-
Content Count
2,999 -
Joined
-
Last visited
-
Days Won
3
Content Type
Profiles
Forums
Blogs
Calendar
Posts posted by SnowFella
-
-
Oh well, even though work and some pretty decent thunderstorms has kept me away from the computer the last 2 days I've managed a decent start to texturing the AKMS. It's still very early days yet though.
-
Glad you got it working and released.

The only thing I'm not all to happy about though is the release if it packaged into the M4 mod, I did clearly state in the readmefile that it wasn't to be modified in any way and re-released without my permission.

However....I'm not going to ask you to pull the download links or make a new package with only the AK, I've done so in the past but it just never seems to work. Least this time it's more than a simple .xml hack as only changes.
-
It will end up looking exactly like it would if you were missing a texture, ie light grey.
-
make sure you only grab the uvw coordinates that make up the faces of the lens and not the whole thing ofcource.

Tutorial on texturing individual faces...hosted right here in our recon section
-
Still using Gmax to model? If so it asfar as I can remember comes without the render engine that a full version of 3dsm has.
-
It's just one of those things that isn't possible with the way GR's sighting system works mate. There's workarounds that possible but all of them are hugely unpractical and resource intensive.
-
However, never being in Special Forces, I don't know what their "arsenal" might contain.
Just about anything under the sun I'd imagine, it's not just a matter of what weaponry they deploy with on a regular basis they would also have numerous OPFOR and other BLUEFOR weapons in their arsenal. Merely to boost their familiarity with those weapons, you just never know when you need to render that odd looking hunk of junk you just captured safe.

So....back to the "what will be in" debate.
*I could almost bet money on the fact that we will see an MP5 in GR:AW2 PC, just for the simple fact that GRIN already had 95% of the weapon made in GR:AW. The only new things they would have to make is a new foreend for the MP5SD from GR:AW and have Desmond put together some new sounds.
*And knowing that GRIN dev's have been coming here since day one and seen all the dummy spits and whinging about the lack of an M4 and a sniper rifle other than the M99 I'd assume (alright to assume makes an ass out of you and me but that I can live with) that we'll see an M4 or similar aswell as a selfloading 5.56 or 7.62mm sniperrifle or marksmanrifle.
-
Can't say I'm sure if it's PC or 360, but IGN has it among their PC screenshots.
And Hockeystick, what's there that say's both versions should have the same loadout? Just as with GR:AW it isn't a port so there's no guarantees at all you will get the same toys in the PC version as in the 360 version. With the difference in view system I'm fairly sure the 360 weapons ain't high enough in detail to work as 1st person models in the PC version.
-
I also referenced "Al" in a previous post
Well now Whisper....with that kinda hint you mean I instead of making a Galil next could sit down and model either Katey Sagal or Christina Applegate?

-
Now that's just weird...somehow IGN's links must be somewhat messed up. It should be 2 of the screenshots that got put up there December 14th, showing a medic with an MP5.
-
No can do mate. The mod they are all aimed towards have a very set lineup of weapons as it's to mimic a movie. Wouldn't exactly be "realistic" if I instead of an M4 or AKMS made a SCAR or AK101 instead.
-
Be glad that GR:AW2 ain't set in australia...as soon as you hit populated areas there's colourbond fences asfar as the eye can see!
Here's your average Aussie backyard

2 meter high sheetmetal fences all over the place

-
Had to get myself activated here and desided to make another of the weapons for this little upcoming mod, this time around an AKMS.
http://www.snowfella-modworks.com/pics/akms-3.jpg
Alittle over 3 hours of modeling and around 2200 polys, I know it's way overkill for [GR] but what the heck

Snow
-
Yeah...and something along the lines of this would as a magazine

Bit sloppy and quick but should do the trick if you want to use it SAP
-
Going further out on the limb, the silhouette of the weapon "coming soon" on Ubi's GR:AW2 site suggests that maybe, just maybe GRIN have completed the FP versions of the G36, PSG1, etc. already ingame.
Looking at that silouette it's no G36 that was part of the original GR:AW mate, that is an MG36.
So far the only new weapons I've seen used by ghosts in PC sceenshots seems to be the Beretta RX4 and a standard MP5.
Dude on the left is packing that MP5
Said MP5 would of been real easy to get ingame for GRIN as all the animations already would be there from the MP5SD, heck I even thought about using them for an MP5 and HK53 if I were to revisit the M4 mod.
So I'd say we can expect to get the same weapons that we had in GR:AW along with atleast 2 new, most likely more than just 2 for one simple reason. Krise madsen made a comment about weapons being tricky and time consuming to add into the game, that would only really be true for us modders who don't have the tools at hand that GRIN does. They already have all the IK setups to create new animations and have full understanding of the .xml setups needed for new weapons...so in other words it would be a snap to make!
-
Yup, it's a relatively easy thing to model and texure...same really goes for a AK74 magazine.
-
Look further down in the u_m42.xml file mate...there's a line there that dictates what slot the weapon is for.
With the changes you have made so far it should still look like this:
<stats block="item_data">
<var name="inventory_slot" value="primary"/>
</stats>[/code] Change it to the following:[code]<stats block="item_data">
<var name="inventory_slot" value="secondary"/>
</stats> -
Ok, what does your texture maps look like after the .dds exports?
Here's what the maps for my M4 looks like for ingame usage.
(Click for larger image)
It should be the Alpha portion of the diffuse_set0 map that handles how shiny your model ends up looking so that's the bit you have to change. If you look at my diffuse alpha it's more or less just a copy of the colour layer that I have desaturated and darkened abit.
-
Nice one mate!

Re the CQBR and SPR though, neither of them can mount and M203

-
hmmm...I've had that one for quite a while.
It's nothing close to 'Masters of Chaos' asfar as I'm concerned, this thing deals mostly with intelligence gathering by a group nicknamed the "Activity"...some other names also appear throughout the book but I can't really remember them right now.
Although an interesting read it's not not to me as gripping as "Masters of Chaos".
Here's 2 reviews on it from Amazon
"A fascinating, illuminating read. Lucid, insightful and explosive - Smith draws a compelling picture of the Special Ops community, and its perennial battle against Washington and the top brass in pursuit of their deadly mission. Things seemed to have improved under the auspices of Rumsfeld, but how long this spring will last is anyone's guess. Anyone with a healthy respect for our hard-won freedoms should hope now that the Activity, Delta, et al will be allowed to go to work without political hindrance.My only quibble is with the title. While the Activity retains a small cadre of shooters, the group's main mission is to provide intelligence (where the CIA has no assets) for direct action which is followed up the true 'Killer Elite' of Delta and Seal Team Six (or DevGru, as it now appears to like to be known).
That aside this is near peerless books - as gripping as a novel but all too chillingly real - and stands among the best books about modern covert warfare."
"This is a more than decently written work. The author does not use an expose form or tone. He doesn't disparage the US, the US services, Special Operations Forces (SOF), or the unit in question.He does discuss the perennial Conventional/SOF clash in DOD and the rest of the national security apparatus. He also discusses the controversies over policy, strategy, and tactics in OEF, OIF, and GWOT.
Is Killer Elite perfect? No, but no work is!
Killer Elite is an important addition to SOF literature. It's a preliminary work that others can build on. The "Activity" needs some recognition because its mission is critical to SOF and the GWOT. Five years from now there will be more substantial works on OEF and OIF, but the research has to begin somewhere."
-
I sure can mate, be lots easier if I had a reasonably highres side ortho render to paint over though but here goes.
*The pistol grip shouldn't be thicker than the lower reciever, it's acctually alittle thinner.
*The stock should be smooth all the way back, looks like yours has a "step" along it.
*Most PDW's come with a 3 lug barrel, no flash hider cuts in it.
*The part towards the rear of the reciever where it looks like you have made squarish indents are acctually thicker than the rest on the real deal.
*Slightly wrong shape on the front handgrip, it should grow thicker and then start getting thinner by the 2nd grove. It should also have 5 groves not 4.
There's more things than that but it's a start
-
Have you seen all the pictures in this topic at SoldF?
http://forum.soldf.com/index.php?showtopic=7029&st=960
Seen em and saved em to my reference library mate
Along with all the AK4B and RSP EHV pics that's come up over the months aswell 
-
Okiday, here's a breakdown of the textures then.
Diffuse_set0 handles colour and specularity. The colour part lays in the textures RGB channel and the specular part in the textures alpha channel.
Colour is straight forward, whatever colour you have is what you will get ingame.
Specularity (or maybe more closer with GR:AW how reflective things will be) is handled by a greyscale texture. The closer to black you get the less reflective things will get.
Diffuse_set textures should be saved as DTX5
Bump_set0 though is what handles normal mapping of your rifle, in other words all the tiny little bumps and stuff that you wouldn't model in. Best way to create this would be to have a highpoly version of your model and render out a normalmap but you can also do a quick and dirty normal map by using either Nvidia's Normalmap plugin or a program like Crazybump.
Bump_set textures needs to be saved as A8L8 Alpha/Lum (16 bit) and to get it to work you need a copy of the normal map both in photoshops RGB channel aswell as in the alpha channel.
-
Looks pretty good mate.
There's a few accuracy issues though aswell as some meshsmooth issues in places. Meshsmooth ones would be that the shape of a few things gets altered to much from what they should be with the smoothing

AK47
in GR:AW - Weapon Modding
Posted
Yup...looks better with a proper mag on it