[MREL] Trigger's Garand w/ Extras


Dillinger
11-23-2003, 01:02 PM
Finally got this finished up. I hope you guys like it. :)

Also, I am "test releasing" my Hi Res Gloves v2 on this to see how you guys like them. My release of those are pending user feedback. So let me know. :D

FEATURES:
- Hi Res Photorealistic Wood Texture
- Hi Res Metal by Polygon
- Hi Res Allied Sleeves By Dillinger
- Hi Res 512x512 Gloves v2 By Dillinger

CREDITS:
Model: Trigger
Wood Skin: Dillinger
Metal: Polygon
Sleeves: Dillinger
Gloves: Dillinger

DOWNLOAD HERE (http://webpages.marshall.edu/~blessing5/tgarand.zip)
DOWNLOAD NO BAYONET VERSION (WITH NORMAL BUTTSMACK ANIMATION) HERE (http://www.geocities.com/ohad_gefen/Nobayo.zip) -- Thanks Mortar

Mystic Cobra
11-23-2003, 01:09 PM
Looks goood...but the bayonet looks stupid from what i can see...got a better bigger screen? :rolleyes:

Dillinger
11-23-2003, 01:16 PM
I'm not a big fan of the bayonet or the FOV modelling on this, but I can't do anything about that. :)

Bigger Picture:
http://webpages.marshall.edu/~blessing5/tgarandbig.jpg

Billie|Joe
11-23-2003, 01:43 PM
Originally posted by Dillinger
I'm not a big fan of the bayonet or the FOV modelling on this

i second the motion

Mortar
11-23-2003, 01:44 PM
I worship your art.
every work is Best, damn i love it. :-)

Dillinger, can you please rework the fingers, they are only stratched out and it looses the point of the high res. imo.

P.S

I edited the model and took out the bayo and stuff, besides the lower poly and the bayonet gone you won't feel anything diffrent, i will upload it soon.

BrewHaHa
11-23-2003, 02:04 PM
Sorry, but it aint that pretty.


The handgrip area looks distorted, and the metal looks odd.


And the bayonet, i dunno, just doesnt look good.

Billie|Joe
11-23-2003, 02:06 PM
Originally posted by Mortar
I worship your art.
every work is Best, damn i love it. :-)

Dillinger, can you please rework the fingers, they are only stratched out and it looses the point of the high res. imo.

P.S

I edited the model and took out the bayo and stuff, besides the lower poly and the bayonet gone you won't feel anything diffrent, i will upload it soon.

yay. now all it needs to do is to be un-fov'd

Mortar
11-23-2003, 02:11 PM
http://www.geocities.com/ohad_gefen/Nobayo.zip
Here you go.

About the foving part... i still have a lot to learn about 3d models and milkshape, maybe some other time... i can only hope :-)

but in the meanwhile you can enjoy the model without the bayo :P

Btw, i also changed the garand swing from stabing to the normal buttstock attack.
Cheers.

Rotkopf
11-23-2003, 02:15 PM
Great release. Im using the one without the bayonett.

Silverghost
11-23-2003, 02:44 PM
Skins is good, but the models FOV makes it look kinda bent. Oh well nothing is always perfect.

strider_d_3000
11-23-2003, 02:44 PM
Originally posted by Dillinger
I'm not a big fan of the bayonet or the FOV modelling on this, but I can't do anything about that. :)

Bigger Picture:
http://webpages.marshall.edu/~blessing5/tgarandbig.jpg
wow dill what obj sprite are those?

Dillinger
11-23-2003, 03:00 PM
Thanks for taking that Bayo off, Mortar. I was just getting ready to do that and add the buttstock smash animation again. I appreciate it! :)

Also - I know the fingers are stretched out. I haven't put the final finger tips on. I am just waiting for feedback about the glove texture itself.

And Strider - Those are on the DODEC, look for MoH Objective Sprites.

Mortar
11-23-2003, 03:05 PM
You're welcome, my plasure :-)
It's a good practice for me, i need to start working more on milkshape, yesterday morning i had no idea how doing such a simple thing at all.

strider_d_3000
11-23-2003, 03:06 PM
i cant seem to dling anything from dodec i dled the sprite from other sites but still i cant dl anything on that site :(

Trigger
11-23-2003, 03:30 PM
I released this when I was still getting the hang of the FOV thing, I'll fix it and release with Dillingers textures sometime this week. I may just do p and w models as well.

Dillinger
11-23-2003, 03:40 PM
Thanks, Trigger! That would be fantastic!

(You may want to check into something else I noticed. The right hand has TWO hands inside of it. This is noticeable for a fraction of a second when reloading, but if you open it in HLMV and look you can see he has 10 fingers on one hand :))

Dying Robot
11-23-2003, 03:44 PM
I'm a fan of your work in general Dillinger, but I never really liked the gloves. No offence, but I just can't find it cool when on the maps without snow, which are the majority of the maps.

I'd like to see more "no glove models" in the future, mainly so I can participate in the usage of your nice skins.

Mortar
11-23-2003, 03:58 PM
I think it's sad people don't know how to change textures, it takes really no knowledge at all, just some simple tools that can be found on the stickes.
Im not telling you go do it but it really opens up the editing world ahead of you, i recommend.

Dying Robot
11-23-2003, 06:12 PM
Originally posted by Mortar
I think it's sad people don't know how to change textures, it takes really no knowledge at all, just some simple tools that can be found on the stickes.
Im not telling you go do it but it really opens up the editing world ahead of you, i recommend.

yeah, I hear you...but I've had troubles with that before. It could just as easily be the other way around, that you who like the gloves could put the textures on there yourselves...right? I mean the gloves where released seperately, right? Then it's just more logical to me that with that texture at your disposal you put it on the models you want it for.

There's another thing that bothers me about this, which is why I think it makes more sense that the "pro-gloves" people could put them on themselves, and that is; It looks weird if you have a garand with gloves, new sleeves etc and when you pick up a new weapon you go back to the old sleeves and no gloves...odd...too odd for my taste.

The only way I could go around this is if I change the sleeves and start to use the gloves on all of the models for both teams, nay all three teams. Sounds like an awful amount of work to me. Which is why I steer clear of glove models and new sleeves unless it's an entire pack (but if there was, say; an entire gloves and sleeves pack I still wouldn't use it for the reasons I've given you before) .


Oh, to avoid any chances of any misunderstanding, I'm not trying to be rude, mean or a royal pain in the - - -. It's just my opinion on this.

Billie|Joe
11-23-2003, 06:17 PM
then you would only have to change the models that have gloves.....

Littlejerry
11-23-2003, 06:41 PM
Good job on the skin, dont like the FOV like everyone else though.

Seems that very few people can get FOV right... hell, even the default models are overdone(Garand, K98, thompson, MP44...)

BrewHaHa
11-23-2003, 08:15 PM
I agree, release two models, one with gloves/one without.

Mortar
11-23-2003, 11:56 PM
I have gloves on all of my models, i took my 5 min. to put it on all of them.

Want to take the gloves off ?
Take a normal model, open it on Jed's HLMV, his version that can be found on the stickies, download with it studiomdl.exe, just a simple exe file and another file called mdldec.exe, in the HLMV tools bar choose configure and link the program with those files.

once the model is opened simply go to the textures bar, go for the hands and export them, save it in somewhere handy ^_^.
then, take the new model you want to use like this one, choose in the tools, decompile. then the program will open up the model bundle and you will see a folder with all kinds of smd files, the bmp files - textures and a QC file.

all you need is just to take the file you exported, the hands.bmp, throw it into the decompiled model's folder, then go and open HLMV, tools - compile, go to the folder you decompiled the model to (you better open up a new folder, throw the model into it and then decompile it there cause it won't ask you where to decompile, it's just decompiles it into the folder the model is there)
then click on the QC file, you will see a small DOS process and after it, open the model again and you will have normal hands.

Maybe it look like a lot to do when i write it cause i gave you some other info and tips, but after you know what i wrote here by heart which is damn simple it will take you less than 1 min.

P.S
some info i forgot, don't put the hands.bmp on the same folder you are going to decompile, cause as you decompile it will overwrite it, you should overwrite the hands.bmp ( which is gloves in this model ) only after it was already decompiled with the hands.bmp from a normal model which in this case it's just normal hands and then put it in the folder, notice it cause after it you might go, wtf ?! where did my gloves go and you won't have any idea why, also the textures should have the same name, don't call it dodhands.bmp and copy it into the folder cause it won't find the file when compiling, only if you will edit the QC file and stuff and i won't get into it right now.

Here you go, i even packed it all for you nicely :-)

http://www.geocities.com/ohad_gefen/tools.zip (use save target)

Brutal
11-24-2003, 12:59 AM
looks real good dillinger as per usual:) csnt wait for non fov:)

Ikujinonai
11-25-2003, 07:37 PM
Release the other glove skins now (or like, whenever they're ready)!

And perhaps a hi-res Brit sleeve? :D

Trigger
11-25-2003, 08:28 PM
I sent Dillinger an updated version of my Garand with a much-improved FOV, so once he's done adjusting his textures to my modified UV maps I'm sure you'll see an update.

Billie|Joe
11-25-2003, 09:09 PM
:D

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Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.