project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > PR:BF2 Community Factions > Faction Archives > Norwegian Forces
01 Sep 2014, 00:00:00 (PRT)
Register Forum RulesDeveloper Blogs Project Reality Members List Search Today's Posts Mark Forums Read
Norwegian Forces Discussion pertaining to the PR Norwegian Forces faction.

Contact Support Team Frequently Asked Questions Register today!

 
 
LinkBack Thread Tools Display Modes
Old 05-12-2009, 09:46 AM   #41
masterceo

masterceo's Avatar
Default Re: [Final] HK-416, HK-417 & Glock17 Textures

Quote:
Originally Posted by [R-DEV]Chuc View Post
By the way, don't the reticles seem a little.. big?
yeah, i also think they are a bit too big. especially EOTech one, i have used one and seen them in action and the recticle is usually 2/1.5x smaller that the one you showed, ex: http://128.83.80.200/shooting/reticle2.jpg


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
Priby:Why cant i be norwegian?
H.sta:becouse we are a specially selected bunch of people created by god to show how awsome mankind can be
masterceo is offline
Old 05-12-2009, 12:53 PM   #42
FPaiva

FPaiva's Avatar
Default Re: [Final] HK-416, HK-417 & Glock17 Textures

Quote:
Originally Posted by [R-CON]ballard_44 View Post
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?
Yes, KP did a new one (i think) and i did the new textures. About the files who you need, i'm not on my pc, but i can send to you the whole package, or you can talk with halvor1 about it.
One last thing, i've taken some good screenshots of the details over the final weapons, but there is so many images that i've put everthing togheter and uploaded it. Anyone who wants to see it, check this link: RapidShare: Easy Filehosting
FPaiva is offline
Old 05-12-2009, 12:57 PM   #43
FPaiva

FPaiva's Avatar
Default Re: [Final] HK-416, HK-417 & Glock17 Textures

One last thing, i saw the in-game screens and my tetxures seem to be very blurry from here. What's happened? By hte way, can you create a new topic for that exports?
FPaiva is offline
Old 05-12-2009, 01:05 PM   #44
halvor1

halvor1's Avatar
Default Re: [Final] HK-416, HK-417 & Glock17 Textures

daim boy i will talk to kp regarding who made the EOTECH=) Other than that it looks amazing Keep the good work up


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
halvor1 is offline
Old 05-12-2009, 02:24 PM   #45
Z-trooper
Retired PR Developer

Z-trooper's Avatar
Default Re: [Final] HK-416, HK-417 & Glock17 Textures

Quote:
Originally Posted by MaFiA_do_OsAmA View Post
One last thing, i saw the in-game screens and my tetxures seem to be very blurry from here. What's happened?
It is the way game engines work (and yet another reason why not to render game art...)
Usually texture artist apply sharpen filters to their final maps to counter this effect.

"Without geometry, life is pointless"
Z-trooper is offline
Old 05-12-2009, 02:34 PM   #46
FPaiva

FPaiva's Avatar
Default Re: [Final] HK-416, HK-417 & Glock17 Textures

Quote:
Originally Posted by [R-DEV]Z-trooper View Post
It is the way game engines work (and yet another reason why not to render game art...)
Usually texture artist apply sharpen filters to their final maps to counter this effect.
Ehh... i have applied those filters....
FPaiva is offline
Old 05-12-2009, 02:37 PM   #47
sakils2
Banned

sakils2's Avatar
Default Re: [Final] HK-416, HK-417 & Glock17 Textures

My god the EOtech looks smexy. Will US army/USMC get it?
sakils2 is offline
Last edited by sakils2; 05-12-2009 at 03:34 PM..
Old 05-12-2009, 03:31 PM   #48
jbgeezer

jbgeezer's Avatar
Default Re: [Final] HK-416, HK-417 & Glock17 Textures

NICe!! Oh yeah oh yeah!

Live by the sword, die by the sword...

To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

Ingame:G-LockCobra

To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
jbgeezer is offline
Old 05-12-2009, 05:33 PM   #49
Maxfragg

Maxfragg's Avatar
Send a message via ICQ to Maxfragg Send a message via MSN to Maxfragg Send a message via Skype™ to Maxfragg
Default Re: [Final] HK-416, HK-417 & Glock17 Textures

the aimpoint should be transparent like the eotech, right?

http://maxfragg.blogspot.com
Maxfragg is offline
Old 05-12-2009, 07:05 PM   #50
[R-DEV]Chuc
PR:BF2 Developer

[R-DEV]Chuc's Avatar
Send a message via MSN to [R-DEV]Chuc Send a message via Skype™ to [R-DEV]Chuc
Default Re: [Final] HK-416, HK-417 & Glock17 Textures

Depends on the original resolution of your texture sheets too, usually most small arm individual sections, like the M16A4, take up about 1024^2 pixels.

That aimpoint has magnification, so it needs to be done like any other scope.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

Personal Folio -
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
[R-DEV]Chuc is offline
 


Tags
final, glock17, hk416, hk417, textures
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -4. The time now is 09:44 AM.


Powered by: vBulletin. ©vBulletin Solutions, Inc.
Search Engine Optimization by vBSEO 3.6.1
All Content Copyright ©2004 - 2014, Project Reality.