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tasi

Army of the Czecho-Slovak republic

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Hi!

I want to inform you about new ArmA mod - ACSR 1938.

We are making mod from WWII period - Czecho-Slovak Army. The mod is progressing quickly, but we need 3d/2d artist and map-makers. In mod you can play as Czech or Slovak, maybe as Freikoprs - German civil forces. In mod will be two campaigns - One real, One unreal.

Mod will be release in two versions - For OFP and for Armed Assault.

Our mod is in cooperation with W39 mod smile_o.gif

Our mod issued alpha version of Slovak Pack for OFP

our WebPage

1ny4.th.jpg kar98hs8cv8.th.jpg

Heavy machinegun vz.7/24   | Kar-98k

lt35do7.th.jpg kpuvvz37mz4.th.jpg

Lt-35                             | Cannon against traction vy.37

ltvz34un9.th.jpg lt39nn9.th.jpg

Lt vz.34                          | Lt vz.39

Next Pic:

ZH 29 - Automatic Rifle;Interior of "Rop" with Heavy machine gun vz.37;

Interior of "Rop" with Heavy machine gun vz.37 #2

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I'm very pleased to see some good (and "different") early

Second World War stuff. Can you explain a bit more? These

are Slovak troops - who were allied to the Germans (until

1944) and fought on the Eastern front, yes?

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I'm not sure, but he might also be referring to the Czech army that opposed the Nazi invasion of the Sudetenland, anyways, I'm also glad to see something come out of WW 2 besides US Army Airborne Lol D-Day normandy.

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These are Slovak troops - who were allied to the Germans(until 1944) and fought on the Eastern front, yes?

Yes wink_o.gif

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I'm also glad to see something come out of WW 2 besides US Army Airborne Lol D-Day normandy.

Oh, you ain't seen nothin' yet! Just wait until them modding

tools are out! biggrin_o.gif

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I remember you mentioning the commandos, now that is some very exciting stuff! What are some things you had in mind?

Oh yeah this one,

No no, the 'commandos' idea was a disaster back then, now we are focusing on czechoslovakian army ! smile_o.gif

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Oh, you ain't seen nothin' yet! Just wait until them modding

tools are out!   biggrin_o.gif

Yes  sad_o.gif

Now, we are making in Cinema 4d and 3ds max.

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Can I get a polycount for those vehicles?

Yes.

Models will be optimized.  wink_o.gif

Its around 20 000 (Without optimalization)

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I remember you mentioning the commandos, now that is some very exciting stuff! What are some things you had in mind?

Well I don't want to hijack this thread (and I will get

back on topic at the end of this post) but I'm planning

initially to do British Army Commando raiders (like this

brave fellow) and Long Range Desert Group with some

appropriate missions to go with them. I suppose I'll also

have to get into "island making" too for these. Ultimately

I want to also do some representative British infantry

addon sets from WW2 date until the mid-1980s (the

"Project UKF" people already have present day British

stuff well-covered). I hope the modelling tools won't be

too long in coming! In the meantime I can practise with

3D max and Photoshop like the Czech/Slovak mod guys.

Back on topic; as a Bren gun afficionado (and even a

"professional user" of one for a while) I'll be chuffed if

the Czech/Slovak mod guys (among all their other stuff)

will be releasing models of the zb 26 or the zgb!    notworthy.gif  

(sorry for the thread derail at the start)

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xmas_o.gifZb26

~ Edit:

Zb vz.26 - Armed Assault version

iod4.jpg

Click for full version

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We making models in:

3ds max

cinema 4d

and textures:

Depaint

Bodypaint

Paint Shop

Adobe Photoshop

wink_o.gif

ZGB vz.33 (GB - Great Britain) its czech name for BREN (ZBROJOVKA BRNO-ENDFIELD)...and ZB vz.26 and ZB vz.30 its other czechoslovakai machinegun..

English machinegun BESA its czechoslovakai machiegun ZB 53 (TK vz.37 or TK vz.35 - vz.35 its tank version, german name MG 37 (t) ).

biggrin_o.gifbiggrin_o.gif

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Can I get a polycount for those vehicles?

Yes.

Models will be optimized.  wink_o.gif

Its around 20 000 (Without optimalization)

wow_o.gif

That's quite a lot! Even ArmA won't be able to handle that.

And that machine gun model there looks like it's going to be very laggy when you'll have more than 5 onscreen.

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All models will be optimized  wink_o.gif

For example on tanks strips,...

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Its around 20 000 (Without optimalization)

wow_o.gif

That's quite a lot! Even ArmA won't be able to handle that.

And that machine gun model there looks like it's going to be very laggy when you'll have more than 5 onscreen.

High poly models are used to generate normal maps, so that the low poly version will look 90% identical like the high poly version, but without the insane polycount wink_o.gif

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Yes, I am aware of that, but normal map models usually have higher polycounts than 20,000.

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JdB

High poly models are used to generate normal maps, so that the low poly version will look 90% identical like the high poly version, but without the insane polycount

Is that the process they call texture baking? Make a high poly model, render it and apply the resulting texture to a low poly model. Applied in some cockpits in Il-2 for example the Polikarpov I-185 fighterprototype.

Tasi

The model 7/24 is a Schwarzloze? Interested because I experimented with bunkers the dutch model 08/15 was being built into in the Netherlands. Also interested in the model and code for the bunkers.

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The model 7/24 is a Schwarzloze?

wink_o.gif Yes. Hevy Machinegun (HM) is modified HM vz.7 - Schwarzloze.

Adjustment and production did do ammunition works "Janecek".

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High poly models are used to generate normal maps, so that the low poly version will look 90% identical like the high poly version, but without the insane polycount

Is that the process they call texture baking? Make a high poly model, render it and apply the resulting texture to a low poly model. Applied in  some cockpits in Il-2 for example the Polikarpov I-185  fighterprototype.

JdB knows what he's talking about, he was refering to me.

But what doesn't seem to be clear with you? Yes, normal maps(at least good ones) are generated from highpoly models, usually a capable program like 3dsmax generates them by comparing the low poly and the high poly and then from that generates the normal map.

Texture baking is a process where you apply shadows onto the texture via a capable program like 3dsmax, you apply lighting in the scene, render it and the render output will be your texture or texture map with highlights and shadows implemented. I tried this once, but I didn't like it a lot, didn't give me the desired effect.

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DeadParrot:

TK vz.7/24  uses system Schwarzlose  smile_o.gif but Producer Zbrojovka Janecek and caliber 7.92 mm mauser (Schwarzlose 1907 he has 8 mm). CSR exportet Tk vz.7/24 in China, Tukay, Columbien and Brasilien.

 huh.gif Texture I making in Bodypaint 2.5 (UV maping). wink_o.gif  huh.gif this models are making in CInema 4d and no in 3ds max biggrin_o.gif . whistle.gif

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this models are making in CInema 4d and no in 3ds max

Yes, I understand that, I was explaining to DeadParrot a bit of what is what.

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TASI:

biggrin_o.gif ZB vz.26 I heave for AA with 10 000 polygons and for OFP I heave this model with 3500 polygons wink_o.gif . OFP version will new in Slovackpack update. smile_o.gif

Making time 4 Hours model and 5 hours uv maping and texture. wink_o.gif Good time. welcome.gif Making in Cinema its ( compared to

oxygen) jam. And texture to.

MehMan

Sorry. OK. wink_o.gif

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