OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: brsseb on 13 Oct 2002, 01:51:47
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Hi there
Lesson 3 is out, "Making your first weapon". Step by step creation of a cool Browning Sniper Rifle with working scope and muzzle flash. Easy and to the point as usual
ofp.info/brsseb
brsseb
Have fun :)
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WOW!
I just finished your car and, although only the front-left tire turns and the textures don't work, it was good as always!
So what's next? We've had making a box, a car, Col. Klink made a plane tute and now a weapon. Howsabout a ship tute, or a house? :P
Checkin' it out now! :o
EDIT: Nice.....
:gunman:PEACE
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WOW!
I just finished your car and, although only the front-left tire turns and the textures don't work, it was good as always!
Remember to check for TYPOs in your saved selection. "levy" means left, "pravy" rear and "predni" front. So the names of the wheels goes "pravy predni", "levy predni" (front set), "levy zadni" and "pravy zadni" (rear set).
So what's next? We've had making a box, a car, Col. Klink made a plane tute and now a weapon. Howsabout a ship tute, or a house? :P
Well, I am currently making a heli, so maybe a heli-tutorial? But a house or boattutorial seems more likely.
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(http://www.tacnet.org/forum/ikonboard/non-cgi/emoticons/laugh.gif) HAHAHAHA!!
That is the funniest thing i have ever seen in my entire life! ;D Look at these little teeeeeeny wee guys, running about with a 15 foot sniper rifle in his hands! (http://www.tacnet.org/forum/ikonboard/non-cgi/emoticons/laugh.gif)
Ahem...WOW! In the past hour i've made a wicked BIG! gun, i ain't gonna bother scaling it down.
That is sooo funny! :P
Please keep these tutes comin', a helicopter one would be fab! :-*
Thanks
8)PEACE
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Hey brsseb if you want to make a helo tut i'll work on a house tut. :)
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If your gonna do that SFG, can you make a webpage one like brsseb? It's easier to take it step by step rather than watching a video again and again. :) (Not saying your videos are bad or anything ;))
8)PEACE
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Sure i'll leave out the video ;)
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Hey brsseb if you want to make a helo tut i'll work on a house tut. :)
Well, a house tutorial seems a bit boring ;), so you can du that one. Lesson 4 is either heli og boat tutorial. Whats left then?..plane tutorial, yes. Put ColonelKlint is working on a great one, so thats no point then.
brsseb
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I'm good with houses ;) How about a boat one?
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hey brsseb it worked when I had the rifle really big but when I tried to scale the sniper rifle down and I add the sniper guy in the game it just crashes.
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Heres a good tip his gun tut left out instead of trail and error when scaling down just use the MErge botton.
Download some demo .p3d weapons from ATWAR http://planetrainbowsix.com/atwar/
And just merge the downloaded gun with yours and youll figure out quickly how big you want your gun
or just click here http://www.planetrainbowsix.com/atwar/OFP/scrntable_OFP.asp?type=SM they just got 3 weapon models but we all can figure out how big the sniper rifle can be compared the the M16
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Hi
Got a lot of feedback about the last part of the tutorial from forum and email, scaling and positioning the gun right. Seems like the best is to either merge a similar weapon (this case the demo M21 or Dragunov). That way you can get both the right scale and position.
Thankz for the tips, everyone. Im going to put the M21 demo p3d in the ZIp and use that merge-trick on the last step of the tutorial. Seems like thats the best way to do it.
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dont know if anyone has said anything but I had a problem with the 2 selections in the memory lod for the barrel start and end they had to be switched around from what was in the weapon tutorial because the bullet was fireing out the rear of the rifle hehe
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dont know if anyone has said anything but I had a problem with the 2 selections in the memory lod for the barrel start and end they had to be switched around from what was in the weapon tutorial because the bullet was fireing out the rear of the rifle hehe
LOL ;D
Yeah, SO sorry for that one. Seems like I put the wrong labels on the screenshot in my lessons. Bit of a mixup in Photopaint there. Didnt notice it because I did it the right when I went trough the tutorial myself. I will update that picture as soon as possible.
Thankz for this important info!
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Salutations!
Nice work brsseb!
Regarding the scale there are two methods I use to avoid problems:
In his tut brsseb shows us how to make a Stalker rifle. From the page he pointed us, we've learnt that the rifle is 1.08m long (42 3/4").
With this information in mind, my first step is to create a plane in front view with the X-size matching the lengh of the gun. (Create>Plane... Size X:1.08)
then load the bg texture, correct its aspect. Move two points of the plane to match height of the texture. Apply texture to the plane.
By doing this I create a modeling base "in scale". so every point created will be where it should. I can even save my file to continue later without the need to reload and reposition the texture.
and for the second method:
Let's say I didn't use the base plane and have a model in an unknown scale, as that one in the tut.
In front view I select the two most extreme points: one in the barrel tip and other in the the stock. Pressing Shift+E, a window with vertex properties will pop up. There I can see the X coordinate for the two points. Let's say -5.140 and 3.360. It means that this unknown scale rifle is 8.5m long (3.360-(-5.140)).
From the specs, I've learned that it should be 1.08m. Dividing 1.08m by 8.5m I find 0.127, my scale factor.
Once I have the factor, all I have to do is to select the entire model and scale its points 3D using the factor. (Points>Transform3D>Scale... using the factor 0.127)
After that the object will be in the right size.
good luck
té mais
Pako Ary
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Salutations!
Nice work brsseb!
Regarding the scale there are two methods I use to avoid problems:
In his tut brsseb shows us how to make a Stalker rifle. From the page he pointed us, we've learnt that the rifle is 1.08m long (42 3/4").
With this information in mind, my first step is to create a plane in front view with the X-size matching the lengh of the gun. (Create>Plane... Size X:1.08)
then load the bg texture, correct its aspect. Move two points of the plane to match height of the texture. Apply texture to the plane.
By doing this I create a modeling base "in scale". so every point created will be where it should. I can even save my file to continue later without the need to reload and reposition the texture.
and for the second method:
Let's say I didn't use the base plane and have a model in an unknown scale, as that one in the tut.
In front view I select the two most extreme points: one in the barrel tip and other in the the stock. Pressing Shift+E, a window with vertex properties will pop up. There I can see the X coordinate for the two points. Let's say -5.140 and 3.360. It means that this unknown scale rifle is 8.5m long (3.360-(-5.140)).
From the specs, I've learned that it should be 1.08m. Dividing 1.08m by 8.5m I find 0.127, my scale factor.
Once I have the factor, all I have to do is to select the entire model and scale its points 3D using the factor. (Points>Transform3D>Scale... using the factor 0.127)
After that the object will be in the right size.
good luck
té mais
Pako Ary
Xellent. Im out of words....just great. Your tip has been noted and will be in the tutorial update soon.
brsseb
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I'm working on the building tutorial right now. Might be done tonight or tommaro.
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Brsseb, why is it that your textures come out the right colour, whereas mine come out with a lighter one? ???
It really is annoying. >:(
8)PEACE
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Brsseb, why is it that your textures come out the right colour, whereas mine come out with a lighter one? ???
It really is annoying. >:(
8)PEACE
Instead of having O2 do TGA/GIF-to PAC/PAA conversions automatically, use TexView to convert yourself. Sometimes O2 chooses the wrong format, like PAA (which supports aplha channels) for a TGA. That can mess up a normal texture pretty much. I used to get lots of pink spots on my textures, especially when there was lots of white around the edges.
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Well, in another model im making, it's a .paa file and does the same thing. If it's to be a .pac file, then how do i use texview to change it? It always saves as .paa.
In 02 it looks normal, all the colours are the right brightness. It's bulldozer and OFP which make the textures lighter.
Thanks
P.S. When's the next tute comin' :P
8)PEACE
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Well, in another model im making, it's a .paa file and does the same thing. If it's to be a .pac file, then how do i use texview to change it? It always saves as .paa.
Well to me all bad textures looks bad everywhere, o2, Bulldozer and OFP. And to use TexView to save in either pac or paa-format, just type the wanted file extension after the filename in the save dialog. Just like you have to put .pbo after every addon with the PBo tool to make it work.
But if you have nice textures in o2 but bad ones ingame, then Im not sure, sorry..
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Right, ill post on the official forums to see if they have an answer. Thanks anyways brsseb! :)
8)PEACE
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Finished my tutorial on making buildings. http://www.526th.com/tut.htm