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Jackal326

SJB Weapons Pack

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In other news, I just discovered how to correctly use the Texture Merge tool in O2, and it caused me to physically orgasm. I'll be putting it to great use in an attempt to cut down on the number of textures used. This will however increase working time, but you'll get over it I'm sure. wink_o.gif It'll be worth the performance gain I'm assured.

Just compressed (merged) 13 seperate M4A1 textures into 2 larger textures, 1 is 2048x1024, the other is 2048x2048. They sound large, but from what I've read and heard, it'll better than 13 seperate textures.

A quick (and scaled) preview of the two combined textures:

M4_Part1.jpg

M4_Part2.jpg

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In other news, I just discovered how to correctly use the Texture Merge tool in O2, and it caused me to physically orgasm.

Mind sharing how it was done?

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Basically, you merge all of the textures manually (using Photoshop or whatever), making sure to retain the ^2 dimensions (in my case, with the textures being quite hi-res to begin with, using 2048 and 1024 pixels as my dimensions). Then you have to write a .PTM file, that O2 uses to remap the existing UV Maps, onto the new larger texture.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class inftexmerge {

class object01 {

class items {

class item00000

{

x=0.000000;

y=0.000000;

w=512.000000;

h=256.000000;

scale=0.000000;

name="SJB_M4TEST\tex\fixorb.pac";

angle=0.000000;

};

class item00001

{

x=0.000000;

y=0.000000;

w=512.000000;

h=256.000000;

scale=0.000000;

name="SJB_M4TEST\tex\fixorb.pac";

angle=0.000000;

};

class item00002

{

x=0.000000;

y=256.000000;

w=512.000000;

h=256.000000;

scale=0.000000;

name="SJB_M4TEST\tex\ris.pac";

angle=0.000000;

};

class item00003

{

x=0.000000;

y=512.000000;

w=512.000000;

h=512.000000;

scale=0.000000;

name="SJB_M4TEST\tex\Stuffed.pac";

angle=0.000000;

};

class item00004

{

x=512.000000;

y=0.000000;

w=256.000000;

h=512.000000;

scale=0.000000;

name="SJB_M4TEST\tex\30magPolyM4.pac";

angle=0.000000;

};

class item00005

{

x=512.000000;

y=512.000000;

w=512.000000;

h=512.000000;

scale=0.000000;

name="SJB_M4TEST\tex\right.pac";

angle=0.000000;

};

class item00006

{

x=1024.000000;

y=0.000000;

w=1024.000000;

h=1024.000000;

scale=0.000000;

name="SJB_M4TEST\tex\ANPEQ2a.pac";

angle=0.000000;

};

};

w=2048.000000;

h=1024.000000;

alpha=0.000000;

file="SJB_M4TEST\tex\M4_Part1.paa";

models[]=

{

"SJB_M4A1_proxy.p3d"

};

mergedpath="C:\O2_Viewer\SJB_M4TEST\tex";

};

};

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class inftexmerge {

class object01 {

class items {

class item00000

{

x=0.000000;

y=0.000000;

w=1024.000000;

h=512.000000;

scale=0.000000;

name="SJB_M4TEST\tex\foregrip.pac";

angle=0.000000;

};

class item00001

{

x=1024.000000;

y=0.000000;

w=512.000000;

h=512.000000;

scale=0.000000;

name="SJB_M4TEST\tex\stuffed2A.pac";

angle=0.000000;

};

class item00002

{

x=1536.000000;

y=0.000000;

w=512.000000;

h=512.000000;

scale=0.000000;

name="SJB_M4TEST\tex\stuffed2B.pac";

angle=0.000000;

};

class item00003

{

x=0.000000;

y=512.000000;

w=1024.000000;

h=1024.000000;

scale=0.000000;

name="SJB_M4TEST\tex\regStockM4.pac";

angle=0.000000;

};

class item00004

{

x=1024.000000;

y=512.000000;

w=1024.000000;

h=1024.000000;

scale=0.000000;

name="SJB_M4TEST\tex\recPolyM4.pac";

angle=0.000000;

};

class item00005

{

x=0.000000;

y=1536.000000;

w=512.000000;

h=256.000000;

scale=0.000000;

name="SJB_M4TEST\tex\carryPolyM4.pac";

angle=0.000000;

};

class item00006

{

x=512.000000;

y=1536.000000;

w=512.000000;

h=512.000000;

scale=0.000000;

name="SJB_M4TEST\tex\cranePolyM4.pac";

angle=0.000000;

};

class item00007

{

x=1024.000000;

y=1536.000000;

w=256.000000;

h=512.000000;

scale=0.000000;

name="SJB_M4TEST\tex\vertPolyM4.pac";

angle=0.000000;

};

};

w=2048.000000;

h=2048.000000;

alpha=0.000000;

file="SJB_M4TEST\tex\M4_Part2.pac";

models[]=

{

"SJB_M4A1_proxy.p3d"

};

mergedpath="C:\O2_Viewer\SJB_M4TEST\tex";

};

};

Those are my two example .PTM files I used.

X = The top left point of the textyure (where it starts)

Y = The hegiht of the twop left point defined in X

W = How wide the texture is (in pixels)

H = How high it is (again, in pixels).

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Thanks, I am going to play around with this. Merge option is great for converting OFP addons to ARMA.

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wow_o.gifwow_o.gifwow_o.gifwow_o.gif

This is something I didnt know. And will also come in handy in the future im very sure of that. yay.gif Learned another thing today! biggrin_o.gif

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Well, after a little tweaking, I've got the normal maps, as well as the cfgmaterials working (with thanks to Indy). I'll post a few screenshots <s>tomorrow</s> right now.

SJB_M4A1_RealMaps_2_tn.jpg

CLICK ME

SJB_M4A1_RealMaps_3_tn.jpg

CLICK ME

SJB_M4A1_RealMaps_4_tn.jpg

CLICK ME

SJB_M4A1_RealMaps_1_tn.jpg

CLICK ME

Note: Some of the lighting is exaggerated because the shots were taken with default weather (bright sunshine). I do however plan to edit the values in cfgmaterials to make the 'shine' less intense in most circumstances.

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Looks sweet thumbs-up.gif

How do the normal maps and cfgmaterials influence the performance? Especially when you use more of these weapons.

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I haven't tested that yet, I just threw three or four units onto Sahrani Lite (the 'dry' one released a few days ago) to take those few screenshots seen above . I will perform a few experiments with FPS either tonight after work or sometime tomorrow, comparing a lot of stock BIS units on the map, with the same number of each optic type, to see how/if it affects FPS.

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are u planning to make those mods in m4 to work, or are they just eyecandy, like we discussed earlier???

sexy m4 tough inlove.gifinlove.gifinlove.gifinlove.gif

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The aiming reticle will be a red lot (instead of the default 'T' shape with the free-florating 'I' in the middle) simulating the AN/PEQ-2's laser (I know its an i nfra-red laser only seen with NVGs and suchforth, but its better than nothing). Also, I hope to get the flashlights working (AN/PEQ-2 and Surefire flash-light on some weapon models), but until we find out more (i.e. until BIS TELL us) about how to use proxys on weapon models, and how to define them, its just a plan right now.

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Awesome work again Jackhal! Especially on the ideas with the sights and lights etc!

Looking extremely forward to using your beauties in action!

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Please do not put such a cloudy blue tint to the EOTech HWS glass. The real thing does not look like that at all. The size of the reticule is also quite a bit too large in your version.

Examples:

eotech_extended_eye_relief.jpg

eotech_close_eye_relief.jpg

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The aiming reticle will be a red lot (instead of the default 'T' shape with the free-florating 'I' in the middle) simulating the AN/PEQ-2's laser (I know its an i nfra-red laser only seen with NVGs and suchforth, but its better than nothing). Also, I hope to get the flashlights working (AN/PEQ-2 and Surefire flash-light on some weapon models), but until we find out more (i.e. until BIS TELL us) about how to use proxys on weapon models, and how to define them, its just a plan right now.

I love u inlove.gifinlove.gifinlove.gifinlove.gifinlove.gif

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Please do not put such a cloudy blue tint to the EOTech HWS glass. The real thing does not look like that at all. The size of the reticule is also quite a bit too large in your version.

[...]

The blue texture has already been replaced with a less cloudy and more transparent version. I will edit the main reticle size according to your screenshots shortly. Thanks.

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Hi,

Is it possible to add an effect to magnifiing the optic part without the rest of the view magnifiing?

(sorry for my eng. :\ )

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Not to my knowledge. I'll be using flat 2D optics for ones with magnification, and the 3D optics (such as the one for the EOTECH a few pages back) without any zoom, where no zoom would be in real life. I had hoped it would be possible to simulate scopes like in Red Orchestra (where the main optic is magnified and the surrounding area isn't. However, I'm yet to find out if its possible, and how to do it if it turns out that it is.

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I found this

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">opticsDisablePeripherialVision = 1;

in a config.cpp

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I found this

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">opticsDisablePeripherialVision = 1;

in a config.cpp

Don't get too excited by that, it probably refers to the PVIs - Peripheral Vision Indicators.

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Jackal what about using 2d optics but without a black surround? so it gives the illusion of the one in RO

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Well, the surround itself will be magnified too, so it'll be nothing like. I know what you're trying to say, but I'd sooner have the black surround than a magnified surround that by rights shouldn't be magnified.

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I haven't taken much time to look at the SCARs yet, they're on my to-do list though.

Will be the best weapons in the pack, tbh.

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Thats your opinion others might want to see the 416s.

There are a lot of things in the pack as is with out all of the stuff on his infinitely long to do list.

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Hmm maybe you can create the scope zoom effect in the same way the screen in the striker simulated a camera on the front of the vehicle?

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I don't think its a camera per se, more likely just a window thats textured to look like a camera. I'll look into it though.

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