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15 Sep 2019, 00:00:00 (PRT)
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Old 2013-07-22, 14:26   #31
[R-DEV]​Glimmerman
PR:BF2 Dutch Forces Lead
Supporting Member

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Default Re: [WEAPON] Spike MR/LR

I have asked the Dutch MoD for information about the harness soldiers carry when walking around with the missile.

This as reference for the kit geom we are going to need, if or when they answer me ill let you know, when they do ill ask them for some GUI information as well so a proper HUD can be made for it

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Old 2013-07-22, 14:56   #32
Antol
Default Re: [WEAPON] Spike MR/LR

Good job ddeo. As always!
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Old 2013-07-22, 18:42   #33
[R-DEV]​Glimmerman
PR:BF2 Dutch Forces Lead
Supporting Member

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Default Re: [WEAPON] Spike MR/LR

Made some screenshots from the locking and firing screen:

https://www.dropbox.com/s/n2b0vcxsx9hdmvt/GILL_HUD.rar

Hope they are usefull

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Old 2013-07-22, 18:54   #34
[R-DEV]​ddeo
PR:BF2 Developer
Default Re: [WEAPON] Spike MR/LR

Yeah, thanks, it's good to have these images all in one place.
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Old 2013-07-23, 20:05   #35
[R-DEV]​ddeo
PR:BF2 Developer
Default Re: [WEAPON] Spike MR/LR

Updated p3d link with new version of the model, I've smoother few cylinders which could be visible while arming animation. Also smoothed left handle. 7450 tris.

link: p3d.in - spike

I've started UV unwrapping the model too, but I'll have other things to do in this week too, so don't expect new updates of this model soon.
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Old 2013-07-23, 20:23   #36
GlaDi

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Default Re: [WEAPON] Spike MR/LR

Great job ddeo. I just want to fire this baby
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