[Weapon] H&K HK417

Discussion pertaining to the PR Dutch Forces faction.
Locked
Glimmerman
Retired PR Developer
Posts: 3237
Joined: 2007-08-14 11:12

[Weapon] H&K HK417

Post by Glimmerman »

Image

Image

Also check:

HKPRO: The HK417

We need:

Model
UVmap
Skin.

Anyone care to help us out?
bosco_
Retired PR Developer
Posts: 14620
Joined: 2006-12-17 19:04

Post by bosco_ »

Didn't KP make one some time ago? Maybe ask him.
Glimmerman
Retired PR Developer
Posts: 3237
Joined: 2007-08-14 11:12

Post by Glimmerman »

I hopeso save us a LOT of time making one ourselfs.
KP
Posts: 7863
Joined: 2006-11-04 17:20

Post by KP »

Do the Dutch forces actually use the 417? I had no idea. I thought we Norwegians were the first. What role, which units?

I did make a 416, but changing the model around shouldn't be that much of a job. PM me if you're interested.
Image
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
OwnRize
Posts: 75
Joined: 2007-11-21 20:42

Post by OwnRize »

I didn't know it myself either.

But I heard that the special forces had this weapon with scope. Normal forces don't use it but we need a model for the marksman (in IRL that is a Sniper rifle) to make it still balanced etc.

So yes. The dutch forces use it. But we change it a littlebit to make the game play better.

We need something like the picture below

That is what I heard about it

IF you need more details, ask Celica'
Image
Jonny for [R-CON]!!!!
Dutch Armed Forces in Process!
Glimmerman
Retired PR Developer
Posts: 3237
Joined: 2007-08-14 11:12

Post by Glimmerman »

Yes KP, if you want to help us out by supplying the model, we would be most gratefull, according to Celica it has a special scope on it dont know what it looks like but i think he has all the details.
KP
Posts: 7863
Joined: 2006-11-04 17:20

Post by KP »

I'll help out, no problem. I'll model it, but we'll need someone to texture and import it. Might take some days before I can get to work on it, though. Just get Celica to send me whatever he has on the scope.
Image
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
Celica`
Posts: 174
Joined: 2005-11-20 11:52

Post by Celica` »

Hey KP,

It has an Schmidt & Bender 10x42 PM II P3 scope on it.
Easy scope to find on Wiki etc, i believe its the same scope as on the PR AWM so maybe you could even hack it off.
Image
Korps Commando Troepen
Quote Morgan; Epic win proudly brought to you by EEF!
Brummy
Posts: 7479
Joined: 2007-06-03 18:54

Post by Brummy »

Can't wait to see this gun in-game :D
Glimmerman
Retired PR Developer
Posts: 3237
Joined: 2007-08-14 11:12

Post by Glimmerman »

OK great KP, thnx for your help, it doesn matter of it takes a couple of days, i need to find someone to UVmap it also so, but the importing can be done by Afterdune i think?
OwnRize
Posts: 75
Joined: 2007-11-21 20:42

Post by OwnRize »

Glimmerman wrote:OK great KP, thnx for your help, it doesn matter of it takes a couple of days, i need to find someone to UVmap it also so, but the importing can be done by Afterdune i think?
As far as I know I think Afterdune does all the importing. Atm I am texturing some of the stuff here & it wise for me to see how UVmapping goes. I will have a look into it!
Image
Jonny for [R-CON]!!!!
Dutch Armed Forces in Process!
Glimmerman
Retired PR Developer
Posts: 3237
Joined: 2007-08-14 11:12

Post by Glimmerman »

I have no freaking clue how that works, but i do know there plenty of tutorials available online.
Bob_Marley
Retired PR Developer
Posts: 7745
Joined: 2006-05-22 21:39

Post by Bob_Marley »

Title adjusted for correctness.
The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
Image
Many thanks to [R-DEV]Adriaan for the sig!
KP
Posts: 7863
Joined: 2006-11-04 17:20

Post by KP »

Haha, saw that coming! :lol:

I'll see what I can do about the scope too. *heads of to annoy DEVs again*
Image
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
KP
Posts: 7863
Joined: 2006-11-04 17:20

Post by KP »

Bit of an update: For some reason my 416 has been FUBAR. It's all sorts of deformed, and I have no idea what has happened to it. So I've PMed Katarn and asked if I could use the PR M4/M16 as a basis for making a new one. It's basically just a matter of making a new buttstock, slapping on some rails and changing the magazine and mag well around.
Image
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
Celica`
Posts: 174
Joined: 2005-11-20 11:52

Post by Celica` »

Good thing, i have to pm katarn about the C7a2 :p

btw isnt the 417 receiver bit diff asswell?
Image
Korps Commando Troepen
Quote Morgan; Epic win proudly brought to you by EEF!
[uBp]Irish
Posts: 1794
Joined: 2007-01-17 23:47

Post by [uBp]Irish »

not much. from the naked untrained eye, which is what you come across in PR the majority of the time, people will probably just think it's a pimped up M4/M16.
Image
KP
Posts: 7863
Joined: 2006-11-04 17:20

Post by KP »

It is slightly different, yeah. I'll change what needs to be changed. And as long as everything is kept within PR, I don't think "borrowing" models should be a problem.
Image
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
[uBp]Irish
Posts: 1794
Joined: 2007-01-17 23:47

Post by [uBp]Irish »

well dont waste poly's on it if it'll end up being too much.. which it probably wont, but you already know that.. so i'm preachin to the choir.
Image
KP
Posts: 7863
Joined: 2006-11-04 17:20

Post by KP »

It should end up around the same poly count as the M4/M16A4, as it's got the same amount of rails. It just looks a little different with the buttstock, magwell, front handugard and all.
Image
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
Locked

Return to “Dutch Forces”