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FPSC Classic Models and Media / CorePak Vol. 2 - - Famas F1 Weapon Preview

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Jon Fletcher
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Posted: 20th May 2006 02:01 Edited at: 20th May 2006 02:10
Hi guys,

i spent alot of time making the famous famas (lol) assault rifle yesterday, it had taken quite a while to texture, and then i moved onto the hands today

the hands taught me some cool skills with the bones tool in 3DS Max, besides rigging with the biped (too easy) i learnt some more custom rigging and skeleton skills when wanting to rig just an arm.

after finishing the gun and the arms, aswell as both textures, and then rigging and placing the arms into place holding the gun, i just liked it so much (the stance) that i wanted to post a preview now

i am going to work on the animations soon, though over the weekend and monday i will be heavily revising for exams (first one is on tuesday) and i wont animate quite yet, untill after exams.

here are 2 previews:






so far so good on Vol. 2 eh? the gun isnt really that accurate, and the texture could appear better, but it is still above expectations...

post comments, suggestions and constructive critiscm

thanks,

-Jon


RedCore // www.redcore.uni.cc
KeithC
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Posted: 20th May 2006 02:43
I like the way the fingers are positioned.


Lucifer
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Posted: 20th May 2006 02:43
why do every single one of your textures have to be so dirty? clean them to make the guns look shiny!

juice is made from oranges....

http://whatishl.ytmnd.com/ so friggin funny!
Naiad
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Posted: 20th May 2006 02:46
HO MAMA, looks great. You did cut of a few curves though.
(between the magazine and the grip, and on the ends of the bar above the gun sight)

http://www.rasterwerks.com/game/phosphor/beta1.asp - Phosphor Beta 1 - Shockwave3D First-Person Shooter
Jon Fletcher
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Posted: 20th May 2006 02:53 Edited at: 20th May 2006 02:54
...thanks

me too, im interested to see how it is when animated, alot is to be done, i really cant wait untill the holidays, when i can get some work done without exam stress

-Jon


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Havok
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Posted: 20th May 2006 03:42
That is pretty damn sexy Jon, lol. I have 2 questions, your textures are awesome, do you know anywhere I can find tutorials to do textures scratched up and stuff like yours? Also, I know that you use the 3ds Max UV mapping tools, but do you have any hints on how to UV map good enough to easily paint on that apply to all different UV mapping tools? Any help is much appreciated.


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TeMpLaR1
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Posted: 20th May 2006 03:54
very nice Jon, your very talented

Jon Fletcher
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Posted: 20th May 2006 04:30
thanks very much

i tried cheating with the animations and grouping all the object together, it all looked great and fine, untill i needed to make the reload texture and ungrouped the hands, mucking up the animation...lol, what a waste of time

Quote: "do you know anywhere I can find tutorials to do textures "


www.tutorialized.com

not specifically textures, but it has a large amount of great photoshop tutorials

im not sure about the UV mapping, in some cases it is simple, just map them on their closest plane, weld the UV's to remove seams...

ive never had to use an external UV mapping tool, so i dont know how fluent they work...

i think i remember a UV mapping tutorial for a K-Bar knife, it shows some interesting concepts, aswell as some photoshop techniques i'll see if i can find it

-Jon


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Jon Fletcher
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Posted: 20th May 2006 05:48
aww, jeez...

does anyone know how i can scale down my model keeping relative animations, rather than key positions?

'tis kind of annoying, ive made an animation i want to test and its much to large for the HUD file, and scaling doesnt affect the co-ordinates in the frames...

-Jon


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Airslide
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Posted: 20th May 2006 05:53
Dang, this is awsome! I've got to buy this when you finish

Get Decal Maker Now!
Click Here!
Jon Fletcher
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Posted: 20th May 2006 06:00
thanks

im just trying a test run in FPSC now, i'll see if i can get some screens up

-Jon


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=ChrisB=
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Posted: 20th May 2006 16:34
I could try to help you animate it.
Jon Fletcher
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Posted: 20th May 2006 16:48
nah im fine with the animations thanks, plus, it would give me some good experiences

*just realised some old posts popped up*

Quote: "why do every single one of your textures have to be so dirty? clean them to make the guns look shiny!"


i can assure you, in a war, you will never find a gun that is in great condition, alot of pictures from iraq show all these muddy m16's and m249's ...

it just makes it seem more realistic, as if the gun hasnt JUST been made...

Quote: "(between the magazine and the grip, and on the ends of the bar above the gun sight)"


yeh, i might have to retexture it, i had very little reference...

-Jon


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KeithC
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Posted: 20th May 2006 16:57
Here's me with my "not clean" M249



-Keith


Jon Fletcher
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Posted: 20th May 2006 17:31
thanks Keith

thats reality for you well anyway, the texture isnt completely accurate anyway, so im going to take another wack at it, if someone can provide me with a large image of a Famas rifle from the side, i would highly appreciate it

-Jon


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Tom0001
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Posted: 20th May 2006 17:40
JonFletc,
Attached is a large side image of a Famas, hope it helps you.

Tom

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Havok
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Posted: 20th May 2006 17:41 Edited at: 20th May 2006 17:43
Thanx for the link Jon, I'm going to check it out in a few. I cant wait to see the ingame screen, it's gonna look sick! BTW, here is another nice famas picture from the side. Is it big enough?


I know Karate, Kung Fu, and 47 other dangerous words...

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Jon Fletcher
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Posted: 20th May 2006 18:30
sorry tom, thats not the model im looking for, and it seems to already be a textured 3d model.

Havok, i was thinking bigger, and btw, thats the reference picture i used so that is the correct model im having some troubles getting ingame aswell, even unanimated, which is quite strange...

i found a nice image, and overlayed the texture a bit, not much difference but here it is:



colours are a bit brighter and the texture has a better specular feel, also the Normal Map has been applied

p.s) if you havnt realised yet somehow, the bottom one is the newer one

could use imporvements, it was just a quick change, but some more parts of the gun can be seen by the butt.

-Jon


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Jon Fletcher
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Posted: 20th May 2006 18:46
you know what, i dont actually like those changes, perhaps the normal map is alright, but when looking at the changed texture with the hands holding it, it looks worse, even if it isnt that accurate, the first texture looks much better with the hands...

-Jon


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FredP
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Posted: 20th May 2006 20:56
Nice gun,Jon.

FLa
Where you can find my demo:http://www.savefile.com/files/6970524
Bloodeath 6 6 6
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Posted: 20th May 2006 21:11
Wooow! sexxxxyyyy! lol nice gun!

http://ninjasoftforum.proboards107.com
Lucifer
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Posted: 20th May 2006 21:15
but not everything in the world is so dirty i like shiny things¨! they light up the day!

juice is made from oranges....

http://whatishl.ytmnd.com/ so friggin funny!
Havok
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Posted: 20th May 2006 21:20
I think that the darker texture is better. I love the dark and eerie feel of your textures, they look alot cooler. Sorry about the reference image thing, but that is all I could find.


I know Karate, Kung Fu, and 47 other dangerous words...
Jon Fletcher
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Posted: 20th May 2006 21:24
Quote: "but not everything in the world is so dirty "


go to war, its not the best conditions

(im not one to say, im only 16, but its pretty obvious from films, news and doccumentaries)

Quote: "I think that the darker texture is better. I love the dark and eerie feel of your textures, they look alot cooler. Sorry about the reference image thing, but that is all I could find.
"


yep, im going to scrap the bottom one and keep the old one recently ive found that my texturing looks alot like doom 3 when i get normal maps applied

thanks guys

-Jon


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Jon Fletcher
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Posted: 20th May 2006 21:30
i have a list of guns for the project, but what would you guys like to see next?

i was thinking about doing the desert eagle next, im interested to see how i place my new hands around it

your call,

-Jon


RedCore // www.redcore.uni.cc
ReNZor
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Posted: 20th May 2006 21:34
I like the dirty look
Havok
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Posted: 20th May 2006 21:48
I would like to see a desert eagle or a beretta. Either would be cool.


I know Karate, Kung Fu, and 47 other dangerous words...
Jon Fletcher
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Posted: 20th May 2006 22:13
desert eagle it is, i love the recoil on that gun, 'tis like a mini sniper rifle, lol

arrr... it is really annoying getting this ingame, even as unanimated, i used the 3dS to X converter and positioned and scaled it to the place of a regular gun, and it doesnt show up on the screen??

-Jon


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crow34
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Posted: 20th May 2006 22:38 Edited at: 20th May 2006 22:42
have you done your gunspec file hud file and vweap file?

have you set up your files in gamecore and the entitybank

these could be a few reasons why the weapon isnt showing up

regards

crow
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Posted: 20th May 2006 22:46
the shiner texture makes it look all scifi and the non shiny one makes it look modern

http://ninjasoftforum.proboards107.com
Jon Fletcher
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Posted: 20th May 2006 23:12
Quote: "have you done your gunspec file hud file and vweap file?

have you set up your files in gamecore and the entitybank

these could be a few reasons why the weapon isnt showing up

regards

crow"


i set up the basis of it all, copying all the media files from another weapon and changing the HUD with mine, though i havnt done the VWEAP yet, but im not planning on putting it in the enemies hand quite yet, before i get it in the players view

i havnt made the entity file, but thats just for when its on the floor am i right? i just want to test it on screen, for example, your OIPW just had the HUD file...

thanks

Quote: "the shiner texture makes it look all scifi and the non shiny one makes it look modern"


yeh, thats what i thought to.

-Jon


RedCore // www.redcore.uni.cc
Jon Fletcher
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Posted: 21st May 2006 01:31
hehe, got it in game:



oh yeh ...

i saved the source so getting guns in game from now on should be easy

-Jon


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Jon Fletcher
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Posted: 21st May 2006 01:46 Edited at: 21st May 2006 01:47
im going to take another shot at animating it, but to do multiple textures i needed to apply them in milkshape, then export as 3ds, then convert, so what format can Milkshape import, which Max can export with animations?

-Jon


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Lizblizz
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Posted: 21st May 2006 02:00
Wow jon those look awsome and i just cant ever get over the textures like the hands

http://img228.imageshack.us/img228/4760/sexy1xk.gif
Jon Fletcher
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Posted: 21st May 2006 02:05
thanks liz, glad you like, i just realised im going to somehow come up with new sounds for these guns without taking others work

hmm, i guess i'll have to learn a bit more in sound editing later on

-Jon


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Jon Fletcher
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Posted: 21st May 2006 03:50
...can someone please take a screenprint of their global script settings, as you may be able to see, i mucked up the hud image health and ammo co-ordinates and im looking for the default settings

-Jon


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FredP
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Posted: 21st May 2006 04:15
Here you go,Jon.

FLa
Where you can find my demo:http://www.savefile.com/files/6970524

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FredP
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Posted: 21st May 2006 04:16 Edited at: 21st May 2006 04:18
Here's another with the rest of the hud numbers.
If that doesn't do it get back to me and let me know.

FLa
Where you can find my demo:http://www.savefile.com/files/6970524

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HartGames
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Posted: 21st May 2006 14:11
Love the model!!!! I still need to buy your first pack. But i bought £80 worth of stuff like that last months on my dads credit card .

The hands look very counter-strike One suggestion is maybe modify the models already in FPSC to have the hands. Or supply the hands aswell so people can put them into their own models

If you do do a desert Eagle make sure you do multiple textures: Silver, Black and Gold

Then again i was gonna make my own pistol pack, but urs will be better
Jon Fletcher
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Posted: 21st May 2006 15:20
Quote: "Love the model!!!! I still need to buy your first pack. But i bought £80 worth of stuff like that last months on my dads credit card "


cool, thanks

Quote: "The hands look very counter-strike One suggestion is maybe modify the models already in FPSC to have the hands. Or supply the hands aswell so people can put them into their own models "


yeh, i was going for the counterstrike / Farcry look, the skin is much better to see than a long sleeve, which just sucks...

i'll have to think about supplying the hands, they will need to be in MAX format to keep the bones

I'll see about multiple textures, some guns dont need them, but yeh the desert eagle has different coloured models which may look nice by default my texturing style is most likely grunge


btw, thanks i has returned, im just gonna check them now

-Jon


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FredP
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Posted: 21st May 2006 15:47
You're welcome,Jon.

FLa
Where you can find my demo:http://www.savefile.com/files/6970524
Jon Fletcher
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Posted: 21st May 2006 17:16
ok, ive done it (had to do some other things aswell, hence the time) but one is still slightly out of place, look at the ammo numerics in the screenshot:



are they meant to be above the gun picture?

-Jon


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Evil Star
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Posted: 21st May 2006 17:22
no, below


Jon Fletcher
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Posted: 21st May 2006 18:18
oh wait i got it, it was that stupid bug in the global scipt, which whatever field you were last in, sets it back to its previous value when you click ok, so i didnt get that last 12

ok, thanks i has returned i still dont get the huds though, what are the X and Y values then, because when i put in something that would seem like the middle, it goes to a completely different place, is it proportions?

-Jon


RedCore // www.redcore.uni.cc
Butter fingers
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Posted: 21st May 2006 18:21
jon, I need help, and you're the models/texture flavour of the month, no-one replied to my post so I'm sorry for posting here.

How do you get the normals map to work on a dynamic entity?!

Any help would be greatly appreciated!

"Guns for show, knives for a pro."
Jon Fletcher
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Posted: 21st May 2006 18:30
im not actually completely sure, bumpcubereflectalpha uses them all i think.

the problem is, they have retarded names, and dont exactly say what map relates to it, try all the bump ones, with a very distinctive normal map, so when you see it, you know which one...

sorry i couldnt be of more help, i am confused aswell of this matter...

-Jon


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Butter fingers
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Posted: 21st May 2006 18:38 Edited at: 21st May 2006 18:40
that's cool. The names are stupid. TGC should do a quick tut on which shader uses which suffix.

I got bumpcubealphreflect, it's the only one that doesn't screw the textures, so it must be the one. BTW, do you know why custome entities dont get shaded propperly?

I love the famas BTW, the game is looking sweet!!

Just spoke to mr flowerokill or whatever, and this post has the solution to bumpmaps...

http://forum.thegamecreators.com/?m=forum_view&t=79697&b=25

"Guns for show, knives for a pro."
Jon Fletcher
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Posted: 21st May 2006 18:51 Edited at: 21st May 2006 18:52
yeh, i was just about to post saying "use bumpent" after reading the thread over there lol

thanks, i wouldnt really call it a game, i just like to make nice scenes for my screenshots

but enough will soon make a game, when i actually have time on my hands

Quote: "do you know why custome entities dont get shaded propperly?"


not sure, most dont have all their maps besides diffuse made for them...or made right

-Jon


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crow34
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Posted: 21st May 2006 20:08
here jon seriously that looks outstanding

puts my small efforts to shame

but now to the important stuff


i seriously would love to see this fpsc ready dude

http://www.turbosquid.com/FullPreview/Index.cfm/ID/274392
crow34
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Posted: 21st May 2006 20:16
if you can build something like this and get this in to fpscreator

i will definatly bow down to your god like powers

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