[WIP] [weapon] Type 89
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Re: [WIP] [weapon] Type 89
High and low poly versions of the scope are done:
Highpoly:
Lowpoly:
(upper cap will be added when UV mapping will be done)
Overall tricount ~ 11681 (4256 is scope with all needed attachments).
Highpoly:
Lowpoly:
(upper cap will be added when UV mapping will be done)
Overall tricount ~ 11681 (4256 is scope with all needed attachments).
Last edited by Hans_Strudel on 2020-03-05 20:23, edited 2 times in total.
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Re: [WIP] [weapon] Type 89
The scope looks neat! Can't wait for the final model to come though. Best of luck-
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Re: [WIP] [weapon] Type 89
So here is the first attempt to bake and paint the textures for the scope:
But... i am completely confused with lens texturing.
Is there any tips on how to make normal non-transparent lens for PR? And should i always model inner tube of the scope?
But... i am completely confused with lens texturing.
Is there any tips on how to make normal non-transparent lens for PR? And should i always model inner tube of the scope?
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Re: [WIP] [weapon] Type 89
First successful attempt to export rifle version with scope:
(it is even possible to use ironsight with attached scope, but i doubt it is necessary)
lenses got rework:
Resolution for both _c and _b textures is 1024*512.
P.S.
don't mind geom1 it's just a geom0 copy of ironsight version.
(it is even possible to use ironsight with attached scope, but i doubt it is necessary)
lenses got rework:
Resolution for both _c and _b textures is 1024*512.
P.S.
don't mind geom1 it's just a geom0 copy of ironsight version.
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Re: [WIP] [weapon] Type 89
Great work. Ironsights availability with scope is necessary, there is a dynamic sight change function in game.
Last edited by Hokunin on 2020-03-15 14:34, edited 2 times in total.
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Re: [WIP] [weapon] Type 89
Of course, but isn't scope magnification low enough (2x) to just use it for close firefights? Anyway alternative sight will not harm.Hokunin wrote:Great work. Ironsights availability with scope is necessary, there is a dynamic sight change function in game.
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Re: [WIP] [weapon] Type 89
Started working with lods and also combined already existing attachment. So as example of whole work here is scope version with attached bayonet:
geom 0 lod 0:
geom 1 lod 0:
geom 1 lod 1:
geom 1 lod 2:
Also i was working with zoomed-in model for scope and got this result (don't mind lens's light deflection, it's meshviewer issue):
So is there anything wrong with lods or i can proceed now to other assets?
geom 0 lod 0:
geom 1 lod 0:
geom 1 lod 1:
geom 1 lod 2:
Also i was working with zoomed-in model for scope and got this result (don't mind lens's light deflection, it's meshviewer issue):
So is there anything wrong with lods or i can proceed now to other assets?
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Re: [WIP] [weapon] Type 89
I personally see nothing wrong with LODs(others could comment if there is an issue).
Great job! With acquired experience you should do other assets quicker now.
Great job! With acquired experience you should do other assets quicker now.
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Re: [WIP] [weapon] Type 89
It goes quicker indeed. Scope and knife models were made literally in 2 days. Texturing is still most time consumingHokunin wrote:I personally see nothing wrong with LODs(others could comment if there is an issue).
Great job! With acquired experience you should do other assets quicker now.
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Re: [WIP] [weapon] Type 89
Any CCO type optics? I have seen a mash of different things on them.
https://i.imgur.com/b4UInhj.jpg
Manly seen them with their para forces, not sure of its current state.
https://i.imgur.com/b4UInhj.jpg
Manly seen them with their para forces, not sure of its current state.
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Re: [WIP] [weapon] Type 89
Not this one for sure. Actually, scope i have done is standard non-magnified red dot scope with attached 2x magnifier. So i can easily make this scope without any texture/UV changes:Rabbit wrote:Any CCO type optics? I have seen a mash of different things on them.
https://i.imgur.com/b4UInhj.jpg
Manly seen them with their para forces, not sure of its current state.
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Re: [WIP] [weapon] Type 89
2daysHans_Strudel wrote:It goes quicker indeed. Scope and knife models were made literally in 2 days. Texturing is still most time consuming
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Re: [WIP] [weapon] Type 89
Type 06 rifle grenade for this rifle:
aiming sights:
I was looking at FAMAS with rifle grenade and underbarrel grenade launchers and i can't understand how to setup lods for rifle grenade launcher. Why all grenade launchers have their sights undeployed and why i see them deployed in game? Why FAMAS have both deployed and undeployed sights and why grenade is separated lod?
aiming sights:
I was looking at FAMAS with rifle grenade and underbarrel grenade launchers and i can't understand how to setup lods for rifle grenade launcher. Why all grenade launchers have their sights undeployed and why i see them deployed in game? Why FAMAS have both deployed and undeployed sights and why grenade is separated lod?
Last edited by Hans_Strudel on 2020-04-11 19:37, edited 1 time in total.
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Re: [WIP] [weapon] Type 89
UGL sights are deployed via animations, with the exception of weapons which have fixed sights that are always up.Hans_Strudel wrote:I was looking at FAMAS with rifle grenade and underbarrel grenade launchers and i can't understand how to setup lods for rifle grenade launcher. Why all grenade launchers have their sights undeployed and why i see them deployed in game? Why FAMAS have both deployed and undeployed sights and why grenade is separated lod?
As for the FAMAS, I haven't looked at the model/code but I'm guessing it's going to be setup in the same was as the RPG-7 where the rocket/grenade needs to be removed from the weapon after firing, and the only real way to do that is through switching LODs after firing, from a LOD with the rocket/grenade, to a LOD without the rocket/grenade, both on the 1p and 3p models.
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Re: [WIP] [weapon] Type 89
So if my sights will not move during aiming (sights are fixed like on screenshot and aiming is provided by angling whole gun, there is also a 2nd way to aim by using level gauge installed on sights but i am still thinking about it's effectiveness in PR) i should place them in "deployed" state on model?Rhino wrote:UGL sights are deployed via animations, with the exception of weapons which have fixed sights that are always up.
As for the FAMAS, I haven't looked at the model/code but I'm guessing it's going to be setup in the same was as the RPG-7 where the rocket/grenade needs to be removed from the weapon after firing, and the only real way to do that is through switching LODs after firing, from a LOD with the rocket/grenade, to a LOD without the rocket/grenade, both on the 1p and 3p models.
And about grenade all i need to do is 2 LODs before and after fire? This grenade for example has a cartridge which remains on muzzle after firing so soldier need to remove it before loading new one. Should this cartridge be on second LOD or not?
Last edited by Hans_Strudel on 2020-04-12 13:50, edited 1 time in total.