Jump to content

PIC

Members
  • Posts

    37
  • Joined

  • Last visited

About PIC

  • Birthday 21/12/1978

Contact Methods

  • Website URL
    http://www.dioaka.canalblog.com

PIC's Achievements

Recruit - 3rd Class

Recruit - 3rd Class (2/13)

0

Reputation

  1. Hi, You can get the original texture from the bundle. To unpack it you'll need to download the unbundler. I think it is in the download section. Then you'll have to unpack the weaponmod to replace the texture, and maybe edit some xml files too. Perhaps there's a way to edit the xml files to point to the original textures without overwriting those from the mod...but it would need some testing ;-)
  2. What point are you moving or rotating? And are you remembering to reset it's xform before export? If it's the left_hand_grip dummy that you are moving then it might help to know that's the dummy used for handplacement with a vertical grip, for the simple magwell grip you have to move the left_hand_mag dummy. Also worth remembering is that none of the dummy's need a skin modifier, they do however need to be parented to the body01 mesh who in it's turn needs to be parented to the align dummy. I did xform the modifier after moving the hand dummy this time and had no luck as well. Moving any dummies work perfectly but not the left_hand_mag and left_hand_grip.
  3. HAHA! I'm moving the left hand mag dummy but I did not add any xform to it. I'll test this out right now, Thx
  4. The hand seems to be in the right side look here: But I did try to rotate it 180° and it didn't change anything. should I remove the skin modifier before rotating or moving it?
  5. I'm still trying to deal with hands position. Is there a way to move the left hand position? I've tried to move the dummy but it seems to have no effect in the game. Here's a pic (please do not look at the skin I know it's really ugly...I've just fitted some picture so far)
  6. Voilà ! - 6013 triangles - 5993 polygons - 6872 vertecies It's not skinned yet and that's the biggest thing I'll work on from now. High res high res high res High res By the way anyone having some texturing skills are welcome to participate to my projet!
  7. Ok here's an update. I've been playing around to understand the texturing process (mostly UVW mapping and unwrapping)...I don't understand everything... Now I didn't really advanced on my mesh in the mean time but I thought I could just show you how I did succeed adding photo texture to my unfinished mesh. Hight res High res High res Next time I'll show you the finished model and then I'll seriously start to think about texturing it.
  8. Ok I'll try again that. Can't wait to learn to texture it : )
  9. Hi, To get the textures and models you'll need to install graw 1 and patch it to the latest version. Then unpack the bundle and the patch and look in the texture folder for the textures... The 3dsmax7 scar model will be in C:\Program Files\Ubisoft\Ghost Recon Advanced Warfighter\Support\Editor tutorials\GRAW_Sample models_3dsmax7. You can find the unbudler in the download section I think. Hope it helps
  10. Ok now I'm advancing. I've merged only my lod_A and added non animated parts to skin roots. Then I've added the animated parts to their respective dummies. It worked like a charm! No carsh at all, no size reset, etc.. And this time the low poly is really nearly done : ) Just need to model a nice mag and 1 or 2 knobs for the bolt lock anim. 3dsm pics : high res high res high res high res Lastly I'll be working on optics but I don't know if its going to be for the 7.62 version...not sure the .223 SAR can tahke MODs.
  11. Thx captain that's how I did actually but this time I didn't add the skin modifier to the other lods and it went nearly all smooth : ) I've finally succeeded importing the model in the game and it has nearly its good size. The problem is to align correctly the sight without making it looks odd in the Graw hands. Isn't there a way to align the sight and the aft handgrip separately? Here we go! link link
  12. Porterslug thanks for the pictures but these are for an airsoft model Snowfella I can't tell you how much these remarks are helping! Thanks mate. And your image source is just the absolute top reference I was dreaming of...never thought I could find something like this! Now I know I'll probably modify the first model to make a 7.62 version as well this one with some nice optics. I'll might need your help for the texturing part because I have no idea about that.. and since you seems to have some skills... Captain365 that's exactly how I did but the problem occurs as I add a weight to vertices for the anim in the skin modifier. The selected vertices just return to their original size and position. I'll try to restart from scratch to be sure I'm not doing something wrong. One more thing. gfx_xxx_loda is actually a copy of my model and it's not showing in th modifier stack like in you example. It's not a modifier but just my model's name. Are you sure it should be present in the modifier stack? Basically I have 3 copies of the exact same model for lod a b and c. Do you think it is really necessary to use the complete model just for the trigger anim on loda?
  13. Ok I think I got it! I've put the Xform before scaling and rotating my model...probably the reason why it often resets to it's original size and make the game crash too. Thank for hint...really good to know For the triangle problem, that basically means my model have approximately 6000 triangle then. What would be the maximum for the game then 7000 tri or poly?? Is there a way in max to know exactly how many tri I have or should I simply multiply polys by a factor of 2? The iron sight problem is the second part of my project. Let's say I want to have for this weapon my iron sight as default and the other optics as additional mod. How should I proceed? Thanks again to all of you! Your help is precious to me
  14. Well that's exactly how I did Actually I didn't get what the Xform modifier is made for so far. Could you explain me? For some reasons the model gets more polys while I import it..not that much but still. Now my problem is more related to the scarl's iron sight staying on the model and my iron sight not aligning precisely while zooming. You can clearly see the problem on this link By the way the rifle is a Galil SAR which is the shorter version ;-)
  15. As said before it seems either the airframe has been overstressed by the pilot actions on the rudder or a technical problem (material fatigue, etc).
×
×
  • Create New...