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Alwarren

FHQ Remington Weapon Pack

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I am currently working with the new nDo 2 - its a helping too for Photoshop to create awesomely looking bumpmaps.

If you could hand me a UV unwarp to work on i can take a look at it.

nDo 2 iss from quixel and also offers a trail periode afaik.

What do you need for that, high- and low-res models?

About the Bipods: I know AAW and UKF also used a script to animate the lowering and raising of the Bipod by button-press (H). That would add some additional cool to the awesome ^^

Yeah, it's nice but it makes you dependent on another addon (CBA) which I didn't want to do. Plus, it requires twice the models (with extended bipods and without), and plainly, I don't think it is worth the effort. I agree though that it's cool to have, I wish the RV engine would support a bit more dynamics for these kind of things... Hoping for ARMA III ;)

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Yeah, it's nice but it makes you dependent on another addon (CBA) which I didn't want to do.

If you're making ACE configs, people will already have CBA running.

Besides if you're not playing with CBA anyway, you're not really playing ArmA, you're playing ArmA Free and you should feel bad about that. :)

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if you're not playing with CBA anyway, you're not really playing ArmA, you're playing ArmA Free and you should feel bad about that. :)

What's so bad about not using X unofficial addon? :j:

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What's so bad about not using X unofficial addon? :j:

Mission creation with CBA is so much more powerful than having to do things by hand or cobble RE into the mix. And if he's gonna have an ACE version ACE players will already have CBA running so there shouldn't be a problem with requiring CBA for that.

It'll probably work like Robert Hammer weapons. There's a plain Jane vanilla version then there's a config addOn which enables ACE features. Which is just fine. :) Maybe even include that PBO as an extra inside the main 7z distrubution for those that need it.

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If you're making ACE configs, people will already have CBA running.

Besides if you're not playing with CBA anyway, you're not really playing ArmA, you're playing ArmA Free and you should feel bad about that. :)

I have all DLC in the non-light versions, so I am not playing Arma2 free :cool:

It's my first addon though so I want it to be downloaded as often as possible, which means I don't want to rely on other addons. If I were RobertHammer, Vilas, or one of the other high profile modders, I could probably require ACE and people would still download it, but right now, I'd like to keep things at a minimum. We basically did the same with our mission pack.

Besides, I don't consider the feature to be critical. It's neat, granted, and I like how it works in the UKF pack. I might add it later, because when I do the ACR and other assault rifles, I'd like to add a toggle to switch between flashlight and laser (UKF does that as well, IIRC). Being able to use both laser and flashlight is something I find more game relevant and therefore warrants the dependency on an external addon.

It'll probably work like Robert Hammer weapons. There's a plain Jane vanilla version then there's a config addOn which enables ACE features. Which is just fine. :) Maybe even include that PBO as an extra inside the main 7z distrubution for those that need it.

That's the plan. Note I am not doing the ACE configs myself, I don't have the slightest clue how that works, someone else is doing that. But the idea is to have a separate PBO with an "Install this if you are using ace", and probably also one with "install this if you are using JSRS". Come to think of it, I could probably also throw in an "install this if you have CBA and want deployable bipods". Hmmm....

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Would you be willing to let someone in the comunity make seperate configs for ace? (Alot like Robalo's configs for RH packs) This way you don't have to worry about anything with your download or configs for the weapons.

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It's already being done right now. I'll include them in the first update.

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WIP picture of the ACR:

2wZtjs.jpg

Still being worked on, the texture is far away form being finished. Blender Render, low-res model with diffuse and bump map.

The ACR is a remodel, completely re-done from scratch. There had been shading issues on the other one, and Remington did release an updated model this year.

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WIP picture of the ACR:

http://i.imgur.com/2wZtjs.jpg

Still being worked on, the texture is far away form being finished. Blender Render, low-res model with diffuse and bump map.

The ACR is a remodel, completely re-done from scratch. There had been shading issues on the other one, and Remington did release an updated model this year.

Wow very nice! Looks very promising.

Btw there is also an extended rail for it:

acr_006_phatch.jpg

acr_002_phatch.jpg

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As far as grip animations go, can we get one one with a tacticool extended combat operator costa style assault rifle stance?

Like this:

http://soldiersystems.net/blog1/wp-content/uploads/2012/04/Costa-Sportin-FS-Take-II.jpg

http://www.defensereview.com/wp-content/uploads/2012/04/Chris_Costa_of_Costa_Ludus_Shooting_Suppressed_FERFRANS_SOAR-P_Tactical_Piston_AR_Carbine_SBR_Sub-Carbine_on_Full-Auto_2.jpg

http://1.bp.blogspot.com/-ezo6UJndL1Y/TriWMtg3olI/AAAAAAAAuyg/O1s9vNVqiA0/s640/Chris-Costa-Leaves-Magpul-Dynamics-Forms-Costa-Ludus-Tactical-Training-Stickman-Photography-Pyramyd-Airsoft-Blog-Tom-Harris-Media-Tominator.jpg

That would be just too rad. I love this ridiculous wide extended tacticool style of working the gun. Better than any magwell hold or broomhandle vertical foregrip. I dunno. This pack looks fantastic, this would just be the cherry on the pie for me, personally. :>

Hope I´m not being too intrusive with this.

Cheerio

Insta

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That would be just too rad. I love this ridiculous wide extended tacticool style of working the gun. Better than any magwell hold or broomhandle vertical foregrip. I dunno. This pack looks fantastic, this would just be the cherry on the pie for me, personally. :>

Hope I´m not being too intrusive with this.

Cheerio

Insta

Hehe I feel the same ;) ...and I know from experience that it's not just "tacticool" to have an extended rail and a "c-clamp" grip on the gun, it's actually very comfortable (especially with a hand stop) and effective!

Dunno why all the video games nowadays only feature 7" rail M4s with tennis grips or 9" rail HK416s...I have yet to see a game or addon with a full length 12-13" rail on a 14.5" barreled carbine like the M4A1 SOPMOD Block II for example...

That's why I like the fictional MX rifle in Arma3 so much, it seems to be some kind of ACR+BlockII hybrid with a long rail...but until then I take everything I can get, and Alwarren's ACR already looks too good to be true, with or without a possible extended rail and/or proper c-clamp grip.

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I wish that the hand anim could be made dependent on certain factors, like fire mode (hand on GL for example) or stance (stabilizing sniper rifles when prone). I might throw in an "ACR 6.8 SPC Tacticool" config :D

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I wish that the hand anim could be made dependent on certain factors, like fire mode (hand on GL for example) or stance (stabilizing sniper rifles when prone). I might throw in an "ACR 6.8 SPC Tacticool" config :D

From memory the UKF weapon pack had changing anims for grenade launchers, i think it was a adaption of AAW's script that changes the rifle model when you raise/lower the bipod.

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Yeah, but that's "faked" and requires extra models. As it now, it's going to be a load of models already, I don't want to do that. At a certain point, it just becomes unmanagabke.

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Yeah, but that's "faked" and requires extra models.

Technically that would only need an extra weapon class in the config where where the handanim path is changed, rather than any extra models for each handanim. Unless you want bits of the weapon to alter visually, like the GL leaf-sights popping up, bipods dropping etc. - then you need to include additional models to go with the new classes.

As you say though it's not an ideal method, as switching a unit's weapon class mid-game has more than its fair share of drawbacks.

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Technically that would only need an extra weapon class in the config where where the handanim path is changed, rather than any extra models for each handanim. Unless you want bits of the weapon to alter visually, like the GL leaf-sights popping up, bipods dropping etc. - then you need to include additional models to go with the new classes.

As you say though it's not an ideal method, as switching a unit's weapon class mid-game has more than its fair share of drawbacks.

Yes, I'm a bit scared by those. There is a good chance that the unit will report "out of ammo", and that's only one of the relatively minor side effects. There would probably also be the need for a key handler and/or background thread that checks for the currently selected muzzle and switches accordingly... all in all, I don't think it's worth the hassle, and I hope that BIS improves upon these things in ARMA III (yeah, any BIS developer reading this, consider it a request :))

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I hope that BIS improves upon these things in ARMA III (yeah, any BIS developer reading this, consider it a request :))

Well, lighting, sound and animations are their prime areas of focus so you never know...

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Okay I think I have the basic camos down. I am not too sure about the winter camo though:

Vm7kus.pngZS0HPs.pngw6uf3s.png5eIUBs.png

(click for larger)

They're slightly brighter in these renders than they look in game though.

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Okay I think I have the basic camos down. I am not too sure about the winter camo though:

Perhaps verlaying a darker blue, almost grey over the top of the light blue/green? or a navy blue, i've seen variations that are black/green/grey too.

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Like this maybe:

O5xvis.png

Could also dub as a Urban digital.

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