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Old 2012-08-24, 18:52   #31
Tim270
Retired PR Developer

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Default Re: [Weapon] UKM-2000P

Absolutely solid work so far mate.

To cut some tris, I would get rid of the spring inside and just texture it on as its only going to be seen briefly in reloads. Also on the ammo box, the rings on the side facing away from the player can be got rid off as you wont see them. Some other small bits you could optimize but imo its looking fine so far.

10k with the scope is fine imo.

Just make sure you follow this for the 3p, this essential for good performance.
https://www.realitymod.com/forum/f18...d-weapons.html
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Last edited by Tim270; 2012-08-24 at 19:08..
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Old 2012-08-24, 21:54   #32
MTOOO
Default Re: [Weapon] UKM-2000P

6723 tris

Code:
UKM-2000P Close
http://p3d.in/IpOaB

UKM-2000P Open
http://p3d.in/T2NPk

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Old 2012-08-24, 22:53   #33
[R-CON]​lucky.BOY
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Default Re: [Weapon] UKM-2000P

Looks ace

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Old 2012-08-25, 09:25   #34
Antol
Default Re: [Weapon] UKM-2000P

Sad because of old, detailed gun, but still looks fantastic. Waiting for skin.
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Old 2012-08-25, 12:11   #35
[R-DEV]​Rhino
PR:BF2 Developer
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Default Re: [Weapon] UKM-2000P

Quote:
Originally Posted by MTOOO View Post
I know. Most of the pieces were fired in a normal map. The question is about 10.5k tris is accepted as the rifle?
Its not ideal but its passable ye.

Also with your bullets, you will need to replace them with our ones that match the shell ejections

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Old 2012-12-04, 11:00   #36
[R-DEV]​ddeo
PR:BF2 Developer
Default Re: [Weapon] UKM-2000P

Hi, I've updated MTO's UKM-2000P, this is our new version: p3d.in - UKM-2000
9733 tris. It's the model without scope and rail, rail is WIP.
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Old 2012-12-04, 18:25   #37
Antol
Default Re: [Weapon] UKM-2000P

Even with large optimizaton it looks so nice
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Old 2012-12-04, 20:26   #38
[R-CON]​lucky.BOY
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Default Re: [Weapon] UKM-2000P

Looks great!

Bolts on the right side have flipped normals, just check it out with backface occlusion and you'll see

You might want to try and bake the spring into a flat plane, see how that looks, would spare quite a few tris.
Also:

Quote:
Originally Posted by [R-DEV]Rhino View Post
Also with your bullets, you will need to replace them with our ones that match the shell ejections
becuase the bullets you use seem rather unoptimized on their tips.

Also you have some unvisible polygons, on the back of the barrel, on the string and on some cylinders (they are all inside the model).

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Old 2012-12-04, 20:47   #39
[R-DEV]​ddeo
PR:BF2 Developer
Default Re: [Weapon] UKM-2000P

Thanks lucky. I was hoping that you will fine some errors in the model. Nowadays I'm a little too tired to find out all issues, especially when I work not on my models.

I'll fix the flipped faces, I see it and I was expecting that it will be flipped (but I forgot to fix it before uploading). I think I will leave spring the way it is. As for bullets, I have to wait for 1.0 release.

Where you noticed the unvisible polygons, I see the one at the back of the barrel, but where are the others?
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Old 2012-12-04, 21:18   #40
[R-CON]​lucky.BOY
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Default Re: [Weapon] UKM-2000P

I will post with pictures in a day or two. Are you sure you cant get them bullets from the team now?

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