30cal & MG42.


Grain
10-24-2003, 11:25 PM
Behold. Now with high poly bullets, Instead of that gnarled pencil looking thing it used to have.

Both of these are modified from the default models, The skin on the 42 isnít default, and I have now idea whoís it is.

I still have to re texture map the MG42's bullets, to use a higher resolution texture.

I may or may not reanimate the 42's belt. Depends on if I can find a way to convert from Gmax, or if I feel up to reinstalling 3DSMax and suffering through the spyware and adware. Milkshapeís animator blows so I canít use that.

Grain
10-24-2003, 11:26 PM
the bullet

strider_d_3000
10-24-2003, 11:27 PM
sweet

Walker
10-24-2003, 11:30 PM
wow thats pretty sick.. i think the mg42 was made by bots in case you wanted to know. you should use his .30 cal instead of the default too bc i dont think too many people use the 1.0 stuff anymore.

Sushi
10-24-2003, 11:52 PM
I use them. And I'm happy with them.

Billie|Joe
10-25-2003, 12:16 AM
awesome

MaRzY
10-25-2003, 12:59 AM
Looking good, one thing though you don't have to re texture map the bullets if you don't want to, another way would be to load up your model in Jed's HLMV, click on the texture tab and scroll through the textures to you have your bullet texture showing. Now click on the show UV map field and then move the scale slider to 2x or 3x what ever suits. Take a screen shot and load it into your paint program and remove the background colour, so to just leave the UV bmp map. Cut this out and paste into a new window and colour it in. Then just load your models reference file into milkshape and swap the texture for your HI res one and save it out again, and compile your model.

AFG
10-25-2003, 01:18 AM
i ll definately use the MG42 bullet version, since i use Bot's.

Unfortunately, I wont touch that default .30 cal since i'm in love with Bot's Tripod 30 cal.

Grain
10-25-2003, 02:12 AM
Originally posted by AFG
Unfortunately, I wont touch that default .30 cal since i'm in love with Bot's Tripod 30 cal. Perhaps I can touch up that as well, provided that the poly count isnít already too high. I tried to start with a different high poly 30cal but with the added weight of my 11 bullet chain it was just too much to compile.

MaRzY, that sounds a hell of a lot more complicated then the method I was going to use.

Ikujinonai
10-25-2003, 02:16 AM
There's a way to get around the polycount but in my opinion I would prefer you keep these bullets on the default model. It's rare to see anybody ever touching up the poor thing, so I'm looking forward to its release.

Mortar
10-25-2003, 06:23 AM
I'll go for that 30 cal... i use the original and i love the way you did the bullets... :-)

GJ.

Walker
10-25-2003, 09:59 AM
i wish someone would take the default .30 cal and lose the bipod, add a tripod, and make the metal black and the handle darker... then add these wonderful bullet casings. that would be perfect.. lol.

MaRzY
10-25-2003, 10:12 AM
Originally posted by Grain
MaRzY, that sounds a hell of a lot more complicated then the method I was going to use.

Well it's just another way of using an existing low res UV map and making it hi res without making a new UV map. If theres an easier way of doing that please share.

Joe Anderson
10-25-2003, 10:13 AM
Isnt that bullet texture on the 30 cal by P_witty? nice work anyways...its rare to see someone besides myself who edits stock models lol.

Anderson

Mortar
10-25-2003, 10:24 AM
I think the bullets should have a bit more golden color, no ?

Walker
10-25-2003, 12:14 PM
it would be great if they matched these high poly bullet shells...

http://dodec.hlgaming.com/images/hp_bullet_shells_reskin.jpg

Grain
10-25-2003, 12:18 PM
Originally posted by Joe Anderson
Isnt that bullet texture on the 30 cal by P_witty? I belive so.
Originally posted by Mortar
I think the bullets should have a bit more golden color, no ? Well my intent is not to make a skin, more focused on the geometry and UV map. If someone wants to make a bullet skin for me I would greatly appreciate it. A darker skin for the Default 30cal would also be nice.

Grain
10-26-2003, 01:12 AM
Update:

I got the MG-42's bullets remapped.
Also using a reference picture I made the bullets have the exact dimensions of a 30-06 Springfield and a 7.98 Mauser.

Check the pic: The Mauser is shorter and fatter and it tapers more than the Springfield.

Walker
10-26-2003, 08:49 AM
please tell me that you can reskin the springfield bullets with these...... im tired of the yellow stripper clip.

PedroTheLion
10-26-2003, 09:29 AM
those are looking real good, can't wait to use them.

Grain
10-27-2003, 04:10 AM
I am just about done with these. All the work is done. The only thing left is to fix this annoying problem of textures getting resized when compiling the model.

In the mean time check out the segmented belt I made for the MG42.

strider_d_3000
10-27-2003, 08:46 AM
looks good

Dying Robot
10-27-2003, 06:35 PM
looks splendid.

However, I would aswell like to see this for the tripod .30 cal.

Can't even remember when I used the bipod one last.

Trigger
10-28-2003, 12:59 AM
Originally posted by Grain
In the mean time check out the segmented belt I made for the MG42.
That looks great, but what's the poly count like on that?

Grain
10-28-2003, 01:21 AM
Originally posted by Trigger
That looks great, but what's the poly count like on that?

2917 with the belt

2537 with out it

The default MG42 has 1843 for comparisons sake.

Grain
10-28-2003, 03:25 AM
Getting ready to ship it off to DOD Editing center soon. I am going to release these with the standard animations and handfed animations.

But I need help with the credits.

At the Pokemart there is a handfed 30cal and a handfed MG42. Neither has any credits to speak of. Not on the website and not in the readmes. hell there arenít any readmes in the zips.

Also who did this bullet skin? I think its is P_witty but I canít be certain.

JJava
10-28-2003, 09:56 AM
Looking really nice. About the texture, I'd say say it was made by Bots.

Toxic Waist
10-29-2003, 04:10 PM
UBER!

Grain
10-30-2003, 11:44 PM
Can no one give me a definite answer? I don't want to release without proper credits. Again, I need to know who did the bullet skin and handfed animations?

strider_d_3000
10-30-2003, 11:53 PM
hand fed is most likely bots..gerr wow nvm pokemart's model have defualt models with dif animations so i dont know bout that

Sushi
10-31-2003, 12:21 AM
Originally posted by Grain
Can no one give me a definite answer? I don't want to release without proper credits. Again, I need to know who did the bullet skin and handfed animations?

For 1 thing, another guy would usually feed the gun, the gunner wouldn't be as acurrate feeding the gun himself. Maybe if Marzy can put a 3rd hand onto the scene, it will be possible to have a better handfed animation...

strider_d_3000
10-31-2003, 12:30 AM
if u want realistic mg42 it have the hand on the back just like sushi's mg34 and hand fed from 2nd person or a box of ammo laying on the ground...so i hope animators do this soon lol

Trigger
10-31-2003, 01:39 AM
It would certainly be interesting if somebody animated a second person running around with the machine gunner and assisting him with firing, too bad there are over 200 animations to modify for something like that.

MaRzY
11-03-2003, 04:38 PM
Funny i did think of doing something like this, i know with modern day bullet bellts you can join the belts together, which i'm thinking was the same for world war II. So maybe i might look into doing something where when the belt gets down to the last few bullets, you see another pair of hands and sleeves come into screen and join a fresh bellt onto the remaining belt. The thing is the default anim is quite long, so it's what to do with the time scale, maybe have an ammo box, that once you see the last part of the bullet belt come out of it, you see it get dragged to the side and a fresh box pulled into view. Then maybe see the box opened and the fresh belt pulled out and joined onto the old belt.

I might look into it but i'm not promising anything.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.