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Old 03-28-2015, 11:16 PM   #31
{ZW}C-LOKE
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Default Re: Falklands Community Tasks

Best thing I've heard all day! Phenominal


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Old 11-17-2015, 08:27 AM   #32
[R-DEV]Rhino
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Default Re: Falklands Community Tasks

Updated OP with current open tasks, mainly hoping someone can model these two new tasks, mainly the Carl Gustav

Quote:
Originally Posted by [R-DEV]Rhino View Post
Carl Gustav 84mm Recoilless Rifle
Priority: High
We need the L14A1 (M2) Carl Gustav for the British Heavy Anti-Tank kit, as well as an M3 of many other factions in PR such as for the US Army, Canadian Army and the upcoming Norwegian Forces, as well as a possible few others, with a range of different types of ammunition for it too. Ask for more information and references from us if your interested in taking this task, before doing any major work on it.



M67 90mm Recoilless Rifle
Priority: Normal
Proper Heavy Anti-Tank weapon for the Argentine Forces and also the Vietnam era US Forces with needed both HEAT and AP Canister Rounds.


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Old 11-17-2015, 09:28 AM   #33
[R-DEV]Mats391
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Default Re: Falklands Community Tasks

The Carl Gustav priority is actually "Super mega urgent". We really need it or i will have to continue to complain to Rhino until he does it

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Old 12-04-2015, 12:30 AM   #34
[R-DEV]Rhino
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Default Re: Falklands Community Tasks

bumpy, still hoping someone from the community is up for these challenges

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Old 12-12-2015, 01:36 AM   #35
TheLordHighExecutioner
Default Re: Falklands Community Tasks

I would like to try to take on texturing the LAW-66 Light Anti-Tank.

However, I must state that I have no experience with modding Project Reality whatsoever. I have only Gimp and a vague understanding of how texturing works. Could you help me find my bearings, so to speak?
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Old 12-12-2015, 03:35 AM   #36
[R-DEV]Rhino
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Default Re: Falklands Community Tasks

Awesome! The LAW 66 is a very nice small easy task to learn the basics of texturing on so sounds perfect for you and ye, we can help you with getting to grips with it. I'll make a topic in community modding for you outlining the details and if you post your progress and questions in there we can all give you the feedback and guidance you need

EDIT: Made a topic here for you: http://www.realitymod.com/forum/f388...ml#post2110898

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Last edited by [R-DEV]Rhino; 12-12-2015 at 04:51 AM..
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Old 02-04-2016, 02:22 PM   #37
SyriousT

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Default Re: Falklands Community Tasks

F**K IT , Give me Carl Gustav
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Old 02-04-2016, 02:59 PM   #38
[R-DEV]Rhino
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Quote:
Originally Posted by SyriousT View Post
F**K IT , Give me Carl Gustav
As in you want to model the Carl Gustav? Would suggest you finish your Kornet first before taking on another task

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Old 02-04-2016, 04:25 PM   #39
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I thought that too , after finishing kornet but then I said "f** it" I have to learn texturing to finish it and I don't want to learn now I just learned how to model so I still have the rush
So I will model it I will start Sunday
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Old 02-04-2016, 04:35 PM   #40
[R-DEV]Rhino
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Default Re: Falklands Community Tasks

I would seriously advise you to focus on Kornet since it has a lot of work yet before it is ready for it is even ready for UVs and Texturing and if you start two models at this point in your learning of 3D Game Modelling, you will just end up with two models with lots of serious issues preventing them from getting to the next step, instead of learning from your first models mistakes and applying what you have learnt to your second model.

I originally came from a CAD background too and it is totally the opposite type of modelling for game modelling, as it is not about making something accurately, it is about making something that is optimized and will work in a game engine and right now, your Kornet is far from being optimized and able to work in a game engine tbh.

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