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Everything posted by SnowFella
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OK, not quite given up...M4 in progress
SnowFella replied to SnowFella's topic in GR:AW - Weapon Modding
I'm guessing Kirkland had an M203 equipped? I noticed yesterday during testing that something is amiss with either lodb or lodc on the m203, get just far enough from someone packing it and that strange hovering thing appears with an odd looking texture. I'm going to have a look at that problem today though, it's most likely just something that isn't set up right in the model file...I had to do some guessing with it as we don't have an example file of a grenade launcher. -
I have all of them here somewhere, probably among my big pile of old backup CD's. I'll have a look later on today mate and if I find them I'll set you (and the community) up with some download links.
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GRAW player for Counter Strike Source
SnowFella replied to Predaaator's topic in GR:AW - Character & Skin Modding
Well, sounds like a perfectly normal marine response to me mate -
OK, not quite given up...M4 in progress
SnowFella replied to SnowFella's topic in GR:AW - Weapon Modding
I wouldn't say that mate Unfortunately I've got both good and bad news to bring tonight. The good news is that this mod will be released sooner than what I originally thought it would....most likely within a week. GR.net supporters have already got a download link for a beta and as soon as I get some feedback from them I can fix up the final package. The bad news it that it's a "forced" release and the model really ain't up to the standard I would of wanted. I've got something new that has come up quite suddently, aswell as an older paying package I put on ice for this project that -
Just a friendly hint here mate...you really ought to stay away from meshsmooth on game models as it bumps the polygon count up to unreasonable levels. A GR weapon should in my mind never exceed 2500 polygons and that's with scopes and accessories.
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@Papa6: Ironsights will be the default option for this rifle but the standard game aimpoint will also be selectable. Although it will be mounted a fair bit further forward than on the SCAR's so you have a greater field of view around the sight @waika: Thanks for all the input mate. I do already have a fair variety of backup ironsights modeled (among others all the KAC ones you have posted) for other projects and I've tested them all in comparison to line of sight. They all fall short in the required hight though as they in mostly all cases are designed to be used with the standard M16/M4
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Alright ladies, gentlemen whatever else present. I've got abit of a question for you all regaring the M4 SOPMOD package I'm working on and it's regarding the front sightpost. As I'm using already provided animations for the ironsights I'm forced to use a set sightline, quite a lot higher than your average M4, and that's forced me to raise the front sightpost quite a bit. (Click for larger image) (Click for larger image) So as this mod is for the public I'm naturally wondering what the publics feelings about it is. Does it still look like the M4 that so many ppl seem to want?
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OK, not quite given up...M4 in progress
SnowFella replied to SnowFella's topic in GR:AW - Weapon Modding
ok, very last attachment here. Although this one comes with a smallish downside. LMT Ironsights (Click for larger) The downside being this, with using the standard scar ironsights animation front and rear just won't lineup as they should. (click as per usual) Pretty much means I have 2 choices: 1: Leave things as they are, pretty much makes the rear sight into a ghostring sight. 2: Raise the front sightpost about half an inch to make the sights line up as they should, gives the M4 a slightly un-natural shape. Snow -
OK, not quite given up...M4 in progress
SnowFella replied to SnowFella's topic in GR:AW - Weapon Modding
(as per regular, click for larger pic) Some animation issues to sort out still, aswell as getting the grenade aligned inside the barrel (currently it sits facing the wrong way around ) -
OK, not quite given up...M4 in progress
SnowFella replied to SnowFella's topic in GR:AW - Weapon Modding
Something along the line of this? M4A1 with PEQ2 mounted, look very closely on the tree and you can see the laser dot...it's very weak during daylight. (click for 1280x1024) M4A1 with Surefire M900 mounted. Daymap but I hunted down a dark corner of it. (click for 1280x1024) M4A1 with KAC vertical grip during reload animation. (click for 1280x1024) Keep in mind that alot of the geometry and most textures still are work in progress, lots of things are placeholders at the moment and just for testing purposes. With any luck I'll get the M203 ingame tomorrow and can show that o -
GRAW player for Counter Strike Source
SnowFella replied to Predaaator's topic in GR:AW - Character & Skin Modding
Easy, what Wille is talking about would be one of the example model files that shipped with early versions of 3dsm. Example files that were used in the accompanying tutorials. Just like 3dsm5 ships with for example an Apache helicopter model that's used in some animation tutorials. -
OK, not quite given up...M4 in progress
SnowFella replied to SnowFella's topic in GR:AW - Weapon Modding
Okiday, here's the almost finalised result of my little secret. (click for large image) As you can tell by the above screenshot there's now 2 additional attachments available, textures are still work in progress though but the ingame effect should be just about final. The new attachments are Surefire M900 taclight and an AN/PEQ2 The Surefire works just as expected, really lights up the darkness Unfortunately with GR:AW's lighting controls I haven't found a way to make the PEQ2 work exactly as it would in real life, visible only through nightvision goggles. My one is visible to -
OK, not quite given up...M4 in progress
SnowFella replied to SnowFella's topic in GR:AW - Weapon Modding
Well, both my tests worked more or less as I suspected so expect to see something new here pretty soon And whisper, I know you are watching this...give the secret away and that meusoc will end up pointing the wrong way -
OK, not quite given up...M4 in progress
SnowFella replied to SnowFella's topic in GR:AW - Weapon Modding
Well, at the moment I'm attempting something totally different than getting the sights to line up If I can get it working in the way I want then expect to get a shortish ingame video clip posted here in a day or so showing it off. -
OK, not quite given up...M4 in progress
SnowFella replied to SnowFella's topic in GR:AW - Weapon Modding
It ough to be possible to tell the engine to use a different animation for the aimpoint on the M4, but then I have to create a "new" aimpoint addon as any change I make in the current aimpoint also will affect it when mounted on the SCAR L and H models. Even if I get this working though there won't really be all to much of a difference as the aimpoints sightline is very close to the ironsights, I'd still need some sort of a spacer to make the sight connect with the rail. Looking at the difference in variables for the aimpoint and ironsights though it might indeed mean that the transpar -
OK, not quite given up...M4 in progress
SnowFella replied to SnowFella's topic in GR:AW - Weapon Modding
Well, finding the animations are pretty easy as they are all aranged in smartly named folders, with the patch we even got the .xml files that drive blending inbetween animations. The problem is the fact that they are in .diesel format and there's no easy way of editing them, hex editing wouls be a huge shot in the dark. Plus there's the fact that we don't really know what to use as a starting point for making new animations. There's also the simple truth that there's a multitude of different animations that seem linked to every scope, take something as simple as the scar ironsigh's animati -
OK, not quite given up...M4 in progress
SnowFella replied to SnowFella's topic in GR:AW - Weapon Modding
What ironsights? So far it's aimpoint only unfortunately, as using any sight that has a different sightline than the originals means you have to redo a fair amount of character animations. Edit: there is another way of doing it quick and dirty. Simply raising the sightline of the ironsights about an inch, then they would line up with the sightline of the SCAR ironsights. Might just look alittle funky though. -
OK, not quite given up...M4 in progress
SnowFella replied to SnowFella's topic in GR:AW - Weapon Modding
I've finally got the KAC vertical grip to work, don't ask me how though as I was testing different things more or less randomly and all of a sudden it bloody worked (Click for larger pic) It's acctually set up as 2 bottom attachments, Vertical grip with lower rail and the lower rail alone. Lower rail is set as a default attachment so if nothing else is selected as a bottom attachment it will show up. Means I can mount the M203 in the regular way that it mounts on an M4 Left to do now would be fixing the M203 up, getting the suppressor to really work (if possible), fixing a prope -
Hehe...I had Warhawk cringe when I told him about my cable routing and the 20 odd cableties involved in getting it right. The cringe was becase I tucked all cables away and secured them with cableties even before testing that the computer worked as it should
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OK, not quite given up...M4 in progress
SnowFella replied to SnowFella's topic in GR:AW - Weapon Modding
Have to say I sometimes really hate this engine! For 3 hours straight I've been pounding my head against a brick wall trying to get a new vertical grip ingame and all I get is CTD's claiming it can't find something in "addon_data" something or another. I've scoured every possible file I can think of without finding an answer and it's really ###### me off bigtime! Least the normal map issue on the magazine was easy to fix. -
OK, not quite given up...M4 in progress
SnowFella replied to SnowFella's topic in GR:AW - Weapon Modding
Spot on Wolfsong...although I'm more heading for a simplified version of this riser It's already been modeled and all I need to do is map and texture it. -
OK, not quite given up...M4 in progress
SnowFella replied to SnowFella's topic in GR:AW - Weapon Modding
OK, here's a tiny little update. A placeholder for the full length M4A1 is ingame with a "working" normal map. (Click for larger screenshot) I've got some problems with the normal map on the magazine though, for some strange reason it seems to be using other mapping coordinates than the colour map It's very visible in the above screenshot. Time to remove the lower rail from the above placeholder and turn it into an attachment. -
Well, being a nice cool morning here I have to say I expected my CPU temps to be comfortably low with the new setup but what I'm seeing is blowing me away! My Videocards (GF 6800 Ultra) control panel is indicating an ambient case temperature of about 34degrees at the moment....and the CPU temp is hovering at 30degrees at idle even though I have both the CPU fan and second intake fan spinning at about 50% of maximum rpm's
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It's true that Sup's door (fig 4) has a poly or 2 more than H-Hours example but it does have one huge positive though. All verts around Sup's doorframe can be welded together, something H-Hours edge layout doesn't allow. In some engines not welding all verts in a mesh like that could cause lighting to bleed through even if you snap the edges together. So for all accounts, in this case I'd pick Sup's variant over H-Hours anyday....2 extra polys is nothing to worry about really. @Sup:
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OK, not quite given up...M4 in progress
SnowFella replied to SnowFella's topic in GR:AW - Weapon Modding
Alright, here's an update on the heat issues. Thread in Coputer Discussions subforum. With that result I ought to be good to go again.