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AK47


bat21

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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? :blush:

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? :huh:

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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)”. What does it mean? :blush:

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? :huh:

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)

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It me again.

Tell how to create a texture stored a folder bump_set0? :blink:

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 by SAP
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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.

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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.

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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.

m4-maps-thmb.jpg

(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.

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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.

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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). :ph34r:

For now I shall continue to complete the AK74.

Here is mod M4(SnowFella) with integrated in it AK74 (my) zip :rolleyes:

Edited by SAP
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