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earl

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Everything posted by earl

  1. Here's my first textured weapon model for the addon I've started. VSS Vintorez (scope still in progress...) Don't worry, I'm still working on the SR47 too!
  2. earl

    Russian small arms addon

    Sorry mailman76, I didn't realize there already were VSS and AS rifles made for OFP. My main reason for doing this project is that I want the models ready for Raven Sheild. My final goal for polys is about 1000, and I think I can bring the VSS close to that. Right now it's actually 1301, which I know is quite high. I think 502 polys is a bit low for the Gunner View LOD, even the original OFP weapons must be over that. Also, since the second part of this project is to use the weapons in Raven Shield with the Unreal engine, it can handle 1000 polys in the first person view. I think America's Army uses the same engine, and those weapons look great, they must be over 800 I think. I use regular polygon modeling - mostly extruded splines. I have a small tutorial that I started working for Ghost Recon weapons (in 3dsmax) http://www.baconbomb.com/modworks/weapon_modeling.html Here's the final 1st person LOD:
  3. earl

    Russian small arms addon

    No iron sights for the VSS I don't think, only PSO. The AS Val will probably have 2 options, iron sights and PK-A collimator. I will do my best to make realistic iron sights, I REALLY like the iron sights in America's Army.
  4. earl

    Russian small arms addon

    @Edgie, The VSS is 790 polys. The PSO scope is quite detailed too, it's about 580 on its own. I haven't optimized it yet, however, so it will probably be below 500. Also, as I have mentioned a number of times, I need to see what surfaces are visible in the game, and I plan to delete the surfaces that can never be seen from 1st person view. I think that will take the count down to at least 1100. @Major Fubar, this uses the PSO scope, I think it's the same model that's used on the SVD. I assume the reticule would be the same, but I guess the 9x39mm ballistics wouldn't match the reticule information anymore. @TkKivi, sorry, I have no idea how to edit animations, I just make guns. @Crunchyfrog, I didn't realize there were other VSS addons around, I'm pretty new in OFP modding.
  5. earl

    Sr-47 / sr-74 addon

    Cool, thanks for the help guys. There's certain things you can never understand unless you get to play with the real thing.
  6. earl

    Sr-47 / sr-74 addon

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Edgie @ Nov. 29 2002,00:16)</td></tr><tr><td id="QUOTE">Will there be a version w/o the KAC suppressor? It is quick-detachable... Will there be a vertical grip to the texture? (I realize that it won't look that great, since there aren't any animations... yet, but still) Although I'm sure you've fixed this by now, but on the old pics of the Aimpoint, the top part of the mount wasn't present -- that Aimpoint would be sliding off the QD mount real quick like that. One *glaring* problem -- the buttstock. The endcap of the buffer tube is visible with the stock fully extended -- it should not be. Otherwise, when you slide the stock forward all the way, the buffer tube will still be sticking out. This is looking to be a really nice job. Looking forward to it.<span id='postcolor'> I suppose it's not much trouble to make a non-suppressed version. I'm not going to make a vertical foregrip, it adds too many more polys and has no visible function in the game. If it was an integral part of the weapon, I would. I modeled the aimpoint from a pic with the full mount. Once it is textured it will make sense to you, but the diameter of the cylinder there includeds the mounting bracket (top and bottom). The flange where the bracket is bolted together is actually just a box extruded though the cylinder, I can post a wireframe later tonight, but rest assured the aimpoint is in fact fully attached to the mount which is connected to the gun. Our poor operators will not find themselves short one optical device when they take aim. Thanks for the tip on the buttstock - though I disagree that it's glaring with asterisks. Is there simply an empty cylinder there when the buttstock is extended?
  7. earl

    Sr-47 / sr-74 addon

    Thanks!! I'm pretty excited about how it's turning out. I threw a texture on the ACOG really quickly, but it looks almost good enough to leave it as is -- Vixer - thanks for the offer. I'm actually having a bit of trouble getting the textures to display. I remember reading that when O2 imports 3DS models, it uses the material name as the texture filename. My texture name is sr47.tga, so I called the material sr47. Now when I merged the weapon, it had a few strange problems, and the texture did not appear immediately. In my buldozer folder, I have a folder called SR47 with a subfolder called Texture. I think when I made my RPK texture work I had to do the following process: - Attach all objects into a single object in 3DSmax - Collapse modifier stack - Import into O2 - Select all faces, changed texture assignments to *.paa in texture\ subfolder - Open TGA with texview and convert to PAA and place in texture\ subdir. Then I think it will work. I was going to ask for help but I guess I just worked it out for myself. I had trouble last night with the SR47, but I forgot that I had to reassign the textures from within O2. Next I just have to figure out config.cpp files. I've had some people offer to help already, and someone even sent me their AN-94 config.cpp to use with my AN-94 model (sorry, i forget who right now) so I will take a good look at that and at the commented config. Then I think all I have to do is add the helper points, muzzle flash/smoke, and export it into the game... right?
  8. earl

    Sr-47 / sr-74 addon

    Progress report -
  9. earl

    Sr-47 / sr-74 addon

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> Great Model Earl Keep up the Good Work! <span id='postcolor'> You bet. I'll have to get around to texturing soon - it'll be quite a process preparing all the textures for this thing. Now I think I will release 4 weapons in this addon. SR-47 and SR-74, two versions of each: Aimpoint and Trijicon ACOG 4x scope. Here's the ACOG (TA01NSN):
  10. I'm finally starting to figure out how to get my weapons into OFP. I'm practicing with my RPK-74 from Ghost Recon. I've just opened a config.cpp file for the first time, and I want to know if I can specify different capacity magazines for a parent weapon type. For example, the RPK-74 will have a 45 rnd magazine because it is a support weapon, but they are interchangeable with 30rnd AK-74 mags in real life, so can I have the RPK-74 start with 45rnd mags, but be able to reload with AK-74 mags? I guess the game needs to differentiate between 30 and 45 rnd mags. What about making two weapon modes (like the AK74 + GP25 grenade launcher) the first mode is: 'RPK-74 (45rnd)' which only uses 45rnd mags. the next mode, instead of a grenade launcher, is 'RPK-74 (30rnd)' and when the game starts, the ammo is 0. Both modes would be identical, except they would be handled by the game as two different weapon types - so they each have their magazine types. Would this work, and do you think it would be feasible in the game? Hmm, i guess this wouldn't really be right, because you could reload both weapon types for a total of 75 rounds without having to change a magazine. Any ideas?
  11. earl

    Sr-47 / sr-74 addon

    That shouldn't be a problem. I like the way OFP works - you only have the weapons that the mission creator wants to have. I have a habit of not making too many versions from my RS/Ghost Recon modding, where all guns appear in the weapon menu - I never like mods that have 19 different M4's. OFP is good because I can make a few versions and let you guys choose which to use. ACOG versions as well then.
  12. earl

    Sr-47 / sr-74 addon

    Upgraded the aimpoint model, since that's mostly what you will be looking at in 1st person view.
  13. earl

    Sr-47 / sr-74 addon

    I'll clarify what I am planning to do. I'm going to make an SR-47 that uses BIS AK47 mags. Once I figure out config.cpp's I'll know more about additional changes I can make, but at least it will have an aimpoint scope, so it will be better than the the standard AK47 in that respect. I'm also going to make an SR-74 to include in the addon, which I think will be more popular because the usual opponent in OFP uses 5.45x39mm ammo. It will use the BIS AK74 mags. I will probably give it an aimpoint as well, but possibly an ACOG 4x - something to add a little diversity.
  14. earl

    Sr-47 / sr-74 addon

    The M4 has a variable length buttstock - I'll find a happy medium that looks good.
  15. earl

    Sr-47 / sr-74 addon

    Scorpio, you give me too much credit! The lower one is a real pic for comparison. Jotte & Crunchyfrog: I'm not yet familiar with OFP's weapon config files, but if it works as you say it does, then it will definitely have to use the standard AK47 mags. Can you explain to me how that works Crunchyfrog? Can't I change any of the ballistics values, or at least the weapon view to use the scope?
  16. earl

    Sr-47 / sr-74 addon

    @MikkoFin: I was told by brsseb that even original OFP uses about 750 polys for 1st person weapon view. This weapon is pretty high right now, but I'm pretty sure I can get it down to 850-900. If I find out that it's way too much, I can take it down some more (remove backup sight maybe). @Major Fubar: Yeah - that's exactly what it was made for.
  17. @vixer: thanks, the rear section around the sight needs some work to clean it up. @major fubar: Funny that you ask that right after my AN94 post. I'm the creator of Spetsnaz Weapons for Urban Ops, those are all my weapon models that you linked to. That was the first weapon mod I made, it was good, but not great. I've learned a lot since then: http://www.baconbomb.com/vympel http://www.baconbomb.com/upgrade I'll basically be doing exactly what you asked - converting/upgrading most of those weapons for OFP and Raven Shield.
  18. I think I've got the weapons under control. I'm going to put together a pack of modern Russian weapons: I'll do as many of these as I can, because I want to use the models for a Raven Shield weapon mod anyway. AN-94 AK-74 with 1P29 scope AK-104 RPK-74 AKS-74U suppressed AS Val VSS Vintorez Groza SV-98 SV-99 V-94 KSVK PYa OTs-33 Saiga 12k Tactical TKB-0125 Here's my progress on the AN-94's 1st person LOD: I really want some new character models to go with this weapon addon, if anybody is skilled enough to do good models, I'd be happy to work with them on a Spetsnaz addon (weapons and soldiers).
  19. earl

    Finnish defence forces

    A new world with lots of inland lakes and ponds would be very nice. (good reason to use amphibious vehicles).
  20. Okay, thanks vade_101. I don't want to create a new RPK 30rnd mag, I want to have the option of using AK74 mags that are found on the battlefield if the gunner runs out of 45rnd mags. That's still possible, right? Is there a way that I can make my RPK 45rnd mag work with standard AK74's from the original game, or would I need to create a new AK74 config for that to work?
  21. This is what I've been searching for. Thanks very much for the work you put into this.
  22. earl

    Finnish defence forces

    Great work!!  Let me know if I can help you guys out at all.  I don't speak finnish, but grandparents came to Canada from Finland (do I still qualify?).  Here is my resume  http://www.baconbomb.com/vympel I've been thinking about doing some Finnish weapons for a while - so if you would like any help, I'd love to do some weapon modeling for the project.
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