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Norwegian Forces Discussion pertaining to the PR Norwegian Forces faction.

 
 
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Old 05-09-2009, 09:06 PM   #1
FPaiva

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Default [Final] HK-416, HK-417 & Glock17 Textures

This is the final versions, that means that i'll not update the texture files anymore. I have managed to make a standart render for the faction, wich i think is godlike and i have fully Re-UVmapped and Re-Textured the default PR's Acog.
In the old textures, i have removed the gradient from the rail covers.
I have did a hard job here, so, i hope you like it.

Glock 17 versions:









HK-416 Versions:











HK-417 Versions:







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Old 05-09-2009, 09:12 PM   #2
Tonnie
Retired PR Developer

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Default Re: [Final] HK-416, HK-417 & Glock17 Textures

Nice work mate... So why did u re uvmap the ACOG sight??? anyways looks great


HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
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Old 05-09-2009, 09:12 PM   #3
ReapersWarrior

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Default Re: [Final] HK-416, HK-417 & Glock17 Textures

Wow.


You are amazing. They look great. I cant wait to see these ingame.
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Old 05-09-2009, 09:24 PM   #4
FPaiva

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Default Re: [Final] HK-416, HK-417 & Glock17 Textures

Quote:
Originally Posted by [R-CON]tonnie15 View Post
Nice work mate... So why did u re uvmap the ACOG sight??? anyways looks great
I recieved the model in a task to make it for one of the 416's variations, but, after some time, halvor and kp told me that i didn't need to make the new UV maps and textures for it, as the PR still haves a Acog fully uv-mapped and textured, then i just made this for free

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Old 05-09-2009, 09:29 PM   #5
Tonnie
Retired PR Developer

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Default Re: [Final] HK-416, HK-417 & Glock17 Textures

oh ok cool well keep it up man!


HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
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Old 05-10-2009, 04:23 AM   #6
halvor1

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Default Re: [Final] HK-416, HK-417 & Glock17 Textures

Looks great mafia will talk too KP to make an sticky thread for you Where all the renders will get implemented into the thread=) Mafia for RCON!

Finally we managed to get these beauties into the engine, the engine seems to treat them nicely and keep the visuasl for them Thanks too rcon ballard for all the hard work


ImageShack - Image Hosting :: bf2editor20090509032140.jpg
ImageShack - Image Hosting :: bf2editor20090509032116.jpg
ImageShack - Image Hosting :: bf2editor20090509032031.jpg
ImageShack - Image Hosting :: bf2editor20090509031944.jpg


Main problem, however, is all 3 units will need a 1p 'scoped' view to be created!
1p meaning '1st person' view.

Mafia should have a look into this and look at the usrif_m4aimpoint and usrif_m4scope to get a general idea of what needs to be done to accomplish this.

And obviously, the animation(s) will need some re-working to accommodate these models, but that is for later and for another person to hand over too

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Old 05-10-2009, 04:25 AM   #7
[R-COM]H.sta
Norwegian Faction Lead
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Default Re: [Final] HK-416, HK-417 & Glock17 Textures

Extremely nice work, love the snow camo, and the desert... I love it all

MaFiA_do_OsAmA FOR [R-CON]!!!!

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Old 05-10-2009, 04:37 AM   #8
[R-DEV]Glimmerman
PR:BF2 Dutch Forces Lead
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Default Re: [Final] HK-416, HK-417 & Glock17 Textures

Ooooo Mafia love what you did with it

MaFiA_do_OsAmA FOR [R-CON]!!!!

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Old 05-10-2009, 04:55 AM   #9
UncleSmek

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Default Re: [Final] HK-416, HK-417 & Glock17 Textures

Quote:
I have managed to make a standart render for the faction, wich i think is godlike and i have fully Re-UVmapped and Re-Textured the default PR's Acog.
Well man, you are a god.

MaFiA_do_OsAmA for [R-CON]
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Old 05-10-2009, 06:50 AM   #10
Scot
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Default Re: [Final] HK-416, HK-417 & Glock17 Textures

Those are awesome mate, very nice job

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