bat21 Posted February 3, 2007 Share Posted February 3, 2007 There was a tutorial on how to make the AK47 for the game. Did anyone have luck doing it? Does anyone have it to share? Link to comment Share on other sites More sharing options...
SAP Posted February 9, 2007 Share Posted February 9, 2007 All greetings! Has decided to add in game the weapon (certainly AK-74 ). Has studied an example. Like all it is clear. One only I do not understand - in an example it is told - “you should be able to create 3 different detailed models of the AK74 (lod_a,b,c)â€. What does it mean? I have created model AK-74. Has imposed on model the Scar from an example, has placed communications for objects dummies. I export to a format a diesel. How to receive lod_a,b,c? Link to comment Share on other sites More sharing options...
EricJ Posted February 9, 2007 Share Posted February 9, 2007 All greetings! Has decided to add in game the weapon (certainly AK-74 ). Has studied an example. Like all it is clear. One only I do not understand - in an example it is told - “you should be able to create 3 different detailed models of the AK74 (lod_a,b,c)â€. What does it mean? I have created model AK-74. Has imposed on model the Scar from an example, has placed communications for objects dummies. I export to a format a diesel. How to receive lod_a,b,c? LOD = Level Of Detail A = High Detail (First Person, real close up) B = Medium Detail (getting farther away, seen in third person C = Low Detail (real far away) Link to comment Share on other sites More sharing options...
SAP Posted February 11, 2007 Share Posted February 11, 2007 Thanks a lot! In case of any troubles i'll ask again Link to comment Share on other sites More sharing options...
SAP Posted February 13, 2007 Share Posted February 13, 2007 (edited) It me again. Tell how to create a texture stored a folder bump_set0? How to create a texture for a folder diffuse_set0 I has understood (I take the texture AK74.tga, atlasgen.bat and bla bla bla, as in an example for creation of a wall). Edited February 13, 2007 by SAP Link to comment Share on other sites More sharing options...
EricJ Posted February 13, 2007 Share Posted February 13, 2007 Bump_set0 is a bump map, while Diffuse_set0 is the actual weapon texture. You have to save it in DDS format with DXT5 settings in order for it to work, there's a tutorial I wrote on how to mod textures for the game, but still probably has some pertinent information: http://562.50megs.com/GRAW/MWT.zip Link to comment Share on other sites More sharing options...
SAP Posted February 13, 2007 Share Posted February 13, 2007 Bump_set0 is a bump map, while Diffuse_set0 is the actual weapon texture. You have to save it in DDS format with DXT5 settings in order for it to work, there's a tutorial I wrote on how to mod textures for the game, but still probably has some pertinent information: http://562.50megs.com/GRAW/MWT.zip Thanks, only the link does not work. Link to comment Share on other sites More sharing options...
Sup Posted February 13, 2007 Share Posted February 13, 2007 right click/save as Link to comment Share on other sites More sharing options...
SAP Posted February 14, 2007 Share Posted February 14, 2007 (edited) right click/save as Very funny. 404 Error -- File Not Found The page you are looking for (http://562.50megs.com/GRAW/MWT.zip) is not here. Edited February 14, 2007 by SAP Link to comment Share on other sites More sharing options...
SAP Posted February 19, 2007 Share Posted February 19, 2007 Yeah! I did it! I did it! the rest: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 Link to comment Share on other sites More sharing options...
scope Posted February 19, 2007 Share Posted February 19, 2007 Looks very shiney? Any chance of getting rid of that? Link to comment Share on other sites More sharing options...
SAP Posted February 20, 2007 Share Posted February 20, 2007 (edited) Looks very shiney? Any chance of getting rid of that? Yes, the chance is. I have not understood as a bump_set0 to do, me so who has not helped. Look above : 404 Error -- File Not Found The page you are looking for (http://562.50megs.com/GRAW/MWT.zip) is not here. Edited February 20, 2007 by SAP Link to comment Share on other sites More sharing options...
SnowFella Posted February 20, 2007 Share Posted February 20, 2007 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. Link to comment Share on other sites More sharing options...
SAP Posted February 20, 2007 Share Posted February 20, 2007 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. Thanks. I shall understand with it. Link to comment Share on other sites More sharing options...
SAP Posted February 21, 2007 Share Posted February 21, 2007 Normalmap has made, but the AK74 all equally shines. What to check up? There can be a problem in a Lightmap of 3-D model? Link to comment Share on other sites More sharing options...
SnowFella Posted February 21, 2007 Share Posted February 21, 2007 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. Link to comment Share on other sites More sharing options...
SAP Posted February 21, 2007 Share Posted February 21, 2007 Ok, what does your texture maps look like after the .dds exports? I have studied yours mod of M4 (used as an example). With diffuse_set0 and bump_set textures from MAX the model should be exported to a diesel? Or it is enough to specify type of a material and its name. Link to comment Share on other sites More sharing options...
SAP Posted February 21, 2007 Share Posted February 21, 2007 It's completely done. Thank you very-very-very-very-very much, SnowFella!!! Link to comment Share on other sites More sharing options...
bat21 Posted February 21, 2007 Author Share Posted February 21, 2007 Great job. When can we expect a DL link for this? Link to comment Share on other sites More sharing options...
SAP Posted February 22, 2007 Share Posted February 22, 2007 To like? I can give a link , I hope SnowFella will not be against (I used the mag and grenade-launcher from M4). Textures of AK74 too bad, do not abuse me strongly. Link to comment Share on other sites More sharing options...
scope Posted February 22, 2007 Share Posted February 22, 2007 Any chance of you modle the russian GL over, using the M203 as a template to start from? Link to comment Share on other sites More sharing options...
SnowFella Posted February 22, 2007 Share Posted February 22, 2007 Yup, it's a relatively easy thing to model and texure...same really goes for a AK74 magazine. Link to comment Share on other sites More sharing options...
scope Posted February 22, 2007 Share Posted February 22, 2007 Coolios, because it looks slightly odd to say the least having US style equipment attached to such a foreign design! Link to comment Share on other sites More sharing options...
SnowFella Posted February 23, 2007 Share Posted February 23, 2007 Yeah...and something along the lines of this would as a magazine AK74 magazine model Bit sloppy and quick but should do the trick if you want to use it SAP Link to comment Share on other sites More sharing options...
SAP Posted February 23, 2007 Share Posted February 23, 2007 (edited) SnowFella, many thanks for mag. I shall try to correct. Unfortunately catastrophically there is no time for modeling. And in fact still it would be desirable to play GRAW. If want, I shall give link on mod M4 with integrated in it AK74 (with it I now play in GRAW on local net with friends, 16.6 Mb size). For now I shall continue to complete the AK74. Here is mod M4(SnowFella) with integrated in it AK74 (my) zip Edited February 24, 2007 by SAP Link to comment Share on other sites More sharing options...
Recommended Posts