I only have the SP demo but I did a quick scan through the weapon strings and that M32 is the only thing that stands out as new not selectable from the startup, can't remember seeing the M99 during loadout but it's in there still.
Well, maybe one more if you are lucky and that's an M240 machinegun
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Well, you can't edit the geometry of the excisting models as no .diesel importer has been released. What you can edit on the other hand is textures, as in repainting them, or in some limited cases attachments.
Editing what attachment a weapon can use is totally dependant on what attachment points the model in question have and somewhat dependant on animations.
To find out what attachment points a model has open the .diesel file in notepad and keep your eyes out for the following words.
*scope_align (that signifies the model in question can have a scope attached)
*grenade_launcher_align (signifies that it can have a grenade launcher)
*grip_align (if I remember right this is for the vertical handgrip)
*silencer_align (the model can have a suppressor attached)
All attachments have a corresponding alignment point in it's model file and once you attach it to a weapon the 2 points line up, so if the attachment you are trying to put onto a model isn't really intended for it things tend to look funky.
With scopes (and this really goes for all sighs, even ironsights) there's the added problem of animations. The character animation has to match the hight of the scope and the weapon you are trying to put it on has to have an animation set for the scope type. Ie, say the HK416 for example...you can likely put the eotech from the MRC on it but as the 416 doesn't have the animation set to "drive" that scope you probably can't zoom in by hitting the right mouse button.
Hope this clears some of your questions up.
Snow
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Can't say I'm really working at BFS mate, I'm doing some freelance work for them though. Mainly my speciality, weapons, but also some limited vehicle work.
It's giving me great practice at turning out reasonable normal maps rendered from highpoly cages quickly, sure they still need some painted lovin aswell but 90% is generally modeled detail.
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Indeed...does sound like you boys either need to do it for yourselves or find a new partner...good luckfor the future GRIN.!
@Papa6: might want to edit that bit about codemasters and ArmA...Codemasters have absolutely nothing to do with ArmA mate, it's a BIS product....Codemasters are making Op Flashpoint 2 as they as publisher of OFP own the name.
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Might aswell let the cat out of the bag here, retirement is over!

After downloading the SP demo a few days ago I came to the conclusion it would be worth the hassles to get a GR modding hattrick in, I modded GR and GRAW so why not do something for GRAW2 aswell.
So I took the afternoon off yesterday from BFS work and set to work on some base models for what I'm aiming to bring into GRAW2, possibly GRAW aswell but time will tell on that matter. Now I won't be able to put 100% of my free time into this as BFS work will have to take priority but whenever I get free time I'll be working on these models.
Enough talking, here's the base models I put together...all remaining detail will be normal mapped into them.
Top to bottom, Magpul Masada 18" SPR, Magpul Masada 14.5" Carbine, Magpul Masada 11.5" CQBR.
(Click pics for 1024x768 view)
Still haven't desided what road I'll go down when it comes to addons to them, if I'm to use already excisting parts from GRAW2 or if I'll model new scopes, handgrips and so on.
Snow
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That I know WK and don't object one bit to either, be it a claim to SF or just as a grunt
And I'll leave it up to Bug to prove who he is. But having served in 2 different instances like he says, 502nd INF (98-01) and SF does kinda make sence with what I know of him. Not everyone comes in as an SF baby like HF

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Question is....is it worth coming out of retirement for????


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Now if you were SF, you have some questions that need answering via PM.
@WK: Don't think you will have any problems with this one mate
I've known Bug a long time and although I don't have indisputable proof if he ain't what he claims to be I swear I'll never mod any GR related game again.@Bug: long time no see mate...hows life on the other side?
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...Although not exactly breaking frontpage news as you have been an intern there for quite some time now

Heh, yeh, but it will be once I get 2 minutes to compose a suitable news item

I know that's not what you meant, but I do need to get this on the news page. I also have some news about Harntrox to post...

Yup, there's Harntrox and also another poor sod doing it on an external "help out whenever needed" basis





Armed Helos
in GR - Mission Modding
Posted
Then you haven't seen either the Op Stabilise Blackhawk or the SWEBAT Hkp11 with shotgun seats Tinker. I tested the SWEBAT one with 2 AI passengers packing SAW's and they absolutely cut down any OPFOR AI standing in their path!