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Author Topic: [HL1, OPFOR, BS] G36 for you know what  (Read 6031 times)

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Cliffton_Vlodhammer

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[HL1, OPFOR, BS] G36 for you know what
« on: September 11, 2008, 05:28:51 AM »



Includes two animations:

Vertical foregrip


No vertical foregrip...


Quote
+==================+
 G36E for Half-Life
+==================+

Models:
G36_________________________Twinke Masta/Darkstorn
M900A_______________________Silvio Dante

Textures:
G36_________________________Darkstorn/Sproily
M900A_______________________Wang Chung

Animations__________________Toadie

Sounds:
Soundsnap, iFlip
Extra Mixing________________Toadie

For alternate anims:
Reloading Sound_____________Vunsunta
Safety Sound________________Firearms team
Sound Tweaks________________N.R.

HEV, OpFor and BS arms______Ambient.Impact/Gearbox

LD style HEV________________Renard/Ambient.Impact/Romka

007 arms____________________Toadie/Ambient.Impact

Compile____________________Cliffton_Vlodhammer

Terms and conditions apply to these files. For details, please see http://www.csnation.net/skins/terms.html

DOWNLOAD

So... anyone up for making Ronon Dex hands? :P
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DiamonD

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Re: [HL1, OPFOR, BS] G36 for you know what
« Reply #1 on: September 11, 2008, 05:54:58 AM »

Pros: Impressive model and skin, I've honestly never seen it before. Nice hand rigs, and generally ok design.

Cons: The reload animation is definitely lacking. Massive clipping with the magazine and the gun, and it is very evident ingame. Plus, I'm not too fond of people throwing AR nades... To be honest, I wouldn't use those animations. And wheres the hand grip in the render?

7/10
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KevinLancaster

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Re: [HL1, OPFOR, BS] G36 for you know what
« Reply #2 on: September 11, 2008, 07:00:57 AM »

Pros: Impressive model and skin, I've honestly never seen it before. Nice hand rigs, and generally ok design.

Cons: The reload animation is definitely lacking. Massive clipping with the magazine and the gun, and it is very evident ingame. Plus, I'm not too fond of people throwing AR nades... To be honest, I wouldn't use those animations. And wheres the hand grip in the render?

7/10

Yeah I see what you mean. The magazine goes through the side of the gun in the reload animations, and also as you didn't include a custom AR nade model it would just look weird to see yourself throwing an M203 round at someone.
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Krylov

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Re: [HL1, OPFOR, BS] G36 for you know what
« Reply #3 on: September 11, 2008, 04:16:30 PM »

Cool, Good Job.
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Cookie man

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Re: [HL1, OPFOR, BS] G36 for you know what
« Reply #4 on: September 11, 2008, 08:20:46 PM »

I'd love this for Aug in CS or CZ.  :D
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KylerAdams

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Re: [HL1, OPFOR, BS] G36 for you know what
« Reply #5 on: September 11, 2008, 09:19:16 PM »

I'd love this for Aug in CS or CZ.  :D

?

Also, fucked Romka impersonator is fucked.

:3
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Re: [HL1, OPFOR, BS] G36 for you know what
« Reply #6 on: September 11, 2008, 10:53:36 PM »

Ooh, I didn't know it's already made for CZ. Thanks Kyler.
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KylerAdams

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Re: [HL1, OPFOR, BS] G36 for you know what
« Reply #7 on: September 11, 2008, 11:10:53 PM »

Ooh, I didn't know it's already made for CZ. Thanks Kyler.

When in doubt, FPSB it. :3

I've found plenty of gems there. Particularly about half of the models for my custom OpFor weaponset. (Sas-stu/-x-'s Ultimate M4, Wannabe's Glock, etc)

Lots of stuff there, really. :D

... I should do that some more. :P
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Dede

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Re: [HL1, OPFOR, BS] G36 for you know what
« Reply #8 on: September 12, 2008, 05:14:26 AM »

The op4 model seems to be flatshaded ingame, and I cant find any ways to fix it. Can someone help?
« Last Edit: September 12, 2008, 05:31:38 AM by Dede »
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Re: [HL1, OPFOR, BS] G36 for you know what
« Reply #9 on: September 12, 2008, 06:05:05 AM »

Maybe theres a part that has additive effect on the model, it causes the model to be flat shaded like.
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DiamonD

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Re: [HL1, OPFOR, BS] G36 for you know what
« Reply #10 on: September 12, 2008, 11:50:01 AM »

Just simply place all the additive texture maps of the model into one group, and compile. It solves the flat shading problem.
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Gravewrecker

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Re: [HL1, OPFOR, BS] G36 for you know what
« Reply #11 on: September 12, 2008, 11:57:45 AM »

And what do I do if the additive part is part of a submodel? Namely, the hgrunts head ? I can't just put it into another .smd  :-\
« Last Edit: September 12, 2008, 02:08:35 PM by Gravewrecker »
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Nige111

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Re: [HL1, OPFOR, BS] G36 for you know what
« Reply #12 on: September 12, 2008, 12:16:31 PM »

correct, you can't.
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James

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Re: [HL1, OPFOR, BS] G36 for you know what
« Reply #13 on: September 12, 2008, 02:12:05 PM »

If I remember correctly you put the additive groups at either the top or bottom of the submodels groups in Milkshape. I think? Never done it myself.
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DiamonD

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Re: [HL1, OPFOR, BS] G36 for you know what
« Reply #14 on: September 12, 2008, 02:19:26 PM »

I've never had a additive flat shading problem with my hgrunts. Strange you would Grave. :0
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