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| Norwegian Forces Discussion pertaining to the PR Norwegian Forces faction. |
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#31 |
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PR Developer
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If you're concerned about theft, just PM it to either Z-trooper or myself. It'll be nice if you sent us all of them, but one would do.
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#32 |
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PR:BF2 Developer
![]() Join Date: May 2007
Location: Seattle
Posts: 1,170
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Hey, so I told Halvor that i would export the 416 versions that KP and Mafia have created, but i need to talk to the person who would be doing the animations.
I have some questions about the 1p 'scoped' views that i think that person could help answer. Mafia, i need your updated files for the ACOG. I don't need the whole 416 with ACOG. Just the ACOG unit. I had already attached the original PR ACOG to the 416, but the new texture is now needed and perhaps you can just save the new .uvw and send that to me and i can implement it? |
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#34 |
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PR:BF2 Developer
![]() Join Date: May 2007
Location: Seattle
Posts: 1,170
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#35 |
![]() Join Date: Feb 2009
Posts: 3,559
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Looking great, guys ^^
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#36 |
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PR:BF2 Developer
![]() Join Date: May 2007
Location: Seattle
Posts: 1,170
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Update about exportation, Halvor...
'scoped' eo-tech ![]() standing ![]() 'scoped' aimpoint with magnifier ![]() standing ![]() 'scoped' ACOG ![]() standing ![]() As of now all the 'scoped views' are centered so that you can hit what you are aiming at. But you'll also notice that the ACOG and Aimpoint versions sit lower on the screen when just standing. This is due to the animation files they use. So depending on what happens with the animation, the 'scoped views' might get off center and would need re-adjustment. Also, someone else should probably take over from here. Someone with 'finishing skills'. The geom1-lod0 mesh will probably need to be reduced in size, poly wise. Right now it's a smaller clone of the geom0-lod0. And a geom1-lod1 still needs to be created. Not sure how to go about either and I don't really want to mess up KP's model. Anyways, i had a blast testing all 3 against bots |
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#37 |
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PR Developer
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Don't worry about animations, they can be done and tweaked at the end, no matter how bad the model-setup is :P But by the way things are looking, the better suited to any existing animations already the smoother it will be for me to tweak them.
By the way, don't the reticles seem a little.. big? |
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#38 |
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PR Mapper Team
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are you taking thous SS in low gfx?
Also what eotech are you using, are you using the PR one or did you make that one yourselves? |
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#39 |
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PR:BF2 Developer
![]() Join Date: May 2007
Location: Seattle
Posts: 1,170
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The eo-tech uses usrif_m4aimpoint/AnimationSystem1p.inc for 1p.
The other 2 use the usrif_m16a4/AnimationSystem1p.inc The 3p animation all use the usrif_m16a2/AnimationSystem3p.inc When i separated the original model into 'pieces' I copied what you guys did for the M4. Looks like this before export... ![]() Main model, trigger, magazine, cocking thingy, flap thingy and bolt for geom0-lod0. Main model, trigger, magazine, cocking thingy and bolt for geom1-lod0. (yes, my knowledge of weapon parts is nil I assumed this would help whoever animates these? Ingame all the animations seem to fit the weapons pretty well. Only the left hand is completely off as far as using a forward grip. |
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#40 |
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PR:BF2 Developer
![]() Join Date: May 2007
Location: Seattle
Posts: 1,170
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Any textures used were Mafias or PR's (the aimpoint scope texture is off PR's M4, lens.dds), except for the eo-tech 'sight'. That was off their website.
I'm not a graphics guys so wasn't my concern. Any textures for the 3 'scoped' views can be considered place holders. Screenshots are of medium quality on a map that has just the terrain painted and nothing else. I use it for testing bots and navmesh sh*t. No idea whose eo-tech that is, PR's or if KP made a new one? |
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| Tags |
| final, glock17, hk416, hk417, textures |
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