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Author Topic: AKs  (Read 115246 times)

PytonPago

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Re: AKs
« Reply #105 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).











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.).
« Last Edit: July 01, 2015, 11:18:42 am by PytonPago »
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KW71

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Re: AKs
« Reply #106 on: July 01, 2015, 12:45:50 pm »

This beauty looks reeeally nice!!!
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HiFlyer

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Re: AKs
« Reply #107 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.
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PytonPago

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Re: AKs
« Reply #108 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 whyte some balistics, but may be that characters and stuff around them (basic AI, hit-boxes n system, animations) will be done whyte some "manual" for us to play whyte.
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Revolver

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Re: AKs
« Reply #109 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
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PytonPago

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Re: AKs
« Reply #110 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 )
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We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

Revolver

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Re: AKs
« Reply #111 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.  ;)
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PytonPago

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Re: AKs
« Reply #112 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 ...
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We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

PytonPago

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Re: AKs
« Reply #113 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

The model and texture files are here :

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.


















« Last Edit: July 06, 2015, 04:09:42 am by PytonPago »
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M7

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Re: AKs
« Reply #114 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.
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PytonPago

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Re: AKs
« Reply #115 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 whyte 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   ;) )
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We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

PytonPago

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Re: AKs
« Reply #116 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

Hope ya find a way to make the mercenary mod working again ! Like to walk around whyte that one having an Ak again.
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aWac9

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Re: AKs
« Reply #117 on: July 12, 2015, 05:54:12 am »

great ,,,,PytonPago
recommended to download, if only to behold

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SteelRat

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Re: AKs
« Reply #118 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.

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PytonPago

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Re: AKs
« Reply #119 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.
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We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

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