MP Studio 0 Posted March 2, 2003 I am sure you could change the model. You could unpack Data3D.pbo, change model of ak47 and than pack it again. Share this post Link to post Share on other sites
theavonlady 2 Posted March 2, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (MP Studio @ Mar. 02 2003,21:47)</td></tr><tr><td id="QUOTE">I am sure you could change the model. You could unpack Data3D.pbo, change model of ak47 and than pack it again.<span id='postcolor'> If the server runs a checksum on Data3d.pbo, you will get a modified config error. Share this post Link to post Share on other sites
USMC Sniper 0 Posted March 2, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Mar. 02 2003,20:50)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (MP Studio @ Mar. 02 2003,21:47)</td></tr><tr><td id="QUOTE">I am sure you could change the model. You could unpack Data3D.pbo, change model of ak47 and than pack it again.<span id='postcolor'> If the server runs a checksum on Data3d.pbo, you will get a modified config error.<span id='postcolor'> If you don't play online, it would be a smart thing to do however. Share this post Link to post Share on other sites
USMC Sniper 0 Posted March 2, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (madmedic @ Mar. 02 2003,06:42)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (edc @ Mar. 02 2003,03:37)</td></tr><tr><td id="QUOTE">Aren't hollow pointed bullets 'illegal' for normal combat?<span id='postcolor'> They are not "hollow points"...they are FMJ bullets with a hollow cavity inside the projectile, just behind the tip. On impact, the hollow cavity collapses...causing the bullet to "yaw" (make a change in direction) while moving through flesh. Hollow points are not jacketed at the tip, and they have the tip "hollowed out" to cause them to expand on impact. The pic below is of a 5.56 NATO FMJ round, next to a .45 hollow point (I shot up all of my 5.45x39 the other day, so this will have to do for now) 5.45 is similar in size to the 5.56 pictured, (the projectile is a little more narrow, and slightly longer...with the case necked back a little farther.) So picture a bullet similar looking to this 5.56 round (considering the differences mentioned above) with a hollow cavity inside the projectile, that you can not see. <span id='postcolor'> Well because they expand, while traveling through the body, they will create a huge exit wound. If I shot you in the front, there would be a hole near the size of a basketball in your back. Share this post Link to post Share on other sites
Eviscerator 0 Posted March 2, 2003 You could just depbo data3d.pbo and change the AK-47 p3d with the new ak-47 (making sure the name is the same), then pbo it back up, it should still work fine on multiplayer, of course not good for a mass addon as it needs work from the user, but anyone with a tiny bit of knowledge can do it Share this post Link to post Share on other sites
BAM 0 Posted March 14, 2003 I tried to identify the relevant files to swap from the PBOs, but there are so many different files, there are just loads in the ak47cs addon... How would I know which one(s) to replace? Any info anyone could give on this would be much appreciated... THANKS! BAM. Share this post Link to post Share on other sites
CrunchyFrog 0 Posted March 14, 2003 Look in the ofp config Share this post Link to post Share on other sites
BAM 0 Posted March 14, 2003 Could you elaborate form me please Crunchyfrog? Â I would really love to have this gun in the singleplayer game, but I just dont have the knowledge/experience of editting OFP in order to get it working I would be forever greatful if you could give me a little more info in achieving this! THANKS! BAM:) Share this post Link to post Share on other sites
Wonder 0 Posted March 15, 2003 I like the idea of a newer Kalashnikov models. Also the "burst" mode should be removed. As for the model, the magazines on the BIS AK-74s are a bit too crooked. Share this post Link to post Share on other sites
USMC Sniper 0 Posted March 15, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Wonder @ Mar. 15 2003,02:20)</td></tr><tr><td id="QUOTE">I like the idea of a newer Kalashnikov models. Also the "burst" mode should be removed. As for the model, the magazines on the BIS AK-74s are a bit too crooked.<span id='postcolor'> Also the wood color is a bit off on them. I think the most realistic wood on an AK74 in games/mods was in the Firearms mod for HL. BTW, Shrike (the creator of the original AK47 this port is on) released a new AK47 with a different wood color. http://csnation.counter-strike.net/content/sotd.php?id=2132 Looks terrific to say the least, I'm porting this and the Firearms AK74 and Dragunov as well to OFP. Share this post Link to post Share on other sites
Eviscerator 0 Posted March 15, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (USMC Sniper @ Mar. 15 2003,03:50)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Wonder @ Mar. 15 2003,02:20)</td></tr><tr><td id="QUOTE">I like the idea of a newer Kalashnikov models. Also the "burst" mode should be removed. As for the model, the magazines on the BIS AK-74s are a bit too crooked.<span id='postcolor'> Also the wood color is a bit off on them. I think the most realistic wood on an AK74 in games/mods was in the Firearms mod for HL. BTW, Shrike (the creator of the original AK47 this port is on) released a new AK47 with a different wood color. http://csnation.counter-strike.net/content/sotd.php?id=2132 Looks terrific to say the least, I'm porting this and the Firearms AK74 and Dragunov as well to OFP. Â <span id='postcolor'> Erm, the wood colour is dependant on the type of wood used, and seeing as the AK-47 is mass produced from various different places different colour woods end up getting used, have a quick look on google and you'll find very many different shades of wood used on AK-47's... Share this post Link to post Share on other sites
CrunchyFrog 0 Posted March 15, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (BAM @ Mar. 14 2003,22:59)</td></tr><tr><td id="QUOTE">Could you elaborate form me please Crunchyfrog? Â I would really love to have this gun in the singleplayer game, but I just dont have the knowledge/experience of editting OFP in order to get it working I would be forever greatful if you could give me a little more info in achieving this! THANKS! BAM:)<span id='postcolor'> http://www.friserverplads.dk/crunchyfrog/config190.cpp if you want to change the AK47 model, replace the p3d name called "AK_47_proxy" -- class AK47: Riffle { scopeWeapon=2; scopeMagazine=2; valueWeapon=0; valueMagazine=1; model="AK_47_proxy"; modelOptics="optika_ak47"; .... -- Its all in the config.cpp if you want to change the models. Share this post Link to post Share on other sites
Eviscerator 0 Posted March 15, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (CrunchyFrog @ Mar. 15 2003,10:27)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (BAM @ Mar. 14 2003,22:59)</td></tr><tr><td id="QUOTE">Could you elaborate form me please Crunchyfrog? Â I would really love to have this gun in the singleplayer game, but I just dont have the knowledge/experience of editting OFP in order to get it working I would be forever greatful if you could give me a little more info in achieving this! THANKS! BAM:)<span id='postcolor'> http://www.friserverplads.dk/crunchyfrog/config190.cpp if you want to change the AK47 model, replace the p3d name called "AK_47_proxy" -- class AK47: Riffle { scopeWeapon=2; scopeMagazine=2; valueWeapon=0; valueMagazine=1; model="AK_47_proxy"; modelOptics="optika_ak47"; Â Â Â Â Â Â Â Â Â Â Â Â Â .... -- Its all in the config.cpp if you want to change the models.<span id='postcolor'> thats the way to do it if he doesnt want to play mp, if he does then depbo the data3d.pbo and rename the ak47cs p3d to "AK_47_proxy" and then overwrite the bis model, make sure you keep the ak47cs addon in the addon folder though, so it still has textures Share this post Link to post Share on other sites
Chronicles 0 Posted March 15, 2003 As i see there a some conversion from awesome high quality weapon models from counter strike modeller community , if you are interested in high quality work , have a look to this website that have really great customised weapon models all in high textures quality and high polygons (of course it means an impact on performance ) http://www.weapon-hacks.com I think this kind of CS models are just waiting conversion for a conversion to OFP Share this post Link to post Share on other sites
Andraz 2 Posted March 15, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (~Too Tall~ @ Mar. 02 2003,09:46)</td></tr><tr><td id="QUOTE">Now im not an expert on weapons here, but can someone show me a significant differance between teh AK47 and the AK74<span id='postcolor'> </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (rufusmac @ Mar. 02 2003,02:19)</td></tr><tr><td id="QUOTE">In OFP, the models are slightly dif actually, and the texture too, but in real life, the only difference is really caliber.<span id='postcolor'> Not true. Unlike AK-47, AK-74 has large and effective muzzle brake, the wooden buttstock and foregrip have two oval cuts on both sides and the pistol grip is made from plastic. It uses plastic magazines of the very distinctive red-brown color unlike AK-47, which uses stamped steel magazines. Share this post Link to post Share on other sites
CrunchyFrog 0 Posted March 15, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Andraz Beravs @ Mar. 15 2003,12:18)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (~Too Tall~ @ Mar. 02 2003,09:46)</td></tr><tr><td id="QUOTE">Now im not an expert on weapons here, but can someone show me a significant differance between teh AK47 and the AK74<span id='postcolor'> </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (rufusmac @ Mar. 02 2003,02:19)</td></tr><tr><td id="QUOTE">In OFP, the models are slightly dif actually, and the texture too, but in real life, the only difference is really caliber.<span id='postcolor'> Not true. Unlike AK-47, AK-74 has large and effective muzzle brake, the wooden buttstock and foregrip have two oval cuts on both sides and the pistol grip is made from plastic. It uses plastic magazines of the very distinctive red-brown color unlike AK-47, which uses stamped steel magazines.<span id='postcolor'> And, the 74 has a larger effective range, 500 m... the 47 has a effective range of 300m Share this post Link to post Share on other sites
Andraz 2 Posted March 15, 2003 Of course, because they have different calibers - 7,62mm M43 (AK-47) and 5,45mm M74 (AK-74), as stated before. Share this post Link to post Share on other sites
USMC Sniper 0 Posted March 15, 2003 I'm going to try making custom muzzle flashes for them, from what I've seen the AK47 has a circular muzzle flash (I saw this on a video clip), but I'm not sure how the AK74 muzzle flash looks. Is it also circular like the AK47, or different? Share this post Link to post Share on other sites
USMC Sniper 0 Posted March 15, 2003 Ok, I've got the models and textures of the AK47, AKS74U, AK74, and the AK74 + GP25 done. Should I include edited versions of Kegetys' AK103 and AK107, without their scopes (obviosuly I'll ask for permission). BTW, these will be using my custom AK sights which I showed in the AKM thread. I'll also include an edited config.cpp that will make the default BIS units use my weapons, but of course this will be optional. (I'll be using it, since I don't like OFP multiplayer). Ok, I've decided on the final weapons: AK47 AKS47 AKS47 + Bayonet (I'm thinking about it, but if it is done it will have new anims) AK74 AK74 + GP25 AK101 AK103 AK107 AKS74U PKM SVD Dragunov Bizon-2 Saiga Share this post Link to post Share on other sites
earl 0 Posted March 15, 2003 based on the compensator ports, I think the AK74 would have two blasts out the sides, sorta butterfly shape. Share this post Link to post Share on other sites
USMC Sniper 0 Posted March 15, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (earl @ Mar. 15 2003,22:10)</td></tr><tr><td id="QUOTE">based on the compensator ports, I think the AK74 would have two blasts out the sides, sorta butterfly shape.<span id='postcolor'> Sort of like in Hitman, I don't know if you've played it or not but it's like that. I made the AKS74U have the 2 blasts of fire out of the sides, since the compensator ports clearly look like they would produce that. BTW (this isn't only towards you, earl), the weapons might not have shadows (some of them) since they are VERY hard to lower to less than 500 faces. I heard about that Geometry lod for weapons, which can make a shadow. However, I tried that and there wasn't a shadow. Can anyone elaborate on the Geometry LOD for weapons? Share this post Link to post Share on other sites
PFC_Mike 2 Posted March 15, 2003 Please post some screenshots of the new AK's. Also, have you considered making several skinds of the same model? For example, one AK74 might have a laminated wood stock in perfect condition, another might have a few scratches, another might be recongnizable as an AK74 by the shape alone. Share this post Link to post Share on other sites
USMC Sniper 0 Posted March 15, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PFC_Mike @ Mar. 15 2003,22:26)</td></tr><tr><td id="QUOTE">Please post some screenshots of the new AK's. Also, have you considered making several skinds of the same model? For example, one AK74 might have a laminated wood stock in perfect condition, another might have a few scratches, another might be recongnizable as an AK74 by the shape alone.<span id='postcolor'> I have no place to host them. IMG Studio is down, and www.picturehost.co.uk has a 100kb limit for free users. Share this post Link to post Share on other sites
earl 0 Posted March 15, 2003 Maybe this belongs in a new thread @ Addons Discussion forum? I think Tales of War has a video tutorial on making shadows - go to http://www.digitalgrenade.com it should be in the news there. But you really should make some lods down to 100-200 faces, because there is no need to render 500+ faces for a weapon that's 700m away. Share this post Link to post Share on other sites
USMC Sniper 0 Posted March 15, 2003 Yep I'm going to make a new thread about it. Thanks a helluva lot for the tutorial, I never new about that lodnoshadow 1 thing, although I did see it in other addons. Thanks again! Share this post Link to post Share on other sites