Outerra forum

User mods, screenshots & videos => Static models => Topic started by: PytonPago on August 28, 2013, 10:03:43 am

Title: AKs
Post by: PytonPago on August 28, 2013, 10:03:43 am
Heh, just thought, as the scripting lasts me too much nerves some days, i started an AK-project. Yet just the 74M, but will make all the variants and side-rail addons for some mod/play in OT for you people ...

(http://m4.aimg.sk/forig/f_447963367_2c4e1a1325169577f916979b6e4c9454.png)

(http://m2.aimg.sk/forig/f_447963605_bf4e97ecadcfdcc6c2e5f79107fb90ff.png)
Title: Re: AKs
Post by: Bartolomeus on August 28, 2013, 10:33:32 am
Nice AK model, great work! :)

Marko
Title: Re: AKs
Post by: ZeosPantera on August 28, 2013, 11:08:57 am
Now to get my character to hold one.

EDIT: Why is your grass so big? Are your humans small?
Title: Re: AKs
Post by: PytonPago on August 28, 2013, 11:28:17 am
Now to get my character to hold one.

EDIT: Why is your grass so big? Are your humans small?

may be the hill up-slope making it look like that ... its somewhere right under the cammera position ... but maybe some of my settings too ...

P.S.: Still need the VDV soldier for that baby. :D
Title: Re: AKs
Post by: leglobetrotter on August 28, 2013, 03:19:41 pm
Good morning Pago and to all the world,

As appointed Marko, this is really of the beautiful workmanship.

And now meanwhile that the war would be in Outerra it ought to dubbed
personage to ascend spells of keepers next air-ports.
One does not know never with a sly enemy.  :) ;)

As already do I please am not not at all a designer neither a programmer of
3Ds but I love to partake to the birth of a programme
Then if it must test products that will be a pleasure for my sake to do tests.

And as I am ill, I would think to something different and forgotten for a time
the illness..

You are all the boy who bring a contribution to Outerra, super peoples and
have the sense assessed in your writings.  :D :D ;)

Ange
Title: Re: AKs
Post by: PytonPago on September 10, 2013, 07:06:00 am
Started up with the soldier figure ... seems it will be better to do a set of them in different equipement. Will try to make basic M23 Flora camos and MG/AK/SVD types of the 6sh92 vest. A little question for AngryPig : with models made of several different pieces (in my case Legs-Torso-Head as different parts - even some cloth pieces will be split (will try a model of hi polygons there)) - how do you want to handle animations without possible artifacts at their connections, or will we need anyways to do some model extensions at those places ?

(http://m3.aimg.sk/forig/f_448574422_b3d3cd786551f4c305df84f419428f8d.png)

Some size comparison:
(http://m4.aimg.sk/forig/f_448574399_62d63637ff6b71513b96b920541ce472.png)
Title: Re: AKs
Post by: PytonPago on October 09, 2013, 11:04:45 am
(http://m3.aimg.sk/forig/f_449820314_79d8f9c42a7fc3230a653dd1faf811ee.png)

My favorite scope - 1P29 ... but needs still some tweaking.  :P

(http://m4.aimg.sk/forig/f_449823739_3885181f45278cf661f97832085c022e.png)
Title: Re: AKs
Post by: ZeosPantera on October 09, 2013, 01:22:22 pm
We should make a list of armaments we want to see in game. I was inches away from buying a Kriss in real life. But new laws came about and told me to F___ off.

(http://www.gunpundit.com/wp-content/uploads/2009/03/kriss-sbr.jpg)
Title: Re: AKs
Post by: PytonPago on October 09, 2013, 03:18:37 pm
We should make a list of armaments we want to see in game.

Yes .. we should make a separate topic like the "vehicle request" ... doe i will make you sad, my hands will be off for the tons of russian arms there are made plus all the scopes. I just hope to get someday to the Pribor-3 beast, cause, if there is something better than the AK - its definitely a three-barrel bullpup AK.   ;Dv ;D

(http://www.militaryimages.net/photopost/data/532/Meroka_Bullpup_Rifle.JPG)

I was inches away from buying a Kriss in real life. But new laws came about and told me to F___ off.

Didnt know your nation sacked automatic´s (doe a single shot version should not be problem). Surely they take the homeland security stuff too far these days compared to your history. (especially in the non-guns related topics) ... anyway, a nice choice actually,  ;)  was looking some time back into its back-force reduction mechanism. An interesting technical solution.
Title: Re: AKs
Post by: ZeosPantera on October 09, 2013, 03:28:11 pm
First, Automatics take years to acquire in the states and with the permits cost as much as a used car ($15,000 is the cheapest you will find legally). But Assault weapons (defined as a gun with a magazine and semi-auto action) are now illegal in NY state which means no Kriss for me unless I move out of this state.

I did however buy the old west equivalent of a .45 kriss. .. A Rossi Circuit Judge

(http://i.imgur.com/SRaRqrY.jpg)
Title: Re: AKs
Post by: PytonPago on October 09, 2013, 04:17:06 pm
Aw ... an overpower-revolver turned Winchester style ... im sure bounty hunters run on those in Texas. :D

And the quote : "(defined as a gun with a magazine and semi-auto action) " .. how that not illegal all kinds of weapons except of musket's and single munition shotguns (pistols are there too !) ? ? ? ?  :o Surely, lawyers, economes and politicians will be the end of our civilization ... no question they do what they can to ensure you´re unarmed.  ;D

In our country, if you´re not a spec-police or military, no auto-actions available. In other case, just single actions under strict control and badly acquirable licenses for those. So mostly just expans-weapons to get, mostly for historic reenactment use to see in our public hands. But some old people still have their WWII fragments found in their garages/roofs every now and then. But would not play with those, especially when the majority composes of 60+ year old mortar rounds ... but i dont care much. Im an hardcore Airsoft fanatic. :D
Title: Re: AKs
Post by: ZeosPantera on October 09, 2013, 04:45:15 pm
Not Texas..

(http://i.imgur.com/7lveFA4.jpg)
Title: Re: AKs
Post by: PytonPago on October 14, 2013, 06:00:19 am
Slowly to the grenade launcher ... (yes, the optics are a little heawy-detailed, but so much more beautifull in OT :D )

(http://m2.aimg.sk/forig/f_450022261_d727d8147f4b607017a8ab0beac54a4b.png)

Will try my best to finish in two weeks time. I should post them separately then in OTx and as collada/max file for people to play with ... maybe even different grenades and some munition.
 ... doe no anim. skills at my hands, so if someone feels for it, can try to make the baby do some interesting tricks then ...
Title: Re: AKs
Post by: necro on October 14, 2013, 07:45:18 am
Why not smoothing the object? I guess you are using blender (the colors are similar) so press T and search the "Smooth" Button on the left. It works for the whole mesh if you are in object mode and for several parts if you are in edit mode.
Title: Re: AKs
Post by: PytonPago on October 14, 2013, 01:31:40 pm
No worry ... will make some tweaks, but making main mesh-parts little bulky whyle modeling (a little easier for the way i do stuff in blender) ... when its all done, i will smoothen them all to a normalized level.Just want the gro be done first.
Title: Re: AKs
Post by: PytonPago on October 23, 2013, 05:20:36 pm
So this is how the GP-30 will look like ... should be this weekend on forum to try out.

(http://m4.aimg.sk/forig/f_450419367_0975a69d288cb8b8c6039aece8913cdf.png)
Title: Re: AKs
Post by: Bartolomeus on October 23, 2013, 06:22:10 pm
Great looking and amazing detailed weapon Pago! Looking forward! :)

Marko
Title: Re: AKs
Post by: PytonPago on October 24, 2013, 01:52:12 pm
Here is the confetti !  ;D

(http://m4.aimg.sk/forig/f_450446139_58451992569509f0686e5a21aafd838f.png)

(http://m1.aimg.sk/forig/f_450446112_bceb6842deecc8dec04e093af7baf1ff.png)

The static models of the 100s series of AKs. Actually, the original 7.62x39 mm caliber magazines are missing yet, but will be done later, maybe even the internals (at least some visible parts, or for cleaning apart taking), so its too a 0.( something ? - not sure if i should use the Avogadro constant for that  ??? ) version. And munition will follow on the next, turned out i have to enhance the mags first. Anyway, here you can get the beautifulls:

http://www.upnito.sk/subor/40374c054f48e00946432cbcdeac254a.html (http://www.upnito.sk/subor/40374c054f48e00946432cbcdeac254a.html)

http://www.sendspace.com/file/hhu9ue (http://www.sendspace.com/file/hhu9ue)

http://www.filedropper.com/ak-packv1 (http://www.filedropper.com/ak-packv1)

Also the promised model in blender and 3DMax formats. The model is FREE for all to use and speculate with ! So if someone works on guns being brought into OT (or their own project), just reach your hand towards them ... or tell Spock to beam it down to you.  :D

http://dl1.upnito.sk/download.php?dwToken=7719252ef5747e3f677b00954da50c35 (http://dl1.upnito.sk/download.php?dwToken=7719252ef5747e3f677b00954da50c35)

http://www.sendspace.com/file/zjdmn6 (http://www.sendspace.com/file/zjdmn6)

http://www.filedropper.com/ak-model (http://www.filedropper.com/ak-model)
Title: Re: AKs
Post by: PytonPago on June 23, 2014, 01:49:12 pm
A futher developement of the AKs ... have to complete them till i get to the BTR as they need to be added there to the interior ...

... had to define them as vehicles for the script to use (not sure if objects can have some too ... will change it when they can)

 ... in scripts at the beginning, you can chose any variation you like, but in time, additional stuff will be there too (optics, stocks, grips etc.) ... now to slap some textures over them and well see, how it comes out.

HERE TO GET : (updated version)

https://docs.google.com/file/d/0B3ZscF0ox2AGWTVPN29iNHNwaVU/edit (https://docs.google.com/file/d/0B3ZscF0ox2AGWTVPN29iNHNwaVU/edit)



(http://t2.aimg.sk/pokec/fotoalbumy/01/o_459596849_b2954ba850edf3c838c130059a4d1a74.png?t=L2ZpdC1pbi8xOTIweDE5MjA%3D&h=SQjdeK5WoXGBNKTIlBLUeQ&e=2145916800)

(http://t1.aimg.sk/pokec/fotoalbumy/04/o_459596844_d324139b05c0df8ed32192d7873eb39b.png?t=L2ZpdC1pbi8xOTIweDE5MjA%3D&h=XxoyOpLEVcBcibfDolvLiQ&e=2145916800)

(http://t4.aimg.sk/pokec/fotoalbumy/06/o_459596830_b8251d132afaa0b565aa6c48a7aac9b9.png?t=L2ZpdC1pbi8xOTIweDE5MjA%3D&h=phedvAvb1gugeZ0gV-tb0w&e=2145916800)

(http://t2.aimg.sk/pokec/fotoalbumy/00/o_459596816_b0475dbaf8a01a419771eb88d5f81c34.png?t=L2ZpdC1pbi8xOTIweDE5MjA%3D&h=TSbC-sBK4woKwHwo4xLiNA&e=2145916800)

(http://t2.aimg.sk/pokec/fotoalbumy/06/o_459596806_c993eb8fea19fb7627b7f6d1e57417c3.png?t=L2ZpdC1pbi8xOTIweDE5MjA%3D&h=OgdYqmJ10Em8oX1TWWVhOw&e=2145916800)

... photos from my lame NT - dont mind their quality.
Title: Re: AKs
Post by: ZeosPantera on June 23, 2014, 10:41:19 pm
Damn.. that NT is lame.
Title: Re: AKs
Post by: PytonPago on June 24, 2014, 12:12:00 am
Damn.. that NT is lame.

 ... possibly the lowest HW capable of running OT  ;D  ... still, for import and model/basescript checking its enough. :)
Title: Re: AKs
Post by: M7 on June 24, 2014, 10:07:13 am
These are looking great Pyton but we can still see individual faces in curves :o. From a distance it doesn't matter much but up close...  http://imgur.com/PVvijAI (http://imgur.com/PVvijAI) its a bit distracting.

Have you checked stuff about smooting groups in blender? There seems to have some great options. I checked a couple tutorial video and blender definatly have the tools to perfectly make it nice and smooth!

https://www.youtube.com/watch?v=XzDELGf-hp0 (https://www.youtube.com/watch?v=XzDELGf-hp0)
Title: Re: AKs
Post by: PytonPago on June 24, 2014, 10:12:22 am
Actually ... im working on that part already. But will first post the smoothed Ural first (witch may be already today, am almost finished with it - wanted to get it first just for practice, as there are much more stuff to fine-tune) and jump onto the AKs. Doe, i posted them forehand, cause im not sure to do the UVs first for them AKs (witch may take 2 days approximately). ... doe, if ya would report any missing faces or reverted normals on them, it would help a lot.
Title: Re: AKs
Post by: PytonPago on June 26, 2014, 04:27:09 pm
Thought UVs would go a little smoother ... still half of the AKs to unwrap, and then the GP25 and the scope ...

(http://t3.aimg.sk/pokec/fotoalbumy/06/o_459699326_ad72a1056224f4bdbc71d9c9fce4665d.png?t=L2ZpdC1pbi8xOTIweDE5MjA%3D&h=ubJ7cd4GqkXEvs3C3Vi_dQ&e=2145916800)
Title: Re: AKs
Post by: M7 on June 26, 2014, 04:38:47 pm
Looking very nice! Maybe it could be a good fit for normals map baking on a low poly model?
Title: Re: AKs
Post by: PytonPago on June 26, 2014, 05:14:53 pm
Maybe some parts of them ... doe, the main body isnt as detailed. It takes just long, cause every of those types have some difference somewhere, so each part is done 3 to 5 times. But you will see for yourself soon ... but i surely cant wait till some precise ballistic shooting will be possible. :D
Title: Re: AKs
Post by: PytonPago on June 27, 2014, 11:07:51 am
Somebody kill me please ... been cruising the net for some photos and i find the holy grail of a realism sim-games weapon model :

(http://fc04.deviantart.net/fs71/f/2014/085/0/e/ak_74_explosion_diagram_by_abiator-d7bowtt.jpg)

(http://fc04.deviantart.net/fs70/f/2014/071/5/6/ak_74_by_abiator-d79vzst.png)

 ... dat is SKILLZ ... imagine to do a full de-assembly in a sim.
Title: Re: AKs
Post by: ZeosPantera on June 27, 2014, 02:33:30 pm
You stop whining and make this happen!
Title: Re: AKs
Post by: PytonPago on June 28, 2014, 12:57:26 pm
I added textures - didnt do much painting, but im sure someone fills the spaces. :D Get from the latest post with download ...

P.S. Grenade-launcher and the optics still aint textured - they need some model stuff to add (grenades themselves and some mesh for actual scope sight with crosshair for actuall usage).
Title: Re: AKs
Post by: M7 on August 01, 2014, 01:18:42 pm
Just found this tutorial about the whole texturing process using mainly photoshop and Ndo2. And the subject of this tutorial is .... an AK  :)    http://youtu.be/UHa-h2S-NNY (http://youtu.be/UHa-h2S-NNY)

I'll sure get Ndo2 and play with the AK . Should be real fun.
Title: Re: AKs
Post by: PytonPago on August 01, 2014, 01:24:12 pm
59 dollars ... like that tutorials are present. Very nicely.
Title: Re: AKs
Post by: M7 on August 01, 2014, 09:07:21 pm
I actually fell off for the suite... for 100$ ;D  I can only imagine the amount of hours these things will save me.
Title: Re: AKs
Post by: PytonPago on August 02, 2014, 12:50:58 am
I actually fell off for the suite... for 100$ ;D  I can only imagine the amount of hours these things will save me.

Youre better get hired by Cameny for model texturing then. :D
Title: Re: AKs
Post by: M7 on August 02, 2014, 07:59:47 am
I dont know about getting a new job but i can very well see these kind of tools be used by the OT team for the terrain customization and maybe on user models. Like Ddo is essentially a kind of procedural texturing tool that apply parametric environmental effect on a mesh or on a multitude of mesh and on all map at the same time (diffuse. specular etc...). So it's kind of a similar approach as what OT is already doing. I don't know if they could use Quixel tool directly or if they would have to create similar tools, but i find this kind of stuff is really inline with the direction i think OT is going.

Title: Re: AKs
Post by: M7 on August 06, 2014, 10:03:39 am
Can you share the updated blender version? I'd like to give it a try at texturing it using quixel software
Title: Re: AKs
Post by: PytonPago on August 07, 2014, 04:19:25 pm
Sorry to be late ... here ya go, M7:  https://drive.google.com/file/d/0B3ZscF0ox2AGdU52VzJWVzVkb0k/edit?usp=sharing (https://drive.google.com/file/d/0B3ZscF0ox2AGdU52VzJWVzVkb0k/edit?usp=sharing)
Title: Re: AKs
Post by: M7 on August 07, 2014, 05:44:57 pm
Great thanks! Also is it much trouble for you to single out one model on a blender file? I'm afraid it would take me a long time to figure out which piece goes with which model. If so, get me the most basic one. If it works like i think it should work, i would do one model and then i could use the same material preset and apply it on the other models.

I have to admit that quixel software is not as easy to use  as i thought. There's a big learning curve at first and also the it's still in beta so it's not easy to find documentation but I think it should pay off in the long run.
Title: Re: AKs
Post by: M7 on August 07, 2014, 11:52:05 pm
Ok i just saw that you grouped each material type on separate uv so it's probably not possible to single out one model. So i'll probably work one  material at a time (across all model) so no need for you to single out a model.
Title: Re: AKs
Post by: PytonPago on August 08, 2014, 01:47:22 am
Ok i just saw that you grouped each material type on separate uv so it's probably not possible to single out one model. So i'll probably work one  material at a time (across all model) so no need for you to single out a model.

 ... you could delete all the parts, till just one model remains and then do the baking / qixeling. It should keep the positions of the UVs and so you would just merge them (when you do it for each model) afterwards ... if it works as i think.

Yes, i wanted to have some control over metal plastic and wood trough the matlib file. That may be a big problem, but maybe you could do just with the sets of the same material like that too ...
Title: Re: AKs
Post by: M7 on December 11, 2014, 02:03:58 am
Finally got myself to get back on texturing Python's AK using the quixel DDO tools. I had a hard time with it last fall as the program was still in beta. It is not much more usable now. It's still basic texture but i think it should do for now.

Here i have only have the wood and metal textured. Still have to do the mags and ABS.

(http://i.imgur.com/q3Xu0sC.jpg)
Title: Re: AKs
Post by: PytonPago on December 11, 2014, 02:43:14 am
OMG M7 ! That wood looks smexy ! ... damn, i have to find time to UV the grenade launcher and optics .... and model an SVD and PKM next - theyre will look fabulous with that wood-texture.
Title: Re: AKs
Post by: M7 on December 11, 2014, 09:20:51 am
Glad you like :-)
Title: Re: AKs
Post by: M7 on December 12, 2014, 12:05:36 am
I have all the elements that was UVed textured now, except for a bit of metal that is on top of the orange Mag. Not sure why.  The black ABS looks a bit too similar to the metal so i think i'll revisit the metal texture later when you'll have the scope and grenade launcher UVed. But i'm pretty happy with it for a first attempt. I made an embossed motif on ABS handle. I was not sure if it was something you wanted.

(http://i.imgur.com/gS9Yhn3.jpg)
Title: Re: AKs
Post by: PytonPago on December 12, 2014, 02:14:58 am
Mags have metal ends for dis-assembly of it. Not much heard of them being much cleaned, but im sure there are muddy trials hey go trough too. The pistol-grip is nice. Wooden have them not, but there are bakelite versions too (think was some weight reduction and production speeder somewhere during soviet-afgan war)

(http://www.militaria.wz.cz/ak-47/ak-74/ak-74big.jpg)

The ABS and Bakelite (black ones) parts arent much different on sight, doe, material in light reflections is behaving different. (thats why i done it in a separate material, so i could tweak the mtl file to get a better fit for it). Doe, wear patterns are different compared to metal ones ...

Also, the most characteristic wear "pattern" is probably on this one, if ya ever want to play on more details :

(http://upload.wikimedia.org/wikipedia/commons/6/66/Internal_Troops_of_the_Ministry_for_Internal_Affairs_%28Russia%29_%28494-28%29.jpg)

The fire-selector has a bump on it to get fixed on the position, thats why almost all have the distinct white spline there ... basically its almost to a 1 mm wrip, made by going to fire n safety so much during drills. (no one ewer cared doe, as the metal itself is really resistant even in harsh conditions - izhmash knows theyr material science well indeed).

Let me know if ya would like me to make an higher UV resolution, can quite imagine its a pain to pixel-precise paint when there is so much stuffed on it.

It will take some whyle till i get to UV those other stuffs ... have lately a lot of unexpected things + yesterday an instant flood in the house to deal with ... ( and i wanted to have at-least the BTRs interior done already :P ) So il get to it much probably somewhere between christmas and silvester, when it all cools down a bit.

Also, could i get those DDSs ? ... i want pretty much.  ;D
Title: Re: AKs
Post by: M7 on December 12, 2014, 10:59:58 am
Here's the files

https://drive.google.com/file/d/0B96RrTcNJsI2Z21yaTZ1QkdUazA/view?usp=sharing

its quite a chalenge to make nice wear edge with quixel tools when you dont have a normals map baked from a high poly mesh to a low poly. That's where the software finds most of its information to find edges (for the pros). i could always try do them manually but id really like to find a way to get them without using high poly->low poly baked normals. So ill try some more stuff.

the bakelite material is interesting texture. i did see it while seaching on google but i went for the kind of plastic/abs instead. ill try to get a bakelite version.   

i dont need a higher res uv as i didnt use the one you provided. i made all maps at 2k but for the metal mesh i will try 4k as the uv has more meshes on it that the others.
Title: Re: AKs
Post by: M7 on December 19, 2014, 12:08:41 am
Found some new tricks to get the edge wear on metal. Think it does the job this time  :).  The piece with the white arrow has not been UV, just to let you know.

I'll still review the other materials. Here you can see that i reworked the bakelite mag but i'm not sure about it. Will give it another try.


(http://i.imgur.com/gdGZ8rx.jpg)
Title: Re: AKs
Post by: ZeosPantera on December 19, 2014, 01:01:18 am
Edge wear looks great just a bit too even It should get narrow and wide randomly. What are your thoughs on the magazine?
Title: Re: AKs
Post by: PytonPago on December 19, 2014, 01:49:26 am
Dam, its better than i thought ! You've got golden hands M7.

... yes, i mentioned that at the AKSUs photo ... by mistake i gave it an else material, like the UV was. I also found some problematic parts (two little inverted normals and some faces missing from the rear sights bottom part too) witch i already have repaired. Im actually in the middle of making the UV for the 1P29 optical sight, so i give you that right when its finished. (added also some receiver spring into it) Just be a little patient ...

Isnt as much as you think Zeos ... AKSUs were primarily thought for police (just for really bad situations, i think you can imagine the Caucasus in the 90s) and mechanized brigades (for drivers-mechanics). If ya seen some of those guys guns, you would put even more wear on it. :D Magazines are alright id say. Its quite a special material and wear isnt much specially visible till ya look it up the reflection angle, or have a really bad n deep scratch on them ... doe, they have a littlre extra from thew production facility:

(http://s134.photobucket.com/user/Blue_Falcon_One/media/Magazines/100_2864.jpg.html) 
(http://scontent-a.cdninstagram.com/hphotos-xpf1/t51.2885-15/10362254_1382278422060405_1150698618_a.jpg)
(http://www.warrelics.eu/forum/attachments/world-firearms/391036d1346526731-ak-47-74-magazines-pict0105.jpg)
(http://i134.photobucket.com/albums/q86/Blue_Falcon_One/Magazines/100_2864.jpg)

(there is a few of those signs due to production facility identification) .. but dont think its needed until it has some HD ultra resolution texture. There some other stamps would be visible, like the fire-selector details and parts ID stamps (mostly if some part goes bad or broken, its for the factory to find the production bash and make sure there isnt some fault in others from it):

(http://i547.photobucket.com/albums/hh448/archangel41/DSC00427_zpsa4906b80.jpg)
(http://www.avtomats-in-action.com/media3/T2selclosel.jpg)

I actually thought, if something more special couldn't be done there - lets say a set of 0-9 numbers texture set and in script, it would assemble it on a number generator basis - been thinking of it for the urals plates too (well, the initial fuel amount is yet defined like this, so why the heck not) ... It would need some special decals texture-meshes for that, but i think it could be good to have the numbers always changing.
 
 ... but if youre just saying there isnt enough of them :D :

(http://russiatrek.org/blog/wp-content/uploads/2009/10/russian-ak74-road-2.jpg)
Title: Re: AKs
Post by: M7 on December 19, 2014, 12:23:59 pm
I think ill still give it a try to the bakelite mag. The closeup reference gives me ideas. Its more like a very fine meshed fiberglass.

As for markings, i get a bit confused with many models on the same uv as i dont know much what piece is for what gun.  Theres's also some details that could be added with normal map, will try to add stuff that i can tell is going on a specific model. As for different marking for a same model, i could put them on layers, then save as many version as you like.
Title: Re: AKs
Post by: PytonPago on December 19, 2014, 04:44:38 pm
I think ill still give it a try to the bakelite mag. The closeup reference gives me ideas. Its more like a very fine meshed fiberglass.

As for markings, i get a bit confused with many models on the same uv as i dont know much what piece is for what gun.  Theres's also some details that could be added with normal map, will try to add stuff that i can tell is going on a specific model. As for different marking for a same model, i could put them on layers, then save as many version as you like.


 ... i see youve bitten into it pretty hard. :D Well, as for markings, just three would be visible, the serial number on the back of the receiver-cover, the fire selector ones (AB (Automatic) and OD (single fire)) and the left side serial (those boxes near front-guard parts) :

(http://t2.aimg.sk/pokec/fotoalbumy/05/o_464960205_98ee208057c3340094565b9616097ded.png?t=&h=1e-Jg8HPDgnXTB4Tr2nJDg&e=2145916800&d=o_464960205_98ee208057c3340094565b9616097ded.png)
Title: Re: AKs
Post by: PytonPago on December 20, 2014, 12:39:49 pm
Well, thanks to the hard work of M7, here s the beta texture version :

(http://t3.aimg.sk/pokec/fotoalbumy/07/o_464974727_ea49163450e344a3ddbafe9091f6bfe8.jpg?t=&h=szhGc31ULT7k4vjk02XC9A&e=2145916800&d=o_464974727_ea49163450e344a3ddbafe9091f6bfe8.jpg)

https://drive.google.com/file/d/0B3ZscF0ox2AGUXBxZmQ2a3FkNms/view?usp=sharing (https://drive.google.com/file/d/0B3ZscF0ox2AGUXBxZmQ2a3FkNms/view?usp=sharing)

M7, i made the UV for the scope, repaired inverted faces and made a re-pack. I hope, it will be more helpfull like this now ... i also adding the model file, for you and anybudy who likes to tamper around it a little (mind, its a free thing, anyone can do what he wants with the model - well, till someone plans to sell that thing off course).     Ill try to make the GP-25s UV too sometime so ill update it again when i have it. Meanwhile, good luck with your texture play and happy Christmas and new-year to all !!

(http://christmasxmas2014.com/wp-content/uploads/2014/11/Merry-Christmas-2014-Funny-Graphics-Images-Pictures.jpg)
Title: Re: AKs
Post by: M7 on December 20, 2014, 02:31:16 pm
Thanks for the update. Do you plan to add the gp25 to existing UV like the metal one ? If so i might wait to get completed UV before finalising the texture. But ill sure make some more test with these.
Title: Re: AKs
Post by: PytonPago on December 20, 2014, 03:05:36 pm
Thanks for the update. Do you plan to add the gp25 to existing UV like the metal one ? If so i might wait to get completed UV before finalising the texture. But ill sure make some more test with these.

 ... no, the existing one waits for two more AK-variants. Namely, the Vytiaz SMG - witch is a slightly longer AKSU, on 9mm luger munition ( above the bizon - has MP-5-ish mags ) and the PP-19 Bizon. (so all stuff remains on places where they are in the UV) When, i dont know yet, have a lot of things to do on the Ural during Christmas vacations ... well, possibly a saiga-12 too, but there is enough space for those few things.

(https://farm3.staticflickr.com/2609/4391015888_2a3a23afeb.jpg)

Also, all accessories will have separate UVs (i plan a quite lot of scopes, maybe RIS stuff too afterwards ... doe, will take some whyle) so no worries.

I also made a scope reticule - not sure how to set the material properly so its rightly transparent ... and some more if illumination texture possibility will come - so dawn-scoping is possible someday too.
Title: Re: AKs
Post by: PytonPago on December 20, 2014, 03:49:59 pm
Damn, i just remembered the opacity test cubes - Thanks KW71 !! --- a little patch for that scope reticule then :

https://drive.google.com/file/d/0B3ZscF0ox2AGTlNONURZRWZpLWs/view?usp=sharing (https://drive.google.com/file/d/0B3ZscF0ox2AGTlNONURZRWZpLWs/view?usp=sharing)

... install the package and then this "patch". ( didn't want to make a re-pack again  ::) )

(http://t3.aimg.sk/pokec/fotoalbumy/02/o_464982442_d25b0568c17ef989e382ffef42040bb6.jpg?t=&h=iw--MhW93SH6s2KM_4nrGA&e=2145916800&d=o_464982442_d25b0568c17ef989e382ffef42040bb6.jpg)

(http://t2.aimg.sk/pokec/fotoalbumy/04/o_464982444_01fe8ff5ed3ab88c8da476e636c28eab.jpg?t=&h=O2iCZ-yLMpoWojQMLhNr0Q&e=2145916800&d=o_464982444_01fe8ff5ed3ab88c8da476e636c28eab.jpg)

(http://t1.aimg.sk/pokec/fotoalbumy/07/o_464982447_b48635d888dd02e922086cb26e439fc6.jpg?t=&h=BpQ-hHjdQo_HUHCIgXHnGg&e=2145916800&d=o_464982447_b48635d888dd02e922086cb26e439fc6.jpg)
Title: Re: AKs
Post by: M7 on December 20, 2014, 07:05:07 pm
It looks good. I double checked and everything on the model has been UV. So i'll still wait for the last 2 variants to finalise the textures, since there's quite a bit of manipulation to get stuff like occlusion, curvature map etc ... And also i wont be around during the holidays vacation so i might not play with it before sometime in january.

Title: Re: AKs
Post by: M7 on December 20, 2014, 09:23:01 pm
Now i'm thinking, for scope to work,  OT would have to be able to switch between field of view on the fly?

And happy holidays to you as well. Looks like it's going to be  busy time as usual :-)
Title: Re: AKs
Post by: PytonPago on December 21, 2014, 01:51:39 am
Now i'm thinking, for scope to work,  OT would have to be able to switch between field of view on the fly?

And happy holidays to you as well. Looks like it's going to be  busy time as usual :-)

 ... if you knew my and my brother, you would know, that there is no holiday ... just work time, and the fun work time. But youre right, some winter-mountains await us too. ;D

(http://abcrohace.sk/wp-content/uploads/Panorama-zima-98x25.jpg)
Title: Re: AKs
Post by: M7 on December 22, 2014, 11:18:42 pm
Oh crap, i forgot Python's AK outside  :o  Another paint coat and nobody will notice  ;D

(http://i.imgur.com/ISzsYSD.jpg)
Title: Re: AKs
Post by: PytonPago on December 23, 2014, 01:35:03 am
And a christmasy ice-frost ! :D
Title: Re: AKs
Post by: Uriah on December 23, 2014, 03:22:59 pm
Excellent work! Will these be able to be carried by the 'mercenary'? I like the scope reticle detail, very detailed accurate models and realistic textures.

It would be good to produce low resolution versions, but it is always best to work in hi res. ;)

Have you considered animating the moving parts firing. Soon the API will support animation sequences for FBX. Bolt operation, brass ejection, fire selector, trigger pull, etc... could all be animated and called from events in JavaScript. There are methods you can call to adjust the camera field of view for fps. I wonder if there are camera zoom, depth of field and focus parameters? If so you could script variable zoom and focus scope using an optical look up table.

I would be happy to help with scripting if you would like!

Regards,
Uriah
Title: Re: AKs
Post by: PytonPago on December 24, 2014, 08:26:35 am
Well see. The merc is a promo thing right now and i have no idea when characters can be added with custom animations for them, but i plan some soldier model too. As for weapon - i hope to make a realistic ballistic trajectory for those (with fitting optics to it (maybe even a option to adjust them and the stock ones)) and those animations too, but i want still some few more parts added to be able to speculate with modularity options. 
Title: Re: AKs
Post by: Uriah on December 24, 2014, 12:30:24 pm
It looks like the merc's rifle is a seperate object. If you would like a can figure out how to replace the original with your AK. Also if I can call methods from a script for the AK you can include all the modular accessories in the FBX and hide different combinations of visible parts so that you toggle through different configurations in game. If you can send me an FBX file with a list of names for each part I can code up an example. I was already able to load a different weapon for the merc that I downloaded free of Turbo Squid. I would love to see if we can get the AK fully working in game. Character animations will have to wait of course.

EDIT: I found your DAE and blender files, that's all I need. I found a way to include scripts for static objects. I can call some methods and not others like I could for a vehicle. But it is a work in progress. I'll let you know how this works with hiding/un-hiding parts. Need to bind it to a keyboard input to toggle weapon configurations too but that's easy once I get a script working for the AK.

Regards,
Uriah
Title: Re: AKs
Post by: PytonPago on December 24, 2014, 01:44:23 pm
It looks like the merc's rifle is a seperate object. If you would like a can figure out how to replace the original with your AK. Also if I can call methods from a script for the AK you can include all the modular accessories in the FBX and hide different combinations of visible parts so that you toggle through different configurations in game. If you can send me an FBX file with a list of names for each part I can code up an example. I was already able to load a different weapon for the merc that I downloaded free of Turbo Squid. I would love to see if we can get the AK fully working in game. Character animations will have to wait of course.

EDIT: I found your DAE and blender files, that's all I need. I found a way to include scripts for static objects. I can call some methods and not others like I could for a vehicle. But it is a work in progress. I'll let you know how this works with hiding/un-hiding parts. Need to bind it to a keyboard input to toggle weapon configurations too but that's easy once I get a script working for the AK.

Regards,
Uriah

 ... And i thought you were busy with the rockets :D Im still waiting for a little more info about characters for this - http://forum.outerra.com/index.php?topic=2821.msg29563#msg29563 (http://forum.outerra.com/index.php?topic=2821.msg29563#msg29563)

 .. and some other, yet a little secret stuff. But the main plan is to do a working set of these weapons, an custom animated soldier (with various stances etc.) and, when the Ural project is near completion and the BTR-80 (doe, those are the biggest brakes it seems, outside time, as i constantly run in some modeling information issues (mostly bound to not having a nice photo-collection or special info-source)), an additional set of animations n interactions with them. If that is pulled out in some time, then i can start seriously on the brother vision of mine ... but must still learn a lot of things ... would like to know the most of the skill-sets to pull that out myself (or understanding them properly).

As for the AK - i know the RPG-7M model was a part of it, also you ,ay sometimes see the issue of scopes being swapped at certain angles/distances, so yes, it will be probably an additionally placed separate model bound to the right hand bone of the model - there should be some way to identify the placement of the gun (that it is at spawn with the hand-guard at the mercenaryes hands) and the one for the "ballistic effect" at shooting. Not sure how those are defined and about the background needs at model and script level. AngryPig said they had an little insight planned for that for us, doe a lot of other things must be finished first and also, the merc is probably not yet ready in regards of a ton of aditional stuff (Hit-meshes, collisions, inventory n weapon systems, extended animations etc). So i mostly am doing the main model stuff till some more bits come to light gradually (i have a lot of stuf there to do anyway till i can do what i intend there). So, no real timelines for my works in progress, nor is the pressure-monster breathing on my neck (well maybe the one i imagine myself).  ;D

Its kinda partly like your project too, i could do accessories as totally separate models placed properly with an extended scripting system to allow use theyr functionalityes when "added" to the certain weapons/vehicles, but at a variational level as i intend, i have to think first what bits will be segregated like that and witch not. As a example - scopes could be as separates each one, where all could have the same script for usage (yes, different animations at needed places) with only changing the "scope-sight" eye view positions and the placing positions accordingly at each one. Problem is doe that there are plenty weapons, that can use the same scope, but the construction intends them at different places in regards to the hand of the mercenary as the weapons it-selves. i would like so have a possibility to have an modifier for the soldier animations, for setting the stocks right at place of the character (mainly that the distance of the hand-shoulder would be set specially for each weapon due to theyr model scales and ergonomics, but maybe have also the possibility to change them on fly - like modular stocks on the M4s to give it forward-backward  --- this also having some effect in playability/gameplay from the "soldiers" view whyle aiming n stuff). Im studying the ARMA way of some things, but found, they just have all the weapon-combinations as separate models with the accessories and some things at character building (modularity of cloths) is needed to be thought rightly off too (but if i get it right, they made special custom animations for each piece of cloth on them, blending perfectly at the joints).

  Can quite imagine one day, that head-tracking could be in someway engaged in weapons handling from the 1st view, or additional controllers ( imagine the two WII controllers being your hands at hand-grip and front stock of the weapon and aligning aim both with hands and head-movement ) -- and yes, just as an separate play-modus, the basic mouse view control is intended to stay. I personally see it as a interesting development in future gaming not only in hardcore sims, but simple shooters, like CoD, or Battlefield-like games too. And i like the process and things behind such things getting to life (even if just from the limited free-time n knowledge in programing i have yet). ... yet something of a similar sort of stuff at handling special vehicle functions (like aiming the BM-21 rocket system, or using gunner and equipment operation positions n full-click cockpits).

Now additionally to it, think of something, not only hardening your life due to weather/terrain and health conditions, but making actual, light effect of psychological impacts. Yes, storyline are the main focus there, but, imagine going trough something as an controlled, simulated shell-shock experience (with no prolonged or real-life side effects off course, no intention to ruin someones head with it) trough visual and sound influences when really bad things going on at battlefield. Something like an sensual punishment and award addition, using just some psychology lessons, the screen and the sound at the headphones.

It is kinda complicated what i have in mind, but i hope you get a piece of the mirror by what i write.
Title: Re: AKs
Post by: SteelRat on May 09, 2015, 04:51:33 pm
 :o

https://www.youtube.com/embed/kzDGJrfTa48


Title: Re: AKs
Post by: PytonPago on May 10, 2015, 01:00:01 am
(http://www.tvquotes.net/static/images/characters/futurama/professor.jpg)

What the ? .... how ? ... i crashed my OT a ton of times trying to meld it to the mercenary ! ( ... some attachment definition problems there and a need for mesh-hiding lines, but i want ! )
Title: Re: AKs
Post by: SteelRat on May 10, 2015, 12:06:25 pm
Rename file
Code: [Select]
scripts\hero.jsin
Code: [Select]
scripts\hero.js~
Create file
Code: [Select]
// scripts\hero.js
$include("scripts/mercenary.js");

Create file
Code: [Select]
// scripts\mercenary.js

"use strict";

/*
called at the end of hero constructor
*/

function initialize(reload)
{
this.set_character_model("outerra/mercenary/mercenary");
this.set_weapon_model("SteelRat/AK-74M_Series/AK-74M_Series"); // You package name
}

/*
called when all geoms are loaded and ready for use
*/
function deferred_initialize()
{

this.geom = this.get_geomob(0);  // get first geometry instance (the first one is always the main geometry object)
this.weapon = this.get_geomob(1);
this.layer0 = this.geom.get_animation_stack().create_blend_tree("weapon_up"); // blending between layers is not finished!

var data = [
{name:"P02_walk_neutral_01.anim", offset:0, pos:{x: 0.0, y: 0.5}},
{name:"P02_run_02.anim", offset:0, pos:{x: 0.0, y: 1.0}},
{name:"P02_walk_backward_01.anim", offset:0, pos:{x: 0.0, y:-0.5}},
{name:"P02_run_backward_01.anim", offset:0, pos:{x: 0.0, y:-1.0}},
{name:"P02_walk_strafe_left_01.anim", offset:18, pos:{x:-0.5, y: 0.0}},
{name:"P02_walk_strafe_right_01.anim", offset:0, pos:{x: 0.5, y: 0.0}},
{name:"P02_run_strafe_right_01.anim", offset:0, pos:{x: 1.0, y: 0.0}},
{name:"P02_run_strafe_left_01.anim", offset:0, pos:{x:-1.0, y: 0.0}},
{name:"P02_idle_breathe_01.anim", offset:0, pos:{x: 0.0, y: 0.0}},
];

for (var i in data) {
var anim = this.geom.load_animation(data[i].name, "", data[i].offset);
this.layer0.add_node(anim, data[i].pos, 1.0);
}
}

function update_frame(dt)
{

}

Weapon config
Code: [Select]
// AK-74M_Series.objdef

{   
"obj" : "AK-74M_Series",
"matlib" : "AK-74M_Series",
"lod_curve" : 850,
"lod_curve1" : 300,
"physics" : "",
"script" : "",
"description" : "AK-74M_Series",
"parameters" : "",
"fdm_root_dir" : ""

Bad idea to gather all in one package. It is not flexible, and headache for coding.

And developers need standartization and more detailed preliminary configuration packages.
Title: Re: AKs
Post by: PytonPago on May 10, 2015, 12:33:02 pm
That is certainly interestin ...

  ... yes, standardization has a big role in modding stuff as weapons, is surely a big deal. Id say, when weapons are in a special folder meant for them, each with theyr own definition files, than the mercenary script could handle to have seletable veapons based on the existing weapon-folders and theyr definition files. Qestion remains, can the weapons have still theyr own .js files, that would allow them to have visible parts defined ( ... doe i see its the package name there, so if i have more versions defined ... ill have to try this ...) ? If yes, it would be great, if not ... well, there would be another way to do things : - making each part of the weapon (witch would be changable/selectable) and have a script, that would give the ability to select custom parts of it to be visible - doe, there would be then a need for each object type with some function to be defined - like magazines, optics, movable parts that would have defined animations and options (like reticule movement to have the ability to zero them on some range) ... doe, its probably more Camenis guys to figure these out the best way (or the TitanIM guys, not sure how far Cameny plans to go in this for his own OT goals as its probably more a game-developer thing ?).

  Thanks SteelRat ! ( if ya dont get much of this post in Eng, than let me know and i give ya a russian translation in PM ;) )
Title: Re: AKs
Post by: SteelRat on May 10, 2015, 01:12:36 pm
Нам приходится иметь дело с тем что имеем на текущий момент).

Большое не удобство с оружием в том, что оружие придётся конфигурировать в скрипте инициализирующем персонажа, и ещё большая проблема в том, что приходится модифицировать оригинальный файл игры, нельзя задать скрипт с другим именем для инициализации персонажа.

В результате мы имеем вот что, если вы добавляете новый пакет с оружием, то придётся редактировать файл hero.js что бы добавить конфигурацию нового оружия, из за чего скрипт разрастётся до не приличных размеров), и будет постоянно вычислять массу не актуальных данных, это очень плохо.

Будут ли разработчики заниматься этим? Я думаю нет, во всяком случае в ближайшее время точно не будут.

А других развлечений пока всё равно нет).
Title: Re: AKs
Post by: PytonPago on May 10, 2015, 01:32:58 pm

Будут ли разработчики заниматься этим? Я думаю нет, во всяком случае в ближайшее время точно не будут.


 ... if not Camenys boys, than the TitanIM guys, im certain. But, they will make the engine modifyable, to design your own way to handle persons, weapons and other stuff in the future anyway, so in time, all will be possible. Doe, you have right, not in the near future - they have plenty do to untill they can play around with little problems like this right now.
Title: Re: AKs
Post by: SteelRat on May 10, 2015, 01:41:30 pm
If it has that interesting, will share information)
Title: Re: AKs
Post by: SteelRat on May 11, 2015, 06:15:03 pm
Hi PytonPago!

Предварительный вариант идеи, в работе не проверялся)
Title: Re: AKs
Post by: PytonPago on May 12, 2015, 01:59:40 am
Hi PytonPago!

Предварительный вариант идеи, в работе не проверялся)

-----------------------------------

The initial state of the idea, haven't tested if its working yet  ...  (translation - for others)

-----------------------------------

 ... interesting ... if im right, config.js is defining first all meshes in the package and then the load-out of meshes for the AK, its optical device and launcher ... then function.js is there to select, witch packages should be taken by the mercenary´s script to render and finally, in initCharacter, you choose the weapon by its "name-tag" you gave them in config.js.

I kinda like this script, its well visible, what is in the packages, and seem to be easy to add other weapon-types just by making another set of lines like those .... has even partitioning in magazines, items, launchers ! Great script there SteelRat ... need to try that out when im back on my home PC.

One question here ... "AK_74M:", "Optic_1P29:" and others in the config.js, are in script-terms a function ? Or its just an definition of a set of variables ?

Also, if im right, the "scope: true," line says, that it should be included in the rendered parts later in function.js ... so, would be there be an option in the future, to change these to "true/false" thanks to external means ? (idea is, when you had the mercenary, and you would call up a window with a list of items capable of being rendered, you could then select them by means of a checking-box ... lets say, the script behind it would first check, what components are listed in the config.js and then construct a list of all the parts ( "AK_74M:", "Optic_1P29:" and others) respectively in sections of weapons/magazines/items/launchers, all with a checking-box to change their "scope: ," value to true and false).
 --- would be great to have such thing working. I like that config.js structure, so if each OT-imported weapon would be a separate model with such a set of scripts and the window could search for all of them within some folder in Outerras directory (witch would be reserved for weapons), it would be an awesome in-game weapon changing and modifying tool.

Also, Cameni, if ya reading these things, would it be possible in the future to be able to define placing of individual meshes for weapons ? My idea was, that on picatini rails (or RIS rails), you could customize yourself the placing of optics and other equipment on its length ... it would be an interesting thing, witch I newer seen before done in a game and it would help to set special sets of equipment ( like when ya want to have a magnifier behind an optical device, you wouldn't need to make another mesh with both, but you would just turn both rendered in script and set theyr placing to be one behind another - it also would be then possible, to use all optical devices and magnifiers in combination very easily ). Or is it working the same way as vehicle-scripts and i can just add a "move-mesh script" (this.geom.move_joint_orig(this.weaponpart, {x:0,y:0,z:offset});) in the mercenary's .js script ( that is the Anteworld/scripts/hero.js in a clean OT installation ) ? Id also could use it to set the correct placing of the gun into his hands, instead of tampering with the guns model origin/pivot point.



Title: Re: AKs
Post by: PytonPago on May 12, 2015, 02:16:11 am
Now i also got an interesting idea ... as all weapons have their handles/stocks at slightly different places and animations could be modified by increasing/decreasing the rotation angles of its bones, maybe there could be also another script-part where such corrections in angles could be defined as an off-set from the basic animation for each weapon and its modification, so the weapon would be held properly no matter, what thing the character has selected ... it also would have the ability to have several sets of there to have different placings of hands (AK users know well, as normally you can hold the gun on its front-stock, or at the magazines base - some slight handling differences could be then defined too if one would want to make some physiological enhancement of weapon-handling in a game) ... just thoughts, but it would be an interesting way to set weapon-selective-configurations.

But its true, one would have to set the off-sets for all three arm-joins ( arm, elbow, hand, --- well, i guess even fingers would go, but that would be an overkill :D )
Title: Re: AKs
Post by: cameni on May 12, 2015, 03:05:35 am
Also, Cameni, if ya reading these things, would it be possible in the future to be able to define placing of individual meshes for weapons ? My idea was, that on picatini rails (or RIS rails), you could customize yourself the placing of optics and other equipment on its length ... it would be an interesting thing, witch I newer seen before done in a game and it would help to set special sets of equipment ( like when ya want to have a magnifier behind an optical device, you wouldn't need to make another mesh with both, but you would just turn both rendered in script and set theyr placing to be one behind another - it also would be then possible, to use all optical devices and magnifiers in combination very easily ). Or is it working the same way as vehicle-scripts and i can just add a "move-mesh script" (this.geom.move_joint_orig(this.weaponpart, {x:0,y:0,z:offset});) in the mercenary's .js script ( that is the Anteworld/scripts/hero.js in a clean OT installation ) ? Id also could use it to set the correct placing of the gun into his hands, instead of tampering with the guns model origin/pivot point.

If it's a sub-mesh then it can be moved freely via the geom api. Problem will be when you also want the optics to work accordingly :)
Title: Re: AKs
Post by: SteelRat on May 12, 2015, 09:06:53 am
Quote
One question here ... "AK_74M:", "Optic_1P29:" and others in the config.js, are in script-terms a function ? Or its just an definition of a set of variables ?

cfgWeapon this variable, type "Object". Эта переменная хранит параметры модели, например "AK_74M", то есть, всех объектов "class Weapon", другого более подходящего определения "class" я не могу подобрать. Конфигурации объектов очень удобно создавать на основе "наследуемых классов", я положительно оценил такой подход в другом проекте.

Файлу config.js можно дать другое имя, например variables.js и это будет тоже корректно, но имя файла config.js более точно выражает суть того что находится внутри этого файла, так удобнее для восприятия).

"AK_74M" this property, type "Object", is in the "cfgWeapon". В этом параметре вы описываете, можно сказать создаёте, объект "AK_74M", и к тому что я уже предложил в описании данного объекта, можно добавить много разного ещё.
Такие объекты как "magazine", "item", "launcher", их описание размещено в другом хранилище "cfgVariable", с целью, заглядывая вперёд, предоставить себе более гибкие возможности реализации взаимодействия с инвентарём(Inventory).

И для обработки всего того что лежит в файле config.js, будут добавляться функции в файл "functions.js".
Title: Re: AKs
Post by: SteelRat on May 12, 2015, 09:25:53 am
PS
Так же в файле config.js в переменной cfgVehicles я попытаюсь создать несколько объектов "mercenary" с разными параметрами.

А так же такие объекты как:
Вещь мешок (Backpack)
Разгрузка (satchel)
и другие объекты подобного типа, которые имеет смысл создавать в отдельных пакетах, и потом аттачить(attachTo unit) к объекту.
Title: Re: AKs
Post by: PytonPago on May 12, 2015, 01:30:06 pm
If it's a sub-mesh then it can be moved freely via the geom api. Problem will be when you also want the optics to work accordingly :)

... why is that ? ....

 ... actually, there would be a need for specially rendered scope-view, cause a lot of optical devices use a periscope, so no way that would be rendered the same --- kinda like periscopes on the BTR. There, it would just look, witch optics/magnifier there would be and the rendering will be set due to their parameters ... cant imagine an engine capable of refracting light like that ... but would be awesome. :D Also, if sight of line is out of the vertical line of the optical device, mirroring of the image should occur , and that would need a separate rendering too. Colimator sights could be tweaked trough some sort of texture moving around, but sights will be much more problematic in this manner.
Title: Re: AKs
Post by: PytonPago on May 12, 2015, 01:33:58 pm
PS
Так же в файле config.js в переменной cfgVehicles я попытаюсь создать несколько объектов "mercenary" с разными параметрами.

А так же такие объекты как:
Вещь мешок (Backpack)
Разгрузка (satchel)
и другие объекты подобного типа, которые имеет смысл создавать в отдельных пакетах, и потом аттачить(attachTo unit) к объекту.

 ... nice ... doe, for modelling some back-packs, it would be needed to have the model of the mercenary itself, so animations and blending could be handled ... I don't think they can let the model be public yet.
Title: Re: AKs
Post by: SteelRat on May 12, 2015, 02:30:33 pm
PS
Так же в файле config.js в переменной cfgVehicles я попытаюсь создать несколько объектов "mercenary" с разными параметрами.

А так же такие объекты как:
Вещь мешок (Backpack)
Разгрузка (satchel)
и другие объекты подобного типа, которые имеет смысл создавать в отдельных пакетах, и потом аттачить(attachTo unit) к объекту.

 ... nice ... doe, for modelling some back-packs, it would be needed to have the model of the mercenary itself, so animations and blending could be handled ... I don't think they can let the model be public yet.

Model "mercenary", It's like proving ground for testing). If you develop the theme, need their models.
Title: Re: AKs
Post by: SteelRat on May 13, 2015, 07:05:00 pm
Hi PytonPago!

http://www.youtube.com/watch?v=JM1DQQh86p0&feature=youtu.be

Проблема в том, что после инициализации персонажа(unit) будет не возможно дать ему оружие из другого пакета.
Или только так (reload).
Title: Re: AKs
Post by: PytonPago on May 14, 2015, 02:14:59 am
Hi PytonPago!

http://www.youtube.com/watch?v=JM1DQQh86p0&feature=youtu.be

Проблема в том, что после инициализации персонажа(unit) будет не возможно дать ему оружие из другого пакета.
Или только так (reload).

__________________

Problem is, after inicialization of the character, its not possible to give him another-packages weapon.
Well, just like this (reload).

__________________

... I dont think that is a big problem. Characters have yet just the few movement key-binds, once an enhancement is there, than we can make some inventory-window and change the script to do things we want, just like white vehicles. This thing is already a big thing, that you were able to find a way to change it.
Title: Re: AKs
Post by: SteelRat on May 14, 2015, 06:15:52 pm
Hi PytonPago!

New property
Code: [Select]
posOffset: {x:0.13, y:-0.01, z:-1.195}adjusting the position of the weapon models

https://youtu.be/yX43cX5d3P4
Title: Re: AKs
Post by: PytonPago on May 15, 2015, 01:17:25 am
Hi PytonPago!

New property
Code: [Select]
posOffset: {x:0.13, y:-0.01, z:-1.195}

posOffset ??? .... i was fiddling around the usual move-joint script, tearing my hair off why its not working (or crashing).
Title: Re: AKs
Post by: SteelRat on May 15, 2015, 11:00:15 am
Hi PytonPago!

New property
Code: [Select]
posOffset: {x:0.13, y:-0.01, z:-1.195}

posOffset ??? .... i was fiddling around the usual move-joint script, tearing my hair off why its not working (or crashing).

posOffset - the name of the parameter that is set to offset of geomob_1 on geomob_0

RU
posOffset - такое имя параметра говорит о том, что в нём заданы значения смещения позиции geomob_1 относительно geomob_0

An example of a call:
Code: [Select]
this.weapon.move(cfgWpnBase.posOffset);
Title: Re: AKs
Post by: PytonPago on May 15, 2015, 01:23:45 pm
Ah ... you move it compared to the other ! ...

I also updated the idem index according to lettering and caliber (mind, link is to Packages/PytonPago - so youre need to rewrite it if ya use your own user-package foldered AK-files).
Title: Re: AKs
Post by: SteelRat on May 15, 2015, 03:52:49 pm
Quote
so youre need to rewrite it if ya use your own user-package foldered AK-files).

Я думаю вам стоит дать нам, ваш новый вариант пакета.
Что бы избежать вероятных ошибок.
Title: Re: AKs
Post by: PytonPago on May 16, 2015, 01:44:13 am
Quote
so youre need to rewrite it if ya use your own user-package foldered AK-files).

Я думаю вам стоит дать нам, ваш новый вариант пакета.
Что бы избежать вероятных ошибок.

You could give us the new variant of the package ... for preventing problems.
_____________

 ... here ya go (doe, nothing new there in the model, i just listed all the stuff that was in the latest ones already), has the model blender and .dae file included :  https://drive.google.com/file/d/0B3ZscF0ox2AGVVljQ0M5b0FoWTg/view?usp=sharing (https://drive.google.com/file/d/0B3ZscF0ox2AGVVljQ0M5b0FoWTg/view?usp=sharing)

Title: Re: AKs
Post by: PytonPago on June 20, 2015, 04:01:00 am
Working along with the PP-19 Bizon (9x19mm), then i go to the easyer Vytiaz (practically only the MP5-like magazine and plastic insertion-chamber to do), then ill start to go on optical devices  ( PSO (with IR filter), Cobra, some of the PK-series, some different magnification variations of the POSPs, maybe even a NSPU (1PN34/58) ).

(http://t4.aimg.sk/pokec/fotoalbumy/00/o_469711992_e0030a6cd6fd16fff77cc3b5a97972ab.jpg?t=&h=6wv5RSmK8bacF0DAHxK5cg&e=2145916800&d=o_469711992_e0030a6cd6fd16fff77cc3b5a97972ab.jpg)

(http://t1.aimg.sk/pokec/fotoalbumy/01/o_469711993_e89f18e5af2661b48e0641158d6b1321.jpg?t=&h=X8OajmVth5lXi6Bjc-ooAg&e=2145916800&d=o_469711993_e89f18e5af2661b48e0641158d6b1321.jpg)
Title: Re: AKs
Post by: SteelRat on June 20, 2015, 03:17:55 pm
Отлично!
Мне пришлось на какое то время отвлечься на другой проект, как освобожусь продолжим наши эксперименты).
Title: Re: AKs
Post by: PytonPago on June 21, 2015, 12:50:23 am
Отлично!
Мне пришлось на какое то время отвлечься на другой проект, как освобожусь продолжим наши эксперименты).

Perfect !

I had to work on another project for a whyle, but we will continue our experiments when im free ...

------------------------------

последни раз был упдейт оутерры касающиса персонажа ... как то не мог интегрировать твой скрипт ... мне не важно /много с моделиами к роботе ... на годы тоже /вед я тоже ми-8,-24 и ВМП-2 как урала детаилно сделать хочу/ ... так вот времое на вагоны !  =D /. Толко, щтоб ты неволновалса сто сражу не роботает.

Last time you were here, there was some update in the mercejnary script, and i couldn figure out, how to make it work again ... just so ya know. But no hurry, ill have a lot to do in Blender for years anyway. :D
Title: Re: AKs
Post by: Revolver on June 21, 2015, 11:40:46 am
....вед я тоже ми-8,-24 и ВМП-2 как урала детаилно сделать хочу...

ДружиЩе, ну у тебя планы впрямb, как у Наполеона! :D

А если сУрёзно, то при наличии таких планов надо думать
о том, а не лучше ли будет нам всем объединится?!
На мой скромный взгляд это поможет и время доработок сократить,
и эфиктивнее, качественно воплощать свои проекты. ;)

Title: Re: AKs
Post by: SteelRat on June 21, 2015, 11:58:35 am
Quote
последни раз был упдейт оутерры касающиса персонажа ...
I know. After updating looked.
Title: Re: AKs
Post by: SteelRat on June 21, 2015, 11:59:18 am
....вед я тоже ми-8,-24 и ВМП-2 как урала детаилно сделать хочу...

ДружиЩе, ну у тебя планы впрямb, как у Наполеона! :D

А если сУрёзно, то при наличии таких планов надо думать
о том, а не лучше ли будет нам всем объединится?!
На мой скромный взгляд это поможет и время доработок сократить,
и эфиктивнее, качественно воплощать свои проекты. ;)

Объединяться, это всегда продуктивно!
Title: Re: AKs
Post by: PytonPago on June 21, 2015, 12:05:29 pm
....вед я тоже ми-8,-24 и ВМП-2 как урала детаилно сделать хочу...

ДружиЩе, ну у тебя планы впрямb, как у Наполеона! :D

А если сУрёзно, то при наличии таких планов надо думать
о том, а не лучше ли будет нам всем объединится?!
На мой скромный взгляд это поможет и время доработок сократить,
и эфиктивнее, качественно воплощать свои проекты. ;)

 ... i just love to make those models to max. functionality ... i wont touch textures, more sophisticated scripting or animations ... Naaa ahhh.  =D  =D

Just speed-modeled the magazine today ( why does it look better than the gun ? ... doe, textures will change that feeling ) :

(http://t1.aimg.sk/pokec/fotoalbumy/05/o_469754797_a2f080ea8040b6125bd2d1a5bfe6c9aa.jpg?t=&h=Y2CM0RaM5d2xO_ZRc5l5lg&e=2145916800&d=o_469754797_a2f080ea8040b6125bd2d1a5bfe6c9aa.jpg)

(http://t1.aimg.sk/pokec/fotoalbumy/02/o_469754802_02154212280b9b6020f77440751d4e5b.jpg?t=&h=lf52BpLweH6YdfpWSzUcyQ&e=2145916800&d=o_469754802_02154212280b9b6020f77440751d4e5b.jpg)

 ... CS views :D

(http://t3.aimg.sk/pokec/fotoalbumy/05/o_469754805_dfeabb5bf2d868d69e70a999e2d4a46c.jpg?t=&h=fRXcNeGB_GWi4P5VrW5ffQ&e=2145916800&d=o_469754805_dfeabb5bf2d868d69e70a999e2d4a46c.jpg)

(http://t3.aimg.sk/pokec/fotoalbumy/01/o_469754809_0639a2fecc73b1dbff761b2cc633b08f.jpg?t=&h=a-6mPggkSdoDNEBjGlunHA&e=2145916800&d=o_469754809_0639a2fecc73b1dbff761b2cc633b08f.jpg)
Title: Re: AKs
Post by: PytonPago on June 21, 2015, 12:41:19 pm
Update ... with blender files and the basic textures, if anyone wants them:

https://drive.google.com/file/d/0B3ZscF0ox2AGLTU2SGxZSDQ4VFE/view?usp=sharing (https://drive.google.com/file/d/0B3ZscF0ox2AGLTU2SGxZSDQ4VFE/view?usp=sharing)
Title: Re: AKs
Post by: Revolver on June 21, 2015, 12:54:22 pm
Everyone has their own preference. one can better deal with textures, with other scripts, animations etc., but one thing is certain, we are much further from everything and a lot faster if we unite. Finally, we the OT-Engine has all brought together, now why not take this opportunity to come forward much more quickly, because time does not silend it ticking for everyone - tick-tak, tak-tick ... =D :) ;)
Title: Re: AKs
Post by: PytonPago on June 21, 2015, 01:37:34 pm
Everyone has their own preference. one can better deal with textures, with other scripts, animations etc., but one thing is certain, we are much further from everything and a lot faster if we unite. Finally, we the OT-Engine has all brought together, now why not take this opportunity to come forward much more quickly, because time does not silend it ticking for everyone - tick-tak, tak-tick ... =D :) ;)

 ... my brain is going to be transfered to a machine ... well, i hope. Such a willan cant just go to waste. :D :D Dont worry, if help will be needed, i tell.  ;)
Title: Re: AKs
Post by: M7 on June 24, 2015, 09:57:11 pm
Do you have UV for every parts? Looks like it.
Title: Re: AKs
Post by: PytonPago on June 25, 2015, 04:09:06 am
Do you have UV for every parts? Looks like it.

 ... exept the grenade-launcher (but will be on separate UV, like optical devices). Doe, came down to the thing i had feared. Wanted orifinally to have all the weapons as a single-model to preserve some space due to usage of some of the same parts. Yet, i had a longer discussion with a guy doing some mods elswhere and seems i will have to abandon this idea all together -- meaning, i have to re-do the hierarchy and UVs after all. That will be taking a little time ... doe, in the end, each weapon will have a separate UV, getting better resolution and engravements/labelling will be better to do, but i have a little problem elswhere ...

Still all the weapon parts will be in the blender file together (only exported and OT-imported separately), but i do the hierarchy for each separate weapon, duplicating the stuff, that is used several times and give all the stuff for each weapon to its own separate UV. Yet the problem comes with aditional equipement. My guns now are in basic versions, but all butt-stocks and grips will be widened trough RIS-versions and aditional equipement on those and the same for some of the reciever-cowers (doe reciever cowers arent a problem cause i add just a RIS mesh atop it) ... meaning, there will be sometimes 3 or 5 versions of the grips/stocks and i have two ways now :

1.) Ill do a separate UV for each weapon just for stocks and another for the additional equipement (the bad thing is, i had to leave empty spaces in each weapon UV for aditional stocks, witch will only come, and i would gradually add them into these UVs ... its kinda what i have done till yet, but probably isnt much good for possible changes due to space, or for work that you want and need to do with it)

OR

2.) Ill start do certain parts with separate UVs, witch texture-size will be smaller acordingly to the resolution of the gun (if three frontgrips - ech will have its own smaller UV) and the same for each additional equipement (RIS-mounted hand-guards of various types, flash-lights, lasers etc - kinda like the optical devices, but these would have the textures smaller too, acording to the size of each element). It would be kinda better as aditional stuff can be called in and placed trough script and other modders could add theyr own pieces to it this way easyer, having theyr own UVs ...

It shouldnt take too much time - top 2 days to re-shuffle the stuff both in blender meshes and the UVs.
I thought to go the second way. But im not sure it it is good to have so much texture files in a game ... doe, can be just my stupid feeling (well at least my vehicles have a ton of them ... but they arent small objects like small-arms are). What ya say M7 ? Should i really do it the second way ?
Title: Re: AKs
Post by: PytonPago on June 25, 2015, 08:59:27 am
And this is how the Vytiaz looks like with the magazine (didnt include textures as i will re-arange things in the flender file and UVs). Of course, handgrip (for the basic conical-shaped) and front-grip(for one whyt RIS-mounts as for nowadays production) will be changed.

(http://t2.aimg.sk/pokec/fotoalbumy/06/o_469858198_74bdf0b5350f617dde374a10476d5b5a.jpg?t=&h=l_vT1y_6S5HqEDS2ckYiyg&e=2145916800&d=o_469858198_74bdf0b5350f617dde374a10476d5b5a.jpg)

(http://t2.aimg.sk/pokec/fotoalbumy/01/o_469858201_5bd6af4207386674217bd7353e86972a.jpg?t=&h=NeuzAAtz2a3vrNK6uLNKJg&e=2145916800&d=o_469858201_5bd6af4207386674217bd7353e86972a.jpg)

 ... and a little lenght comparison. Originaly i thought the Bison is longer than AKS74U, but its actually not. So in the end its Vitiaz, Bison and AKS74U, (latter is longer). Mainly cause both PPs are actually shortened in theyr body-frame cause of the 9x19 bullets, whyle the AKS74U has the same body-frame lenght as classic AKs. 

(http://t3.aimg.sk/pokec/fotoalbumy/04/o_469858204_405a8bfe35445682789660a10e7c1bb8.jpg?t=&h=4U_fghmVFvrt9T6V0wYzIA&e=2145916800&d=o_469858204_405a8bfe35445682789660a10e7c1bb8.jpg)

Title: Re: AKs
Post by: M7 on June 25, 2015, 11:10:37 am
I dont know seems to me that you can keep one or two UV per material as you have now and import gun models and accessories geometry  separately... if they can all share the same package.

If for some reason, you still have to redo all UVs, then it's not a problem for me as i dont mind to redo the textures. It's just that i'll have to wait for quixel software to be updated so that i can create preset for each material that will show in more than one UV.
Title: Re: AKs
Post by: PytonPago on June 25, 2015, 11:54:13 am
I dont know seems to me that you can keep one or two UV per material as you have now and import gun models and accessories geometry  separately... if they can all share the same package.

If for some reason, you still have to redo all UVs, then it's not a problem for me as i dont mind to redo the textures. It's just that i'll have to wait for quixel software to be updated so that i can create preset for each material that will show in more than one UV.

... ill allways do one material per UV ... so shouldnt be problematic (i just keep the same material settings).
Title: Re: AKs
Post by: M7 on June 25, 2015, 01:02:01 pm
All good then 😃
Title: Re: AKs
Post by: SteelRat on June 27, 2015, 03:52:17 pm
Hi PytonPago!

This is the correct version.

Please edit the file
Code: [Select]
Scripts\ptm\config.jsand give it to me.
Title: Re: AKs
Post by: PytonPago on June 28, 2015, 03:52:07 am
Hi PytonPago!

This is the correct version.

Please edit the file
Code: [Select]
Scripts\ptm\config.jsand give it to me.

... this is from the last version if i remember (it should be all there was) ... still making the changes needed in blender ... but once i have all set right, ill post all - the model, the .otx package, texture-related files and i make an update re-write for this script in the config.js here.
Title: Re: AKs
Post by: PytonPago on July 01, 2015, 11:10:07 am
No matter the time deficit, ive re-UVd the first weapon ... six to go, doe i added some picatini rails, witch will be selectable. So now, magazines and plastic stocks are only things witch will have a shared UV ... all other parts for each weapon will be in a single, pro-weapon UV (so three UVs on one gun). All aditional stuff (like flash-lights optics, etc.) will be on theyr own eparate UVs too (but smaller, according to theyr proportional size).

(http://t2.aimg.sk/pokec/fotoalbumy/00/o_470011256_d134f0f0d4c23ae83a1a69ec1df6d32f.jpg?t=&h=deOW3kUG27g7JNjA2QlpSA&e=2145916800&d=o_470011256_d134f0f0d4c23ae83a1a69ec1df6d32f.jpg)

(http://t3.aimg.sk/pokec/fotoalbumy/02/o_470011258_203b55054c60b8bc65fc0962c0bda53e.jpg?t=&h=4gZid7DDvfq2jl_3y3If4w&e=2145916800&d=o_470011258_203b55054c60b8bc65fc0962c0bda53e.jpg)

(http://t1.aimg.sk/pokec/fotoalbumy/03/o_470011259_1cefaf78eeb67db8d9b6c825d87ec7b8.jpg?t=&h=w-P5USS-ousQ3MhPmGujdg&e=2145916800&d=o_470011259_1cefaf78eeb67db8d9b6c825d87ec7b8.jpg)

(http://t1.aimg.sk/pokec/fotoalbumy/04/o_470011260_ca50867dc39850bd9278727a0e539836.jpg?t=&h=QvxeHIHgoy2QNKqxfgn36Q&e=2145916800&d=o_470011260_ca50867dc39850bd9278727a0e539836.jpg)

(http://t2.aimg.sk/pokec/fotoalbumy/06/o_470011262_d5a195b5906618fd51a405634f7aeb37.jpg?t=&h=9uLgQicrhXZpQbqzErXyyQ&e=2145916800&d=o_470011262_d5a195b5906618fd51a405634f7aeb37.jpg)

SteelRat ... i have a question to ask. If i make a flashlight for those picatini rails, could you find a way to incorporate some special value-system for each component and weapon for them ? ... idea is, you select on witch picatini it will sit (upper, lower, left, one on the reciever cower or on the RIS-side mount) and then be able to move it along this rail in its lenghts limits (so one day, in game, all could personalize the seting of this aditional stuff and theyr placement on each rail and along the lenght to theyr liking, whyle playing the game from 1st person view). Ill be a little heawy, as each weapon will have the rails of different lenghts and on different places (or aditional front-grips of else design). But it would be a awesome posibility to have. (you can write back in russian too, so you dont have translate it yourselve ... ill do it for the others)


 .... no file yet .... still all the other six variants to redo. But ill make all the little inscriptions on them for ya M7, so you dont have to search for them (main serial number, fabrication firm, etc.).
Title: Re: AKs
Post by: KW71 on July 01, 2015, 12:45:50 pm
This beauty looks reeeally nice!!!
Title: Re: AKs
Post by: HiFlyer on July 01, 2015, 01:04:36 pm
I wonder how hard it will be to get these weapons to shoot, and have an NPC (the soldier) register the impact and act accordingly.
Title: Re: AKs
Post by: PytonPago on July 01, 2015, 01:17:16 pm
I wonder how hard it will be to get these weapons to shoot, and have an NPC (the soldier) register the impact and act accordingly.

... dont think shooting be much when cameni and those TitanIM guys are done with some balistics, but may be that characters and stuff around them (basic AI, hit-boxes n system, animations) will be done with some "manual" for us to play with.
Title: Re: AKs
Post by: Revolver on July 01, 2015, 01:27:06 pm
Aha, schön schön...jetzt bist Du ausgerüstet und kannst Dich gegen Osten
wehren, wie... =D  dennoch an deiner Stelle hätte ich den W-Seriennummer
ausradieren lassen, denn man weißt ja nie, nö...  :P
Title: Re: AKs
Post by: PytonPago on July 01, 2015, 01:58:52 pm
Aha, schön schön...jetzt bist Du ausgerüstet und kannst Dich gegen Osten
wehren, wie... =D  dennoch an deiner Stelle hätte ich den W-Seriennummer
ausradieren lassen, denn man weißt ja nie, nö...  :P

 ... na ... da mus mann ne monsin-nagant oder PPSh haben. Nen focke-pilotem mus man doch historisch korrekt angehen :D ... ja, hab die seriennummer von ne echten genomen, aber Izmash hatte nie was dagegen ( hatt man sowieso mehr davon hergeschtellt als man durchsuchen kann :D) ... aber ich wurde es gerne mal so wie mit den Ural-zeichen machen - nen numer-generator fur jede instanz. Auserdem, hab ich noch keine patronen-modelle und patronen kisten wie du ... kann nur herumschweben damit. ( Pssst ... sag es niemanden =D )
Title: Re: AKs
Post by: Revolver on July 02, 2015, 01:13:34 am
( Pssst ... sag es niemanden =D )

Ok, isch schweige wie ein Grab...versprochen.  :)

Mal ernst. mach mal nen specular-map nei, dann sehen die Bleispritzen
ein bissela besser bzw. echt aus.  ;)
Title: Re: AKs
Post by: PytonPago on July 02, 2015, 02:13:39 am
( Pssst ... sag es niemanden =D )

Ok, isch schweige wie ein Grab...versprochen.  :)

Mal ernst. mach mal nen specular-map nei, dann sehen die Bleispritzen
ein bissela besser bzw. echt aus.  ;)

 ... ich lasse texturen M7 nach, wenn aless palleti im model ist ... solte nicht mehr lange dauern ...
Title: Re: AKs
Post by: PytonPago on July 05, 2015, 06:13:07 pm
Havent done much scripting yet so ive done separate packages too ...

https://drive.google.com/file/d/0B3ZscF0ox2AGN3ViQnJqS3ZpZGM/view?usp=sharing (https://drive.google.com/file/d/0B3ZscF0ox2AGN3ViQnJqS3ZpZGM/view?usp=sharing)

The model and texture files are here :

https://drive.google.com/file/d/0B3ZscF0ox2AGTUpqdlZLWkstNTQ/view?usp=sharing (https://drive.google.com/file/d/0B3ZscF0ox2AGTUpqdlZLWkstNTQ/view?usp=sharing)

... have UVd the GP-25 launcher too, so now all in the package is done (i hope i have all vital stuff separately (double faces etc.) as ya need for the texture work, M7). In the model, there are three out of main hierarchy tree meshes of picatini rails - those are just props for future modeling, so ignore them. All weapons are separate and only the 100-series AKs have shared stocks (cause theyre exactly the same and on the same spots, and other ones will be added to them later). So, now i just finish the few remaining parts of the Ural UVs and can play around some optics or the BTR ... anyway, as always : - all the stuff is under my Freecense - free to use, free to modify, free to share if anyone is interested  ... just dont sell for money (or face Mryia´s warth). Also, if any errors, or flaws are found on those weapons, let me know.

(http://t3.aimg.sk/pokec/fotoalbumy/00/o_470134344_85ac065d4aeafc653f67b420cad7d7d8.jpg?t=&h=zhmtdUX_tX6kJtkwawfgRw&e=2145916800&d=o_470134344_85ac065d4aeafc653f67b420cad7d7d8.jpg)

(http://t3.aimg.sk/pokec/fotoalbumy/02/o_470134346_5d71652b2ff4a4262049d7b16eb6fc7b.jpg?t=&h=9MSDYodwzns_N-GJXxWMBQ&e=2145916800&d=o_470134346_5d71652b2ff4a4262049d7b16eb6fc7b.jpg)

(http://t1.aimg.sk/pokec/fotoalbumy/04/o_470134348_9ba93bc06890313f817a0dbec77f3de3.jpg?t=&h=4f3OdSFKhYY9w7kCETs9RA&e=2145916800&d=o_470134348_9ba93bc06890313f817a0dbec77f3de3.jpg)

(http://t3.aimg.sk/pokec/fotoalbumy/05/o_470134349_12c4be62fe5ad971eff019776152f9b5.jpg?t=&h=zO-XKIQFNKpLbLhZVe4Rdw&e=2145916800&d=o_470134349_12c4be62fe5ad971eff019776152f9b5.jpg)

(http://t4.aimg.sk/pokec/fotoalbumy/00/o_470134352_584cb75f2ae8f9716069f87997d77792.jpg?t=&h=fAyoHzo4gFcS4ffAoseZ4w&e=2145916800&d=o_470134352_584cb75f2ae8f9716069f87997d77792.jpg)

(http://t1.aimg.sk/pokec/fotoalbumy/01/o_470134353_bb6392901d3a357f7d46925fba234bdf.jpg?t=&h=DYfTArcgQiKjHuuvavrMCw&e=2145916800&d=o_470134353_bb6392901d3a357f7d46925fba234bdf.jpg)

(http://t4.aimg.sk/pokec/fotoalbumy/02/o_470134354_c460fdf28f42efc3282f39463c79fea2.jpg?t=&h=L5Ft_YPe4MSsfhHir_gXgg&e=2145916800&d=o_470134354_c460fdf28f42efc3282f39463c79fea2.jpg)

(http://t2.aimg.sk/pokec/fotoalbumy/06/o_470134358_1d94e53aa995583e2e00b9dcc1309863.jpg?t=&h=TkQvRqy52jF-jGR-odknuw&e=2145916800&d=o_470134358_1d94e53aa995583e2e00b9dcc1309863.jpg)

(http://t2.aimg.sk/pokec/fotoalbumy/00/o_470134360_2ab3b304874b8b21d4030c6f9c860aa5.jpg?t=&h=zib3fqi90JLLc6YxgT6K5Q&e=2145916800&d=o_470134360_2ab3b304874b8b21d4030c6f9c860aa5.jpg)
Title: Re: AKs
Post by: M7 on July 06, 2015, 09:35:40 am
Really nice work Python! Im not sure if ill attempt a final texture before the quixel/DDO update. We should have the ability to bake all the needed maps internally then, which should make the texturing process even more streamlined.
Title: Re: AKs
Post by: PytonPago on July 06, 2015, 02:37:34 pm
Really nice work Python! Im not sure if ill attempt a final texture before the quixel/DDO update. We should have the ability to bake all the needed maps internally then, which should make the texturing process even more streamlined.

 ... no problem, just needed it to be like this (i know i wouldnt handle doing this re-mapping if there were much more stuff in it), for better application in OT to the future and now i can make dozens of items of them with a much better update capability. Id need also go deeper into animations in Blender, will try to do few, fire, fire-selector switching and reload-animations ... Maybe ill gret a hang of it and be able to push it forward a little more than just on the modeling level someday ( when i finally do the other unfinished stuff  =D ). So take as much time ya like .... but beware, Ural is on the way too. ( =D just kidding, you have all the ime of the universe for all i care right now in my state of progress   ;) )
Title: Re: AKs
Post by: PytonPago on July 12, 2015, 05:21:25 am
Sorry for that delay SteelRat, but i had to fix some spelling errors of mine and smoothing in the model first ... you find the updated config.js inside the package aside the model file:

https://drive.google.com/file/d/0B3ZscF0ox2AGWTQ0MWpvbDg2VWM/view?usp=sharing (https://drive.google.com/file/d/0B3ZscF0ox2AGWTQ0MWpvbDg2VWM/view?usp=sharing)

Hope ya find a way to make the mercenary mod working again ! Like to walk around with that one having an Ak again.
Title: Re: AKs
Post by: aWac9 on July 12, 2015, 05:54:12 am
great ,,,,PytonPago
recommended to download, if only to behold

Title: Re: AKs
Post by: SteelRat on July 12, 2015, 01:58:27 pm
Hi PytonPago!

Information.

This property, type value "ARRAY".
Code: [Select]
meshes: []
Array syntax

Is not correct
Code: [Select]
meshes: [item_1, item_2,]Correctly
Code: [Select]
meshes: [item_1, item_2]
RU: После последнего элемента в массиве не должно быть запятой.
Translate: After the last element of the array should not have a comma.

Title: Re: AKs
Post by: PytonPago on July 12, 2015, 02:51:53 pm
RU: После последнего элемента в массиве не должно быть запятой.
Translate: After the last element of the array should not have a comma.

 Thanks ... was a copy paste job anyway, so i didnt pay much attention to those.
Title: Re: AKs
Post by: SteelRat on July 12, 2015, 04:08:51 pm
RU: После последнего элемента в массиве не должно быть запятой.
Translate: After the last element of the array should not have a comma.

 Thanks ... was a copy paste job anyway, so i didnt pay much attention to those.

Дело в том, что ОТ ещё не на столько интеллектуальна), ОТ просто (crash) всего лишь из за одной не правильно поставленной запятой.
А теперь представьте себе, какая для меня задача найти проблему при таком положении вещей!). Найти лишнюю запятую в нескольких файлах с кодом!

Так что придётся уделять внимание синтаксису, другого выбора пока нет.

Далее, почему я не могу скрыть меши(meshes) подствольного гранатамёта(launcher), изменились имена мешей?
Title: Re: AKs
Post by: PytonPago on July 12, 2015, 05:01:34 pm
Дело в том, что ОТ ещё не на столько интеллектуальна), ОТ просто (crash) всего лишь из за одной не правильно поставленной запятой.
А теперь представьте себе, какая для меня задача найти проблему при таком положении вещей!). Найти лишнюю запятую в нескольких файлах с кодом!

Так что придётся уделять внимание синтаксису, другого выбора пока нет.

Далее, почему я не могу скрыть меши(meshes) подствольного гранатамёта(launcher), изменились имена мешей?

Thing is OT isnt much open for little spelling errors and crashes at ewery one of them ... its har to find the problem if there are several files of code. So its needed to be correct at ewery change ...

Why cant i hide meshes from the underbarrel granade-launcher, did names change ?

......... .............................

Yes, sorry for the inconvinience ...

... not quite sure, as i look it trough, its all the names i gave in the script (you can check with the blender-model, its the same and all were copy-pasted from blender itself in the same set-up it were exported). The only spelling problems were at one of the AK-variants, but not the launcher. Cant see any special character, that wouldnt be elswhere aether ... is the optical device doing the same problem ?
Title: Re: AKs
Post by: SteelRat on July 12, 2015, 09:09:25 pm
Hi PytonPago!

Добавьте в свой пакет файл: Work_ptm_2.0\packages\PytonPago\AK-74M_Series\AK_Base.objdef
И проследите что бы этот файл всегда присутствовал в новых версиях вашего пакета, это поможет избежать вероятных конфликтов с новыми версиями.

Title: Re: AKs
Post by: SteelRat on July 12, 2015, 09:15:43 pm
PS
I forgot to turn off)

Code: [Select]
// initCharacter.js

var show = true; // false - disable weapon show
Title: Re: AKs
Post by: PytonPago on July 13, 2015, 02:11:28 am
Hi PytonPago!

Добавьте в свой пакет файл: Work_ptm_2.0\packages\PytonPago\AK-74M_Series\AK_Base.objdef
И проследите что бы этот файл всегда присутствовал в новых версиях вашего пакета, это поможет избежать вероятных конфликтов с новыми версиями.

 ... well, the package main name was (and main mesh name of the tree) was AK_Series, so its there like the "AK_Series.objdef" ... but if ya like this one, ill comply and add them to all newer versions.

... so the hidding works then ? ... good, couldnt think of a thing, doing that.
Title: Re: AKs
Post by: PytonPago on July 13, 2015, 04:14:05 am
I like how this looks ... awesome SteelRat ! Cant wait till aiming down the sights and switching between sights (weapon-launcher-optical device) be a reality in OT, together with some basic balistics.

http://youtu.be/1UmUUNRRU_w (http://youtu.be/1UmUUNRRU_w)

... doe, .otx files cant reach so high in the game-folder, so manual installation required.

https://drive.google.com/file/d/0B3ZscF0ox2AGT1ZNbVVxRWZOdlU/view?usp=sharing (https://drive.google.com/file/d/0B3ZscF0ox2AGT1ZNbVVxRWZOdlU/view?usp=sharing)


Title: Re: AKs
Post by: SteelRat on July 13, 2015, 08:59:11 am
Hi PytonPago!

Добавьте в свой пакет файл: Work_ptm_2.0\packages\PytonPago\AK-74M_Series\AK_Base.objdef
И проследите что бы этот файл всегда присутствовал в новых версиях вашего пакета, это поможет избежать вероятных конфликтов с новыми версиями.

 ... well, the package main name was (and main mesh name of the tree) was AK_Series, so its there like the "AK_Series.objdef" ... but if ya like this one, ill comply and add them to all newer versions.

... so the hidding works then ? ... good, couldnt think of a thing, doing that.

Я попросил это сделать потому что в предыдущем пакете объект с которым работала конфигурация имел такое имя
AK-74M_Series.objdef


А в последней версии такое
AK_Series.objdef

Это естественно вызовет конфликт, так как конфигурация будет искать такой путь до пакета
pack: "PytonPago/AK-74M_Series/AK-74M_Series"

По этому я и попросил иметь в пакете этот файл всегда
AK_Base.objdef


Это не мешает вам экспериментировать со своими вариантами)
Title: Re: AKs
Post by: SteelRat on July 13, 2015, 09:58:25 am
Здесь очень интересно реализована механика оружия.
https://youtu.be/iJsAVqsJwnY

http://store.steampowered.com/app/234190/
https://github.com/David20321/7dfps

Интересно было бы попробовать реализовать подобное на ОТ.
Если конечно уважаемые разработчики подскажут, как реализовать (bind keys) при управлении наёмником(mercenary).
Title: Re: AKs
Post by: PytonPago on July 13, 2015, 10:42:24 am
Here is some interesting gun-mechanics ...

Would be neat to ry something like this in OT. Off course, when some more comes out in key-binds for animated persons like the mercenary.
......................

... yes, indeed. I like the fact, that you need to manually fill your magazines. I need to make bullet-models for those weapons, but the idea this guy had about the weapon handling is great. I also liked the movement idea for animated characters of his too ... is somethig interesting in having inertia inserted in movement animations and possible interactions, even on vehicles (when vehicle stops/speeds/turns too fast, inertia would throw people around or give a chalenge to stay on it). Id say, he saw a great potential in a litle more "interactive" way of movement than just simple swapping between pre-made animations.

It also could be a way to mix up ammunitions - lets say, you would mix tracer rounds every 3-4-th bullet, or ocassionally have a heawy bullets mixed up, or ready on other magazines, freely by your choice. (not just for small arms, but greater weapons also, like the ZSUs, or higher caliber machine-guns - but those would be greater realized in an multiplayer-based way of handling vehicles/machinery).
Title: Re: AKs
Post by: Revolver on July 13, 2015, 08:11:21 pm
I like how this looks ... awesome SteelRat ! ....

Ihn fällt noch ne wenig Haare auf dem Kopf und eine richtige Knarre, wie 98K mit Zielfernrohr. =D

@   SteelRat

Молодец, всё замечательно получилось!...и Спасибо за труд.


Sehr schön gemacht ALLE BEIDE!
Title: Re: AKs
Post by: PytonPago on July 14, 2015, 01:48:41 am
Ihn fällt noch ne wenig Haare auf dem Kopf und eine richtige Knarre, wie 98K mit Zielfernrohr. =D

Hast recht ... da ist nur ein glucklicher soldat - ein fesh-hariger soldat ! WWI Style !

(https://s-media-cache-ak0.pinimg.com/236x/9c/2e/45/9c2e4508a4d62bfdf69d29b0892abfc5.jpg)

Da stimmt auch der Kurt Knispel zu !

(https://www.warhistoryonline.com/wp-content/uploads/2013/04/5cs8ow8l.jpg)

 =D  =D  =D
Title: Re: AKs
Post by: Revolver on July 14, 2015, 02:40:06 am
ha-ha-ha... ne, mal im ernst...planst Du was aus wk2 zu machen?
isch hab grade bei mir ne schöne Knochensäge ausgegraben...
nennt sich MG42. :) hat mein alter in Garten verbuddelt...für alle
Fälle oder so...  ::)
Title: Re: AKs
Post by: PytonPago on July 14, 2015, 06:29:24 am
ha-ha-ha... ne, mal im ernst...planst Du was aus wk2 zu machen?
isch hab grade bei mir ne schöne Knochensäge ausgegraben...
nennt sich MG42. :) hat mein alter in Garten verbuddelt...für alle
Fälle oder so...  ::)

... leider nicht ... will meistens sachen won der zeit des Soviet-Afghan und Chechnien kriege, biss so 2008 machen ( die ich schon vorher irgentwo gemeint habe + die paar zachen dazu fur moderne modifikazionen fur hand-waffen ), bei all der zeit die es dauert jetztige fertig zu machen wird ich noch nicht offen fur andere projekte, speziel wenn ich die fahrzeuge so detailiert machen will. Aber, ich wurde nen solchen projekt unterschtutzen. Und, ich hatte bei hand ne AS AK-74 und par hundert eigene fotos von den fahrzeugen die ich noch machen will ( meistens, die in CSR produkzion/nutzung auch wahren, auser den BTR ) - also ist es auch wegen den material den ich zu diesen projekten habe - ist sehr hilfreich wass zu machen, wenn du es in hand haben kannst. ... aber ich kenne ein paar projekte von Czechien und Svk, die fur andere spiele ( ARMA I und II, der alte IL-2 ... ) richtig gute mods fur die zeit gemacht haben, oder noch tun ( und haben historiker und KVH-leute bei sich ), wenn die sich mal fur OT einstellen wurden, konnten die ne grosse mänge machen, sogar in details, die ich nicht mal kenne ( da waren so viele modifikazionen von deutschen leichten panzern und hand-waffen von CSR-werken, da wurde einen der kopf umfallen + all die specifischen sachen fur unsere damahlige armee ... und die jungs "fressen" solche sachen fur fruhstuck, speziell wenn die hefte aller unsere historiker gerne WWII erforschen wollen :D ). Kann mir aber gut vorstellen, dass denen noch OT wahrscheinlich nicht weit-genug im developement ist ... binn mir aber sicher, mann konne sie irgentwie motivieren, wenn erste balistik, hit-boxen und animierte personen importe klar und einfach sind.

P.S.: ... will auch so einen garten !! :D Aber ein paar rekviziten sin noch auf der Orava-burg von der deutschen besatsung geblieben. Sollte vieleicht danach die burg machen, so dass man die Orava-gebiet kriege nachmachen konnte. :)
Title: Re: AKs
Post by: PytonPago on July 16, 2015, 12:27:32 pm
Next thing to be added will be the PSO-1 Sight - the most known and famed siht of the whole Soviet history. The most interesting fact about it is, that, even if it was one of the first optics for small-arms of the cold war weaponry, it had already a IR-filter mounted inside for detection of units equipped with active IR NVSs, or IR reflections. :

(http://t4.aimg.sk/pokec/fotoalbumy/00/o_470410416_f2bee8e982ad7ba1ba546efaa67f4995.jpg?t=&h=Ah_pmZe3g8CGoZ_CjY2PjQ&e=2145916800&d=o_470410416_f2bee8e982ad7ba1ba546efaa67f4995.jpg)

(http://t4.aimg.sk/pokec/fotoalbumy/03/o_470410419_338bf5dc6dff7dbe185922dce31b5406.jpg?t=&h=g2ItcWzY8Fw1SfKsiZ-plw&e=2145916800&d=o_470410419_338bf5dc6dff7dbe185922dce31b5406.jpg)

(http://t3.aimg.sk/pokec/fotoalbumy/02/o_470410426_7aa40b33172972db5b5fd90c5e4dc55a.jpg?t=&h=ojUQafgjMS7Mfd_i_rxcQA&e=2145916800&d=o_470410426_7aa40b33172972db5b5fd90c5e4dc55a.jpg)

(http://t2.aimg.sk/pokec/fotoalbumy/00/o_470410432_631c054416fb024d59206b2a6ff615e2.jpg?t=&h=PGeOi58J92-r52Zo8Jurwg&e=2145916800&d=o_470410432_631c054416fb024d59206b2a6ff615e2.jpg)

(http://t3.aimg.sk/pokec/fotoalbumy/00/o_470410440_e72b5c2db41a77a81dc59720d89860a6.jpg?t=&h=G-TUaiJr3yakUPOUTjSYCQ&e=2145916800&d=o_470410440_e72b5c2db41a77a81dc59720d89860a6.jpg)

... Here just a little question for ya Cameni - as for the internal IR filter, will it be possible to incorporate the thermal and NV visions into scopes ? ... i mean, where you have that kind of projection just on a little cutt-off of the optical device when aming-down, whyle the world is projected all around (as the eye is a little back from the sight and ya see periferraly the surroundings anyway). Or even just certain aspects of it being projected onto the world ? (lets say, just the IR sources and main reflections, or just heat-signatures higher than some temparature, whyle all else is projected normally).
Title: Re: AKs
Post by: Uriah on July 16, 2015, 03:41:01 pm
There is only one way I know of that would make that possible. You would add a circular flat mesh inside the scope, behind the reticle, and that mesh would have a second camera rendered to the texture of that material. The camera would be attached to a dummy BONE inside the scope called BONE_objective_lens and the camera Field Of View and sensor mode would be called in a method to set these parameters for that camera only. When NV or IR modes are not switched on the display mesh would be hidden from view for the normal visual spectrum. It would be much the same as an MFD screen in an aircraft, where a sensor's camera view is rendered to a flat plane on the display. There are only two missing methods, 1. render second camera and 2. render camera to texture, everything else is currently possible.

The script would be something like this:

Code: [Select]
"use strict";
//global variables
var geom, optic, ot_world, ot_fb, sensorMode, flirMode, objective_lens_pos;

function initialize(reload){
     this.geom = get_geomob(0);
     this.optic = get_cam(1);

     ot_world = this.$query_interface("ot::js::world.get");
     ot_fb = this.$query_interface('ot::js::fb.get');

     sensorMode = "IR";
     flirMode = "WHT";

     objective_lens_pos = this.geom.get_joint_model_pos(this.geom.get_joint('objective_lens'));

}

function update(dt){
     var hfov, ir_contrast, ir_amplify, ir_noise, nvg_contrast, nvg_amplify, nvg_noise;

     if(sensorMode == "IR"){hfov = 16;}
     else if(sensorMode == "NVG"){hfov = 24;}

     if(flirMode == "WHT"){ir_contrast = 1; ir_amplify = 1; ir_noise = 1; ir_focus = 1;}
     else if(flirMode == "BLK"){ir_contrast = 1; ir_amplify = 1; ir_noise = 1; ir_focus = 1;}

     nvg_contrast = 1; nvg_amplify = 1, nvg_noise = 1;

     //Infrared Mode
     if(sensorMode=="IR"){
          this.optic.set_ir_cam_pos(objective_lens_pos);
          this.optic.ot_world.set_camera_fov(hfov);
          this.optic.render_to_tex(optic_display);
          this.optic.ot_fb.set_ir_params(ir_contrast, ir_amplify, ir_noise, ir_focus);
          this.optic.ot_fb.ir_enable(true);
          this.optic.ot_fb.nvg_enable(false);
          this.geom.set_mesh_visible_id(optic_display, true);
     }

     //Night Vision Mode
     else_if(sensorMode=="NVG"){
          this.optic = this.set_nvg_cam_pos(objective_lens_pos);
          this.optic.ot_world.set_camera_fov(hfov);
          this.optic.render_to_tex(optic_display);
          this.optic.ot_fb.set_nvg_params(nvg_contrast, nvg_amplify, nvg_noise);
          this.optic.ot_fb.nvg_enable(true);
          this.optic.ot_fb.ir_enable(false);
          this.geom.set_mesh_visible_id(optic_display, true);
     }
     else{
          this.geom.set_mesh_visible_id(optic_display, false);
     }
}

Regards,
Uriah
Title: Re: AKs
Post by: PytonPago on July 16, 2015, 03:53:34 pm
Now one better question ... seen russikies are crazy on theyr newer optical devices and they are currently "seeing trough the fog" ... so, turning it to less "density" for the scope-view would go too ?  =D - not sure doe how exactly they do that, but im sure they generate the image thanks to digital processing trough sharpness of the image, and/or external sensors of multiple characters (kinda good thing for helicopter-pilots in bad weather conditions).
Title: Re: AKs
Post by: Uriah on July 16, 2015, 04:21:13 pm
A parameter of both NVG and IR modes is noise, and a parameter of IR mode is focus. A parameter of get_cam(1); should be set_cam_resolution();
Title: Re: AKs
Post by: PytonPago on July 20, 2015, 05:31:43 am
Update with the PSO-1 scope .... there are two variants, based on the mount theyre sitting (SVD base-type and the higher seated AK-mount), but only one called up in the mercenary script, as there is no SVD or other, much lower weapon to have it right. 

Also, you have all the stuff there too M7, model and textures.

 ... instalation must be a copy-paste, as the script for the mercenary needs to be replaced too, so not in .otx format.

(http://t2.aimg.sk/pokec/fotoalbumy/03/o_470501587_ac3fb9c4f91e1a39826247f4ad85fc63.jpg?t=&h=yY03ZmOaLdYCc_9e546kqQ&e=2145916800&d=o_470501587_ac3fb9c4f91e1a39826247f4ad85fc63.jpg)

(http://t2.aimg.sk/pokec/fotoalbumy/06/o_470501590_8c3957b054db4b9e32cd409729094819.jpg?t=&h=r-sMf7e3cnHXUv13oTchyA&e=2145916800&d=o_470501590_8c3957b054db4b9e32cd409729094819.jpg)

Here to get :

https://drive.google.com/file/d/0B3ZscF0ox2AGemdlOFBFTmVPUk0/view (https://drive.google.com/file/d/0B3ZscF0ox2AGemdlOFBFTmVPUk0/view)
Title: Re: AKs
Post by: Revolver on July 20, 2015, 02:23:54 pm
Now one better question ... seen russikies are crazy on theyr newer optical devices and...

Aha, I know what you mean ... right?   ::)

(http://www11.pic-upload.de/thumb/20.07.15/nya57iscdyiq.jpg) (http://www.pic-upload.de/view-27748720/Kolimator-RUS.jpg.html)

 =D =D =D
Title: Re: AKs
Post by: PytonPago on July 20, 2015, 03:25:21 pm
Damned ... thats good !  =D
Title: Re: AKs
Post by: PytonPago on July 21, 2015, 04:21:54 pm
And another adition .... EKP-8-02 , or better known as "cobra" kolimator sight .... i made both a side-rail and a picatini mount version, with all 4 sight-types (will be more interesting when weapons are usable) and added to the stuff like the last time ... copy paste, for the mercenary to work properly too.

(http://t1.aimg.sk/pokec/fotoalbumy/07/o_470549255_2dfa703b06f3787f7b29d775c368b6fe.jpg?t=&h=tu1IZUr-4ZDymbOytw7aqQ&e=2145916800&d=o_470549255_2dfa703b06f3787f7b29d775c368b6fe.jpg)

(http://t1.aimg.sk/pokec/fotoalbumy/06/o_470549262_395613ee6c9b6996696c9fa348b9dc36.jpg?t=&h=GBnhNfCgakT9iW1GdUNBKA&e=2145916800&d=o_470549262_395613ee6c9b6996696c9fa348b9dc36.jpg)

(http://t3.aimg.sk/pokec/fotoalbumy/03/o_470549267_e0c469e0487f6c369c27b6aaf41f297b.jpg?t=&h=LpbaKx6j_PDYyTKkFMYk1Q&e=2145916800&d=o_470549267_e0c469e0487f6c369c27b6aaf41f297b.jpg)

Here to get (package itself) :

https://drive.google.com/file/d/0B3ZscF0ox2AGbDlqZ3N2WTFLc0U/view?usp=sharing (https://drive.google.com/file/d/0B3ZscF0ox2AGbDlqZ3N2WTFLc0U/view?usp=sharing)


Model and texture files :

https://drive.google.com/file/d/0B3ZscF0ox2AGcHBnSXVTQ0lRTnc/view?usp=sharing (https://drive.google.com/file/d/0B3ZscF0ox2AGcHBnSXVTQ0lRTnc/view?usp=sharing)
Title: Re: AKs
Post by: SteelRat on July 21, 2015, 05:46:48 pm
Дружище!
Такое впечатление что вы их на 3D принтере печатаете).
Title: Re: AKs
Post by: Revolver on July 21, 2015, 07:07:30 pm
Дружище!
Такое впечатление что вы их на 3D принтере печатаете).

вот и яж а тОм...он исшО тот змей... :))
Title: Re: AKs
Post by: PytonPago on July 22, 2015, 02:02:48 pm
Aaaand another ... PK-A - actually just a cutt-off of the POSP sights, converted to a colimator, doe, as it wasnt so much work to remake the PSO, here you have it ...

(http://t1.aimg.sk/pokec/fotoalbumy/01/o_470569225_bf3f3872b7c71861e670960b854e67fe.jpg?t=&h=8QmAkDcfyD6HWp1VyDXGiw&e=2145916800&d=o_470569225_bf3f3872b7c71861e670960b854e67fe.jpg)

(http://t1.aimg.sk/pokec/fotoalbumy/07/o_470569215_c078ac53a2051e5d04400cf7d3b845e9.jpg?t=&h=Cjdd1lcP1hxl-wGBDDBXIQ&e=2145916800&d=o_470569215_c078ac53a2051e5d04400cf7d3b845e9.jpg)

https://www.youtube.com/watch?v=AUWmqKYgk88 (https://www.youtube.com/watch?v=AUWmqKYgk88)

Here to get:

https://drive.google.com/file/d/0B3ZscF0ox2AGQkZYZERMVWpaTUU/view?usp=sharing (https://drive.google.com/file/d/0B3ZscF0ox2AGQkZYZERMVWpaTUU/view?usp=sharing)

And the model files :

https://drive.google.com/file/d/0B3ZscF0ox2AGc05lR1E0cFBFSzA/view?usp=sharing (https://drive.google.com/file/d/0B3ZscF0ox2AGc05lR1E0cFBFSzA/view?usp=sharing)
Title: Re: AKs
Post by: HiFlyer on July 22, 2015, 10:44:51 pm
So..... Is the soldier really supposed to look so much like Putin?
Title: Re: AKs
Post by: PytonPago on July 22, 2015, 11:42:50 pm
Wha ? ... it doesnt have such a messed up face.


M7 ... if ya take the model for a re-paint, than mind, that i left all stuff in the same texture size (1024x1024) ... not sure if ya will make the ones of the items half smaller or those of the guns twice bigger, but im not sure, if it looks good when combined when theyre 1:1 ... youd have to play a little with that (id would, but am terrible at textures beyond basic inscriptios and colloring). Also if ya find that i put a UV of some part a little too big compared to the rest, than let me know and i fix it somehow (aside of inscripted ones - wouldnt be much readable) ...
Title: Re: AKs
Post by: HiFlyer on July 22, 2015, 11:44:53 pm
So..... Is the soldier really supposed to look so much like Putin?

Wha ? ... it doesnt have such a messed up face.

 =D
Title: Re: AKs
Post by: M7 on July 23, 2015, 09:29:11 am
Well i'll most likely make them all 4k map and downsample once i can view the textures in game.
Title: Re: AKs
Post by: SteelRat on July 23, 2015, 11:04:43 am
So..... Is the soldier really supposed to look so much like Putin?

That is the real Putin!)

http://www.nexplorer.ru/load/import/news/1/f78d6f2804dc39af8e13edf6b8cab085.jpg
Title: Re: AKs
Post by: PytonPago on July 23, 2015, 11:30:40 am
Naaaah ... thats just the Makarov. :D

Also, there is just one person having the up-most priority to be remembered holding an AK :

(http://images.aif.ru/000/129/a3d0a969ff70b1bb35a4d567b61b1797.jpg)

 ... and hes angry to not be in OT holding it first.  =D
Title: Re: AKs
Post by: SteelRat on July 23, 2015, 11:48:10 am
Я имел ввиду, на фотографии типичный бизнесмен современности).
Title: Re: AKs
Post by: Revolver on July 24, 2015, 02:40:15 am

Also, there is just one person having the up-most priority to be remembered holding an AK .....

The was a plagiarist no further. The prototype for Ak was German MP44 / SG44.Er has changed just a little bit and that's it already. :P :D
Title: Re: AKs
Post by: PytonPago on July 24, 2015, 07:47:12 am
... ah, not this again ... :D .... angry Mikhail on you too !  =D =D =D

(http://images.aif.ru/000/129/a3d0a969ff70b1bb35a4d567b61b1797.jpg)
Title: Re: AKs
Post by: Uriah on July 24, 2015, 07:54:08 am
Finally got a chance to download the AK, very nice work man!
Title: Re: AKs
Post by: SteelRat on July 24, 2015, 09:53:57 am

Also, there is just one person having the up-most priority to be remembered holding an AK .....

The was a plagiarist no further. The prototype for Ak was German MP44 / SG44.Er has changed just a little bit and that's it already. :P :D

Такова природа мироздания, изобретать велосипед глупо!).
Всё что нужно, это натереть до блеска!

Немцы хорошо умеют делать разные, очень замороченные штучки, которые, тем не менее, абсолютно не практичны для ведения боевых действий в условиях Российской реальности!)
Title: Re: AKs
Post by: Revolver on July 24, 2015, 02:55:32 pm

Такова природа мироздания, изобретать велосипед глупо!).
Всё что нужно, это натереть до блеска!

Немцы хорошо умеют делать разные, очень замороченные штучки, которые, тем не менее, абсолютно не практичны для ведения боевых действий в условиях Российской реальности!)

как раз таки наоборот. из этого оружия вышло всё осталное, что имеется на сегодняшний день.
ну а война войной...а обед по расписанию... :)
Title: Re: AKs
Post by: zombie00 on July 24, 2015, 03:38:10 pm

Also, there is just one person having the up-most priority to be remembered holding an AK .....

The was a plagiarist no further. The prototype for Ak was German MP44 / SG44.Er has changed just a little bit and that's it already. :P :D

Такова природа мироздания, изобретать велосипед глупо!).
Всё что нужно, это натереть до блеска!

Немцы хорошо умеют делать разные, очень замороченные штучки, которые, тем не менее, абсолютно не практичны для ведения боевых действий в условиях Российской реальности!)

I'm sure he was just joking, there is little in common between the Mp44 and the rifle Mikhail presented for the first time on trial on 1946. If anything, the design "took a lot of inspiration" from Sudayev's rifle prototype of 1944 (AS-44), engineers on the URSS were encourage to share their designs with each other in order to come up with the best product possible, there were no patents on the modern sense of the word. The Germans help perfecting the stamping method Mikhail had first envisioned for the AK production model that only started having a stamped receiver two years later after passing the 1947 trials.

Naaaah ... thats just the Makarov. :D
That's a makarov's bigger brother, the APS pistol (also called Stechkin Automatic Pistol). It's quite a bit larger than the petite Makarov I got to held once. Putin might not be the tallest person, but a makarov would never look as big on his hands. They both fire the same round and they do look a bit alike, but the differences are easy to spot.
Title: Re: AKs
Post by: Revolver on July 24, 2015, 04:14:13 pm

Also, there is just one person having the up-most priority to be remembered holding an AK .....

The was a plagiarist no further. The prototype for Ak was German MP44 / SG44.Er has changed just a little bit and that's it already. :P :D

Такова природа мироздания, изобретать велосипед глупо!).
Всё что нужно, это натереть до блеска!

Немцы хорошо умеют делать разные, очень замороченные штучки, которые, тем не менее, абсолютно не практичны для ведения боевых действий в условиях Российской реальности!)

I'm sure he was just joking, there is little in common between the Mp44 and the rifle Mikhail presented for the first time on trial on 1946. If anything, the design "took a lot of inspiration" from Sudayev's rifle prototype of 1944 (AS-44), engineers on the URSS were encourage to share their designs with each other in order to come up with the best product possible, there were no patents on the modern sense of the word. The Germans help perfecting the stamping method Mikhail had first envisioned for the AK production model that only started having a stamped receiver two years later after passing the 1947 trials.

Naaaah ... thats just the Makarov. :D
That's a makarov's bigger brother, the APS pistol (also called Stechkin Automatic Pistol). It's quite a bit larger than the petite Makarov I got to held once. Putin might not be the tallest person, but a makarov would never look as big on his hands. They both fire the same round and they do look a bit alike, but the differences are easy to spot.

Of course, its a jok....
https://youtu.be/3L8fIrWnXRA (https://youtu.be/3L8fIrWnXRA)
But if one looks deeper, one sees that for only one cartridge and then comes the gun. The first time ever in the history of warfare, the Germans have invented a so called short rifle saint and made a gun to it.
But best we finish prefer this discussion, because it leads nowhere.

...silent...i kill u !(c) =D =D =D
Title: Re: AKs
Post by: zombie00 on July 24, 2015, 04:24:59 pm

Also, there is just one person having the up-most priority to be remembered holding an AK .....

The was a plagiarist no further. The prototype for Ak was German MP44 / SG44.Er has changed just a little bit and that's it already. :P :D

Такова природа мироздания, изобретать велосипед глупо!).
Всё что нужно, это натереть до блеска!

Немцы хорошо умеют делать разные, очень замороченные штучки, которые, тем не менее, абсолютно не практичны для ведения боевых действий в условиях Российской реальности!)

I'm sure he was just joking, there is little in common between the Mp44 and the rifle Mikhail presented for the first time on trial on 1946. If anything, the design "took a lot of inspiration" from Sudayev's rifle prototype of 1944 (AS-44), engineers on the URSS were encourage to share their designs with each other in order to come up with the best product possible, there were no patents on the modern sense of the word. The Germans help perfecting the stamping method Mikhail had first envisioned for the AK production model that only started having a stamped receiver two years later after passing the 1947 trials.

Naaaah ... thats just the Makarov. :D
That's a makarov's bigger brother, the APS pistol (also called Stechkin Automatic Pistol). It's quite a bit larger than the petite Makarov I got to held once. Putin might not be the tallest person, but a makarov would never look as big on his hands. They both fire the same round and they do look a bit alike, but the differences are easy to spot.

Of course, its a jok....
But if one looks deeper, one sees that for only one cartridge and then comes the gun. The first time ever in the history of warfare, the Germans have invented a so called short rifle saint and made a gun to it.
But best we finish prefer this discussion, because it leads nowhere.

...silent...i kill u !(c) =D =D =D

Well, of course everyone copied the cartridge concept, the doctrine and the GPMG idea from the Germans. In many ways, they re-wrote warfare as it was known until WW2. The AK is still it's own thing, though, I mean, as much as all the other rifles. Long stroke gas piston system isn't a German only thing, it had been done before the Mp44. Kalashnikov's biggest accomplishment was production simplicity and efficiency, it is a good firearm to massively produce and that was the main goal of the trial he applied to (the model he presented on 1946 was deem as too complex, they also had him changing the charging handle to the right side).
Title: Re: AKs
Post by: InFerYes on September 02, 2015, 02:11:38 pm
Sorry if I missed it, it's a long thread. I've seen how the scripts work that makes all the parts of the character model work together, but can anyone point to how the .dds files and .anim files are made? They're binary afaict, when I tried opening them in a text processor.

The wiki has information on what they are, but I'm unsure how to edit/create them.
Title: Re: AKs
Post by: PytonPago on September 02, 2015, 02:26:16 pm
Sorry if I missed it, it's a long thread. I've seen how the scripts work that makes all the parts of the character model work together, but can anyone point to how the .dds files and .anim files are made? They're binary afaict, when I tried opening them in a text processor.

The wiki has information on what they are, but I'm unsure how to edit/create them.


 .... .dds files are textures - use Gimp (with proper DDS pluging) or Photoshop .... animation files are made mainly by 3D modelling software (blender, 3DSMax) for rigged and animated objects (but not really much applyable now in OT).
Title: Re: AKs
Post by: InFerYes on September 02, 2015, 02:31:55 pm
Since I've already managed to import a model using the importer tool, is it as simple as adjusting the scripts and point to 1 of those models?