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Posts posted by fluttershy
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Hey KoffeinFlummi,
i looked at your newly Unwraped USP (hope ya dont mind). The only "issue" i found is that your normal map isnt really corresponding to the Gun itself. I assume you didnt use a highpoly model or bake any kind of maps right?
With a properly baked or built normal map the gun would look completly different ^^
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Nice job Al.
The more optics we get the marrier ^^
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Small WIP report:Reworking the textures right now. After I'm done, I'll send the UV maps to those who are interested. Render:
http://i.imgur.com/ALSJbwjs.jpg
(click me)
Like this?
http://i.imgur.com/jlqZEoks.jpg
(click me)
With the Tan version of the USP it is actually the other way arround, Black slide, Tan lower
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I've had a bunch of people suggesting polishing the textures. I'll try to see what I can do, and I'll send you a PM. The problem is that I created this model a while back as a total 3D noob, so all the different textures for every single part (safety, magrelease, barrel, trigger etc.) are in seperate files :DOh so you did a bad job on the UVs - i understand ^^. Which programm did ya use to make it?
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Can i have a look at the textures and fiddle arround on them?
pretty please ? :o
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Unfortunately, I had to unwrap the model that way as it wouldn't pelt properly without the seam there, but other than the seam, this is quality work flutter!Well it is always a good feeling usin your skills you had to work out for work on something you actually like to do ^^
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Steam will be pleased with the ammount of Hats we already did put in.
I can say i am very please with the speed the community picks up new addon makers. I am glad that your first try worked out this good already, keep going Divinitize.
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Nah sorry i'm not making British forces besides i'm not alone in this project so it wouldn't be my call alone.He was refering to the Jacket, everyone has smocks :-P
Really like the overall look already, the only thing we now need is one version with a poped collar to ID hipsters from a far ^^
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Very nice work Kio - i am sure this one will leave a scar..... yes... yes i went there.
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So yesterday i had my first try and later on saw that i miss placed some stuff on the NOHQ because i was reading the Grid wrong (dang i am a fool)
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Great job Kiory - i will try a retexture today, i'll keep ya posted on it.
And again, as everyone before me said already: thank you very much for releasing it open-source, it really is a great helper.
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The reason why the logo does not shop up on curtain things: like uniforms for example is because the proxy and definition bis_klan on the model is not present. Its that simple.
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They look really good already. All the Famas barely used just dropped once right? ^^
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I completely deleted the addon, all my temp files and my profile, verified game cache with steam, yet I still get this error: Warning Message: Cannot load texture fhq_m4_a3\m4a1\data\m4a1_wdl_co.paa.How's that possible? :Oo:
Do I have to reinstall my game to get rid of that error?
From my past experiance that error can be created if the file is not saved correctly, so it was not named for texview to workout the file correctly. But that is close to impossible if the files you got were not "modified" by a third person. So either the file that is pointed towards is not the one from the pack that everyone else runs on or the file could be missing or be corrupted.
Since you have tried this many several times, or did you maybee rename the pbo? I am just shooting towards the blue as you can see....
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I'm not that old, so you didn't give me a heart attack. Nice try though. Take advantage of his work? Far from it. I have been helping Ast for quite sometime with texturing and getting his models into game. I am not going to take his models and claim them as mine or anything like that. I don't take advantage of other people's work. I really like your false claims coming from somebody who joined on April 4th.Thats why he does not know the who is who of guys that were here ages ago. Apart from that, Textures are coming along well, i will need tomorrow to finish up the last pieces on the Mich.
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Here is some Pictures of the Mich 2001 currently beeing textured by me.
http://i.imgur.com/68BoAri.jpg
http://i.imgur.com/P0dmwUF.jpg
I still have some minor parts missing and untextured. Plus i dont know if i will stick with the current spraypaint camo, still have to look into many reference pictures to find something i like ^^
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Do you use dummy maps? just to see if these work in game? or do you go all the way through with uv and and creating normals.The normal process for previewing ingame would be:
UV-Unwrap, Bake AO, Bake Normal
You then use the AO Map as _co.paa file, to do that you do not need any type of texturing skill since all images are created from your source high-poly model.
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For the Virtual Ammo Box the m4 suppressors dont work, if you could hotfix this thatd be great GJ with the mod i love it and so does Task Force 91.VAS is incompatible with the way Alwarren is naming the classes on the attachments. As the Script uses the BI set standards for finding classnames. To remove the chance of any classname conflicts Alwarren has a set way to name his stuff.
Unless the Virtual Ammobox Script is changed these won't work.
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Great :D yes im going to make pockets and also to try something all new that a game designer told me so im looking forward to that alot :DI Salute your skills in teasing the crap out of me with this. Really looking forward to a new basemodel. The current A3 Models already feel like the good old SF Units from A1 and A2.
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hascoulijn, you are aware that the soldiers that hold the Rifle like that are all prone, expect the one soldier that is deploying his Magazin on top of the Wall.
How a Soldier deploys his rifle depends on a mix of preference and useability. Holding the Rifle far up front is very good for CQB because your movement feels more natural. Holding the Rifle further in the back gives you a more compact feel, especially used for precise shooting (thats why its all Marines in your Picture). A SF Operator would hold the rifle the same way for a medium to long distance precision shot.
regards, a Marksman.
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APC look for the item name in the config, once you got that:
- create a Supply Crate and write this into the init line:
this addItemCargoGlobal ["cap classname", 10];
the number after the item class name is the ammount.
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Good job on the release Al.
Here is my short list of bugs i found so far:
- 203 Ironsight view is obstructed by some Optics, especially the 4x Optics block of the sight almost completly.
- Weapon model on Ground appears to be the same for every M4-203
- Shading error on 203 sights
apart from that: insert me gusta face here ^^
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And no one of you read: "This addon is another NATO units retexture to represent UK Special Forces SAS and SBS units."
I marked the areas of importance for everyone that seems to be unaware. But i guess evolving the community and making it become bigger quickly also has its downsides. Again no one is forcing you to like them, neither is anyone forcing you to use them. And if he calls them SAS ermagerd Superbspeshul tactics Units that shall not be any of your concerns.
If you are that much of a picky critic, i can assure you there is plenty of tutorials out there that will give you the basic knowladge of creating your own "real" SAS units for arma 3.
Plus: If i ever got 1 cent for every person claiming "my friends speshul forces derp" i would be rich.
So why does he call his Addon UK Special Forces? - cause he is massi and the queen gave permission to a friend of his friend that is friends with martha stuart and therefor all his teecups are blue....
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The best person i can name that would be able to help ya out with that is RavenDK. The Danish Military Advisors addon uses a flip-sight for the C8.
H&K USP 9 mm Pistol
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
you could get an Ambient Occulision map with just the Low-Poly model and then convert the AO to a Normal map, that should give you at least some more detail on the weapon.
xNormal works amazingly well for that purpose.