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Posts posted by SpringMan
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criticism leads to more pictures? hmmmm...

The specular on the upper and the intersection to the lower look great, thats almost more detail than a game deserves and is something most players probably won't even notice, but definately eyecandy for those with an eye for it.
BTW, the charging handle is non reciprocating yet still acting as forward assist - how did they (Magpul, that is) solve that?
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you thought it might be a extended magazine.... or be a 30rnd 7.62mm magazine....
not really, its obviously a 30rd Magpul PMag, but compare the magazine length and the distance mag bottom - (anticipated) feeding ramp.
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Great model! but it looks like the mag is a little long, or not fully inserted. is that engine/animation-related?
and its not visible in the screenshots, but the charging handle is non-reciprocating i assume? don't waste time animating a part of the rifle that isn't supposed to move.
dont get me wrong, i dont mean to criticize, a mod is always the modder's baby (and NOONE else's) and you can clearly see the manhours you spent on that beauty.
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they're in the bundle under data\textures\atlas_characters\mul_camo_xy\.
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i don't know about Gimp, but i loaded the default atlas.dds in photoshop and pasted your marine over it but NOT the alpha channel, since you only changed "cloth" for "different cloth" i left the alpha untouched as it was.THEN i saved as DXT5 with interpolated alpha, to make sure the original alpha is kept in. i don't like messin around with alpha channels if i don't have to, the default ones will do if you only change the patterns and don't add new "materials".
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sry, misunderstanding here. my marpat pattern worked because it needed no alpha, your marine, however, does. try DXT5 interpolated alpha. this here worked for me, i had to upload it on rapidshare:
http://rapidshare.com/files/46313547/atlas.dds.html
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already stated it in the other thread, but you're right, this section is more appropriate. extract the original file with the bundlereader, open it with photoshop or whatever you use and paste your 256x256 texture over it, then save as DXT 1 no alpha.
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*edit*
sry, moved answer to character&skin modding, this is getting too off topic.
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your version seems to have the cocking handle bended. now i know they had problems with it with optics attached, was that your idea or is that their final solution?
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damn, now i REALLY can't wait for the Masada to be released.
the "alternative saw" (its actually a GPMG) is easy: look for the M240 entry in the weapon_data.xml and change selectable_weapon=0 to 1. it has, however, some problems. team members equipped with it refuse to shoot (as can be seen in the picture lol) and it has no iron sights or reload animation (so no aiming and reload at all). i bypassed the last point by boosting the capacity. btw, where IS that weapon ingame at all? i didn't find it in the whole SP campaign, is it MP only?
the M96 Flashlight on the SCAR can be made selectable in a similar matter.
as for the Marpat, get a DDS capable image editing program, look for a pattern (*cough* http://images.google.com/images?hl=en&...mages&gbv=2 *cough*) and save it in 256x256.
then you can edit some XMLs to point to the new texture. since i'm a lazy person, i saved it as local\english\textures\atlas_characters\mul_camo_xy\camo_02\camo_acu_test_xy_df.dds
to spare me the XML editing.
but don't forget that you shouldn't start a MP game with an edited local\english folder.
That black SCAR is something i waited for long....
convert the SCAR diffuse textures to greyscale and darken them a bit.
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If it`s good with Snowfella, it`s good with me.
then its probably not, since i didn't receive an answer yet. but if its a problem i'll remove it.
i just saw none because i didn't distribute anything, didn't claim anyone's work for mine, didn't port a GRAW1 feature to GRAW2 (or vice versa), just copied some of his lines so it worked with GRAW2 on my personal singleplayer game. which you already had to do in GRAW1 to install multiple mods.
i really like the MEUSOC, but its not that i cant wait for the original author to release it himself.
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With permission i take it?
since i don't plan to distribute it, having the mod on my PC and there alone, i hope there aren't any copyright infringements. i was just messing around, but i asked him in another thread.
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I say only that the aim for modders should be weapons under testing for a near future use.
then an easy mod would be removing the M8 and MRC from the game.
Seriously, its a game. And its set in the Tom Clancy multiverse (though i sometimes wonder if he even knows where his name is written on), so "realism" is really relative.
BTW which animations will the Masada have? the position of the boltcatch would predestine the M8 or G36, but as you stated in the SA80 thread, sightline is an issue too.
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convert the AK74 diffuse textures to greyscale and you pretty much have an AK100
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damn these stupid new games and their lifelike, fluid animations you cant edit!
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nice one! You should ask Brettzies for allowance to include his M14 Aimpoint and mount. They really work nicely together.
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It would be good Tinker
But would it be possible ?
the Mag being behind the trigger grip? would that mean there could be NO reload animation ?the MRC animation would do, just releasing the boltcatch would look awkward.
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p90 and minigun ftw!!
But Before we go into that kind of stuff...

automatic Kalashnikov's FTW!
Don't care if its americans and mexicans.
Someone could port the SVD and ak74 mod into GRAW 2 as well
I did, not a difficult thing to do, but since its not my mod, we'll have to wait for the original artist to upload it.
but if you want to do it for yourself (which, i think, is covered by the copyrights), just take the edited XMLs from the Graw1 mod, copy the altered lines and paste them into the respective XMLs from Graw2. dont forget to copy the model/texture files as well.
you have to change some lines, add a slot_weight etc., but if you compare them to the working Graw2-mods, you'll know what to do.
Added Snowfellas SOPMOD M4 addons/MEUSOC that way too (if you read that, hope you dont mind. personal use only i assure you).
BTW what we REALLY need is an editor that automatically edits the appropriate XMLs, assigns slots etc., so you don't have to do countless edits every time you want to add a mod to the game.




start a pack merge?
in GR:AW 2 - Weapon Modding
Posted
i've stated this before, but what we REALLY need is an editor like those for other moddable games.
so when someone makes a mod, instead of including all edited XMLs, he just writes ONE file with all the changes made, and the editor automatically rewrites the appropriate XMLs and assigns new weapon/mod_ids and so on according to this file.
it would certainly increase the mod-propensity for modders and mod-users alike when you don't have to edit countless XMLs (not to mention look for writing errors).