[WIP] Thompson SMG

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mofo
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Re: [WIP] Thompson SMG

Post by mofo » Fri Jul 17, 2009 5:30 pm

either that soldier has bones for arms, or is wearing the tightest BDU the military had
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Blade
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Re: [WIP] Thompson SMG

Post by Blade » Tue Mar 16, 2010 8:32 am

I picked up this model again and I tried to finish it.. what do you guys think about it now?
IMO its looks a bit too small, feel free to comment
Im done all the animations except for iron sights, I was thinking about making some kind of fake depth-of-field like in Battlefield 2 but this probably will need to mess with shaders and stuff,

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Re: [WIP] Thompson SMG

Post by GypsyLlama » Tue Mar 16, 2010 7:43 pm

looks nice, is it high res?
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Blade
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Re: [WIP] Thompson SMG

Post by Blade » Wed Mar 17, 2010 10:45 am

High res? Well uvmap aint great (you can see wood on the grip is a bit blurry) but I think its high res enough :)
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Re: [WIP] Thompson SMG

Post by Blade » Thu Mar 18, 2010 10:51 am

I have a few questions about animations:
1. Can I apply more frames to reload animation? (ex. orginal Thompson.md2 model got 5 frames, can I change it to 10 or 15 frames for smoother animation?)
2.What names should iron sights animations have? Orginal thompson doesnt have any, so I checked diffrent standard dday models and B.A.R seems to have "raise" "afire" "aidle" etc,
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Re: [WIP] Thompson SMG

Post by Fafner » Thu Mar 18, 2010 11:00 am

Blade wrote:I have a few questions about animations:
1. Can I apply more frames to reload animation? (ex. orginal Thompson.md2 model got 5 frames, can I change it to 10 or 15 frames for smoother animation?)
no. and the thompson appears to have 30 frames not 5?
2.What names should iron sights animations have? Orginal thompson doesnt have any, so I checked diffrent standard dday models and B.A.R seems to have "raise" "afire" "aidle" etc,
doesn't matter.
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Re: [WIP] Thompson SMG

Post by Blade » Thu Mar 18, 2010 11:16 am

Fafner wrote:and the thompson appears to have 30 frames not 5?
Actually it have 11 (unload mag. animation have 5 frames + load mag anim. have 6 they seems to be splitted dunno why)
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Re: [WIP] Thompson SMG

Post by Fafner » Thu Mar 18, 2010 11:37 am

Frames 46-71 are the reload so it's 26 frames. There's no split, it will just play those frames in order when there's a reload, so if you want to use 46-58 for unload and 59-71 for load you could do that. Although the sound effect might not line up correctly actually...
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Re: [WIP] Thompson SMG

Post by Blade » Thu Mar 18, 2010 12:01 pm

Image
This is how it looks like on misfit model 3d,

edit
Image

:)
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Re: [WIP] Thompson SMG

Post by Fafner » Thu Mar 18, 2010 12:15 pm

well I never used that but I'd imagine you should select reload, newname, reload, newname & reload then hit join.
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Blade
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Re: [WIP] Thompson SMG

Post by Blade » Thu Mar 18, 2010 12:35 pm

OK, so there is the early ver. of the model,
http://www.filefront.com/15864595/thompson_test.pkz

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Re: [WIP] Thompson SMG

Post by Rab,d » Thu Mar 18, 2010 6:58 pm

Nice job with the model.
It is a bit small, though. I would make the whole thing a bit bigger and then closer to you in both idle and aim animations.
In true sight, it would be kewl to see the right hand on the stock.
The smg has to have a little more rise on it when firing.
You have 3 seperate materials/textures for the gun, loosely packed uv's...you could definately make better use of the space and make the model higher res.

Not to say that your hand made skin is bad...it's pretty good, imo. But, try messin' with these pics. I love this site.
http://images.google.com/imgres?imgurl= ... lAedspXpCA
http://images.google.com/imgres?imgurl= ... lAfTjqXeCA
http://images.google.com/imgres?imgurl= ... lgejlpW-CA
http://images.google.com/imgres?imgurl= ... lAfZrIHnCA

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Blade
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Re: [WIP] Thompson SMG

Post by Blade » Mon Mar 29, 2010 10:00 am

I need some help with transparent texture, how do I create one and apply it on to model? I see that Rab'd 50cal model got something like this on barrel and ammo
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Re: [WIP] Thompson SMG

Post by Rab,d » Mon Mar 29, 2010 4:48 pm

Blade wrote:I need some help with transparent texture, how do I create one and apply it on to model? I see that Rab'd 50cal model got something like this on barrel and ammo
First off...the hmg is a product of Inferno(infy) and me. He did the mesh(95% of it) and i did the skinning and animations.

What are you trying to do?
For transparent textures you need an alpha channel for the texture. .tga and .png are the formats that suuport alpha channels. You can use photoshop or similar to produce them. Then you need a .shader(.shd) script to tell the engine what to do with the texture. Look at the hmg .pkz to figure out the shader.

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Re: [WIP] Thompson SMG

Post by TurkishArmy » Fri Oct 28, 2011 9:00 am

.
Last edited by TurkishArmy on Fri Jul 27, 2018 8:15 am, edited 1 time in total.

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Re: [WIP] Thompson SMG

Post by DuckHunter » Wed Nov 02, 2011 6:11 pm

File not found the the down load web site.

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