[Final] HK-416, HK-417 & Glock17 Textures

Discussion pertaining to the PR Norwegian Forces faction.
masterceo
Posts: 1914
Joined: 2008-08-25 23:00

Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by masterceo »

[R-DEV]Chuc wrote: By the way, don't the reticles seem a little.. big?
yeah, i also think they are a bit too big. especially EOTech one, i have used one and seen them in action and the recticle is usually 2/1.5x smaller that the one you showed, ex: http://128.83.80.200/shooting/reticle2.jpg

Priby:Why cant i be norwegian?
H.sta:becouse we are a specially selected bunch of people created by god to show how awsome mankind can be
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by FPaiva »

[R-CON]ballard_44 wrote:Any textures used were Mafias or PR's (the aimpoint scope texture is off PR's M4, lens.dds), except for the eo-tech 'sight'. That was off their website.
I'm not a graphics guys so wasn't my concern.

Any textures for the 3 'scoped' views can be considered place holders.

Screenshots are of medium quality on a map that has just the terrain painted and nothing else.
I use it for testing bots and navmesh sh*t.

No idea whose eo-tech that is, PR's or if KP made a new one?
Yes, KP did a new one (i think) and i did the new textures. About the files who you need, i'm not on my pc, but i can send to you the whole package, or you can talk with halvor1 about it.
One last thing, i've taken some good screenshots of the details over the final weapons, but there is so many images that i've put everthing togheter and uploaded it. Anyone who wants to see it, check this link: RapidShare: Easy Filehosting
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by FPaiva »

One last thing, i saw the in-game screens and my tetxures seem to be very blurry from here. What's happened? By hte way, can you create a new topic for that exports?
halvor1
Posts: 1017
Joined: 2007-03-11 18:29

Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by halvor1 »

daim boy i will talk to kp regarding who made the EOTECH=) Other than that it looks amazing :razz: Keep the good work up
Z-trooper
Retired PR Developer
Posts: 4166
Joined: 2007-05-08 14:18

Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by Z-trooper »

MaFiA_do_OsAmA wrote:One last thing, i saw the in-game screens and my tetxures seem to be very blurry from here. What's happened?
It is the way game engines work (and yet another reason why not to render game art...)
Usually texture artist apply sharpen filters to their final maps to counter this effect.
Image
"Without geometry, life is pointless"
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by FPaiva »

[R-DEV]Z-trooper wrote:It is the way game engines work (and yet another reason why not to render game art...)
Usually texture artist apply sharpen filters to their final maps to counter this effect.
Ehh... i have applied those filters.... :?
sakils2
Posts: 1374
Joined: 2007-07-14 23:15

Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by sakils2 »

My god the EOtech looks smexy. Will US army/USMC get it?
Last edited by sakils2 on 2009-05-12 19:34, edited 1 time in total.
jbgeezer
Posts: 908
Joined: 2008-06-10 15:30

Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by jbgeezer »

NICe!! Oh yeah oh yeah!
Live by the sword, die by the sword...

Ingame:G-LockCobra
http://www.youtube.com/user/sotemot
Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by Maxfragg »

the aimpoint should be transparent like the eotech, right?
Chuc
Retired PR Developer
Posts: 7016
Joined: 2007-02-11 03:14

Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by Chuc »

Depends on the original resolution of your texture sheets too, usually most small arm individual sections, like the M16A4, take up about 1024^2 pixels.

That aimpoint has magnification, so it needs to be done like any other scope.
Image
Personal Folio - http://www.studioash.net
Qaiex
Posts: 7279
Joined: 2009-02-28 21:05

Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by Qaiex »

[R-DEV]Chuc wrote:That aimpoint has magnification, so it needs to be done like any other scope.

Why? Can't it be done like Far Cry 2 and so many other games? By filling the screen with the scope and blurring out what little remains seen around it.

Oh and are these scopes going to have the hard edge like the current scopes or is it going to be a bit smoother like the binoculars and vehicle scopes?
Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by Maxfragg »

it can't, accept ist.
if you want to know it exactly, its because the bf2 only allowes one camera/pointofview per person and time, while the source engine does, and that not only alowes such a scope, but also real mirrors, working tv cameras . . .
an no, the bf2 engine does NOT suck just because of this, it still is one of the best engines for a game like pr, but it simply is purpose build and not a engine made to be sold, like the Cry, UT or the Source and as such it simply is not so flexible

@Chuc: thx, somehow when i here Aimpoint I always think its got to be a pure reddot ;-)
Chuc
Retired PR Developer
Posts: 7016
Joined: 2007-02-11 03:14

Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by Chuc »

qaiex wrote:Why? Can't it be done like Far Cry 2 and so many other games? By filling the screen with the scope and blurring out what little remains seen around it.

Oh and are these scopes going to have the hard edge like the current scopes or is it going to be a bit smoother like the binoculars and vehicle scopes?
Its a complicated issue, and what you're suggesting has been attempted in the past with little good.
Image
Personal Folio - http://www.studioash.net
alexaus
Posts: 150
Joined: 2009-05-09 06:51

Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by alexaus »

they are amazing
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by FPaiva »

Updated EO-tech:

Image

Image

That horrible contrast originally made by me was pissing me off, so i did again some parts of it
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by cyberzomby »

Nice sights! Looking goood :)
Rangu
Posts: 843
Joined: 2007-02-08 14:34

Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by Rangu »

Looks amazing, you're a real pro Osama!
[R-DEV]Jaymz - If it wasn't for the F-18's incompetence, "Independence Day" would have ended half-way through.
H.sta
Posts: 1355
Joined: 2006-12-07 12:40

Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by H.sta »

why is Mafia not yet a [R-Con]?
Polka
Posts: 6245
Joined: 2007-07-08 14:18

Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by Polka »

Oh ****, didnt see these yet, awesomeness.
Image
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

Re: [Final] HK-416, HK-417 & Glock17 Textures

Post by FPaiva »

HK-417 Foregrip Updates:
I used the retexture of the rails for the AG3-F2 who i did now to replace the old rails of the HK-417. In my opinion, it looks better now. I also edited the old texture to match with the new one.
Image

I want to make a request for a full credit about the HK-416 and 417. Who have worked on the models and in the export, because the rest was done by me.
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