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Old 05-12-2009, 11:42 PM   #1
[R-DEV]ballard_44
PR:BF2 Developer
Default HK-416 export

Starting another thread to continue off the other...

Update of the EO-Tech sight...smaller and the edges of the alpha channel edited.




Mafia, I didn't do anything to your textures and they look just like you made them.
What they look like in the editor, so don't be fooled by the previous images and my less than great ingame graphics settings





One note, however...the game doesn't use .jpegs as texture sheets.
I resaved them as .dds, DXT5 w/ mipmaps which is typically used for things that use an Alpha channel and bump/normal map.

Whoever re-saved them recently also forgot to give a proper Alpha channel.
They were pure white, which made the weapon super shiny!!!
Enemy could see this weapon gleaming from 1k meters away on a sunny day
I just cloned the blue channel of all the color textures and it toned it down quite abit.

Also, not a big deal, but typical the naming of a color sheet would have _c added before the format extension (eg Main_Body_c.dds) and normal/bump map sheets usually have _b.

If you knew all this or it wasn't you, then i apologize.

----------------------------------------------------------------------------------------------

Lets talk about the updated ACOG...Not going to work as is.
Basically, I'm not going to rescale and refit the updated version as I already have PR's version set in place.



If you would still like to re-uvmap and texture PR's, then use the .max file that i provided below.
These are the 1st and 3rd person meshes of PR's ACOG set to scale and position to where i want them.
// snip Z
When you send me back the .max file they should be perfectly aligned when I 'merge' them.

Also note the in the materials editor the the ID number for the meshes should be 16 and 17.
17 is that red line thing so if you combine the ACOG into 1, make it all ID 16.


EDIT - need to make you an R-CON so i can talk to you on that forum!
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Last edited by Z-trooper; 05-13-2009 at 04:30 PM..
Old 05-13-2009, 06:07 AM   #2
[R-COM]H.sta
PR Community Faction Lead

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Default Re: HK-416 export

very nice, can't wait to use them ingame


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Old 05-13-2009, 02:01 PM   #3
Rangu

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Default Re: HK-416 export

Good job, looks awesome!

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Old 05-13-2009, 02:07 PM   #4
single.shot (nor)
Default Re: HK-416 export

Su-wheet!

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Old 05-13-2009, 03:50 PM   #5
[R-COM]FPaiva
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Default Re: HK-416 export

Ok, let's go
The EO-Tech glass doesn't look like the one who i did and have you talked with halvor? He haves my new ACOG and about the ACOG, i only did a new one because it was on the 416 variants packege, otherwise i wasn't going to make it, but if you really need me to retexture the files who you uploaded, i think that i can do the job.


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Old 05-13-2009, 04:25 PM   #6
[R-DEV]ballard_44
PR:BF2 Developer
Default Re: HK-416 export

Quote:
Originally Posted by MaFiA_do_OsAmA View Post
The EO-Tech glass doesn't look like the one who i did and have you talked with halvor?
It's not yours, it is one i found on the EO-Tech website and added in.

Quote:
He haves my new ACOG and about the ACOG, i only did a new one because it was on the 416 variants packege, otherwise i wasn't going to make it, but if you really need me to retexture the files who you uploaded, i think that i can do the job.
No, my friend, you don't have to do anything if you don't want to.

But when I tried to add your ACOG to the 416 it was way out of scale (too big in size) and I didn't want to have to rescale and reposition it.

I think the current PR version is just fine to use and doesn't need any work done to it.
ImageShack - Image Hosting :: bf2editor20090512184105.jpg

BUT, if you want to re-texture PR's ACOG, than use the .max file in the 1st post, but please DO NOT move or rescale the meshes.
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Old 05-13-2009, 04:29 PM   #7
Z-trooper
Retired PR Developer

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Default Re: HK-416 export

Should really refrain from posting models and textures on the open forums.. who know whos little stealy fingers might try to nick it... PM it

I'm snipping it out of the first post.

"Without geometry, life is pointless"
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Old 05-13-2009, 04:53 PM   #8
Hitperson
Retired Tournament Lead

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Default Re: HK-416 export

wow that EoTech reticule is ginormous.



http://www.kaneohegs.com/images/eote...icle_image.jpg (just in case)

and it should be more fuzzy as well i think.


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Old 05-13-2009, 05:29 PM   #9
masterceo

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Default Re: HK-416 export

yeah, it's still a bit too big but definately better than the last one


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Old 05-13-2009, 05:44 PM   #10
[R-DEV]ballard_44
PR:BF2 Developer
Default Re: HK-416 export

post number 12 gives a good explanation to what happens and even has a video.

Got to look at a real eotech today - Insurgency Forums

this implies the ingame model is the 512, though

will update when I get a chance
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