Req, High res re-mesh of the default k98

05-14-2004, 09:42 PM
How do,
Id like to do another re-skin of the default k98 but the mesh on it is low res and crappy and has metal oarts in wood meshes etc.
anywho could someone re-mesh the default k98 so it has 512x512 wood and metal maps please, Id appreciate it

05-14-2004, 09:47 PM
Didn't marzy do a hi res mesh of his enhanced default k98? Maybe not...

05-14-2004, 10:17 PM
he did but that wasonly high res metal.

05-14-2004, 10:19 PM
he's asking if someone would remesh the wood part like what grain did to the garand

05-14-2004, 11:37 PM
Funny, I just finished re aligning the uv maps on the k98 cause of decompiling, and since I kinda got the hang of lithunwrap. I'll see what I can do.

Il try and get the wood on 3 different maps.

05-15-2004, 12:03 AM
Thanx a lot mate, send them to when you are done.

05-15-2004, 12:56 AM
Well its coming along nicely, but I cant seem to be able to assign the new groups to a new material. It just stays greyed out... :/

05-15-2004, 01:13 AM
send to too plz :D

current mesh is pants (

05-15-2004, 02:11 AM
got everything fixed, I found a more updated version of LithUnwrap.

Now I just gotta figure out how to get the maps onto the k98scoped

05-15-2004, 12:38 PM
anyone know of an easy way of getting the modified k98 maps onto the k98scoped model without merging the models lol

05-15-2004, 10:28 PM
So hows this coming silverghost? I cant wait

05-16-2004, 01:51 AM
the k98 is done, ill let you skin this and figure out how to copy the map to the k98scoped later.

How do you want me to send this? Just the .ms3d. I assume you know how to look at the groups to find out what they are, correct?

05-16-2004, 01:59 AM
yeh but i dont know how to compile it into a dod model though

05-16-2004, 02:11 AM
pm sent :)

05-16-2004, 02:59 AM
oh ya, just so you know

skin1.bmp is 512x512
wood2.bmp is intended to be 1024x256.
wood3.bmp is 512x512
and skin8.bmp is 128x32 or something like that. Its that little small metal thing from the old wood bmp. it could be 256x64 aswell.

05-16-2004, 09:30 AM
sweet thx.

05-25-2004, 05:27 AM
Originally posted by Silverghost
anyone know of an easy way of getting the modified k98 maps onto the k98scoped model without merging the models lol

Well the bayonet is just assigned to the body bone, so delete the bayonet and then assign the imported scope onto the body bone. Then remove the unneeded animations (bayonets) and paste the animation section of a scopedk98 .qc to replace the animation section of the k98 .qc document. Unless I've had a brainfart and forgotten something that should work :)

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