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OK, not quite given up...M4 in progress


SnowFella

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I've had a bit of a standstill for the last few days unfortuately as my computer went and crashed. All files are savely tucked away on a secondary drive though.

I hope it's not serious (or expensive) and that your able to resolve it. Thank god you backed up your work, I've already dusted off a slot in the inventory for your mod!

Good luck :fingersx:

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Yeah I learned the hard way (twice) on having to backup my crap. Aside from my mouse, my external hard drive is taken care of so if it happens again, I won't be too hurt hard by a possible overwrite...

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I've had a bit of a standstill for the last few days unfortuately as my computer went and crashed. All files are savely tucked away on a secondary drive though.

Had to go through a complete format of my C: drive and haven't managed to get all my programs back in yet. And there's still a risk there was more to the crash than just my operating system....if a clean install doesn't fix it all I've either got a screwed CPU fan or a screwed motherboard :blink:

wasnt related to that burning smell you talked about was it?

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I really hope it doesn't have anything to do with that prozac!

I've since reinstalling windows run one or 2 stresstests of the rig and my CPU fan still doesn't want to spin up to it's full potential, it's falling about 800rpm short of what it should be able to reach.

However everything else seems to be running smoothly.

So by the looks of things it's just my CPU fan that's in for a replacement, this time I'm going for something alittle more highend than a stock P4 heatsink/fan though.

Zalman CNPS9500-Cu LED

Ought to be able to kick my temperatures down a fair bit I hope

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Doing my best mate ;)

It's slow going though as I'm still learning this whole normal mapping thing and I still have to go over the whole of my old model and create a highpoly cage to be used for rendering the normal map.

I'll do it piece by piece though as doing it on the whole weapon would slow my rig to a crawl, just the KAC RIS panel I'm working on right now will be well over 40 000 polys before I'm done with it.

As for the heat issues, I had the rig apart today and noticed that even though I cleaned it out spotlessly less then a month ago the CPU heatsink was already caked over with dust at the top. So the airflow from the fan just doesn't get all the way down inbetween the fins as it should.

The new Zalman fan/heatsink combo is ordered though and should get here sometime tomorrow, along with some Artic Silver thermal compound and round IDE/floppy cables to improve airflow. :rocky:

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zbrush 2 is awsome... nuff said. I only modeled some basic things in it but as far as texturing goes I love it

as great as zbrush(2) is, its mainly intended for organic moddeling and lends itself quite poorly to proper sub-div modelling, except ofcourse for making little dents and scrape-offs and such on weapons, which can ofcourse enhance the overall quality of the model! :)

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Yup, and to really be able to use Zbrush on a model like this I'd really need to have it ready for subd before I import it. If I imported it as it looks right now I'd totally loose it's shape once I applied the first level of subdivision in Zbrush.

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zbrush 2 is awsome... nuff said. I only modeled some basic things in it but as far as texturing goes I love it

as great as zbrush(2) is, its mainly intended for organic moddeling and lends itself quite poorly to proper sub-div modelling, except ofcourse for making little dents and scrape-offs and such on weapons, which can ofcourse enhance the overall quality of the model! :)

modeling wise yea its best for organics. Textures though I find it works good on a lot of stuff so long as your not trying to make hard edges that are perfectly strait.

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OK, here's a tiny little update.

A placeholder for the full length M4A1 is ingame with a "working" normal map.

sopmod-suppressor2-thmb.jpg

(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 :blink: It's very visible in the above screenshot.

Time to remove the lower rail from the above placeholder and turn it into an attachment.

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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! :wall:

Least the normal map issue on the magazine was easy to fix.

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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 :blink:

sopmod-suppressor3-thmb.jpg

(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 :zorro:

Left to do now would be fixing the M203 up, getting the suppressor to really work (if possible), fixing a proper inventory picture and the sight riser.

Snow

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What ironsights? :whistle:

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.

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Figured that.

Been wondering if there is a way to just adjust the Z axis value for the arms in the animtions. Maybe somehow make an automatic plugin for it in Max.

Would require that the someone can find and edit the animations, which I don't know if the users can. And an input of what offset value is needed when the weapon i raised. I guess it would require an interpolation for all the values from when the weapon is starting to raise to the final pose so it doesn't make a jump at the end, as I guess the animations are baked (keyed on every frame in all values).

I'll have to think some more on this.

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