View Full Version : Sr-47 / sr-74 addon
One of the coolest new weapons - the SR-47:
http://www.baconbomb.com/img/sr47_00.jpg
It's an M4 that has been modified for use by special forces in places like Afghanistan where there is plenty of 7.62x39mm ammo, and not any easy way to resupply.
From what I have read, the 7.62x39mm cartridge has some very desireable traits for short and medium range combat. Combine that with an accurate and reliable weapon and you have the SR-47.
The aimpoint sight on top still has to be improved, but everything else is pretty much final. I have to clean the model before I can get a final polycount - but it's going to be high. If I decide it's too high for game use (1st person LOD only of course) then I might have to reduce some details.
Here are some renders that show the details better:
http://www.baconbomb.com/img/sr47_01.jpg
MikkoFin
Nov 12 2002, 06:24
Have to say that really cool model, but how many polys?
I'm always a bit carefull with these faces so that I keep my models simple, under 200 polys for the 1st person lod...
CrunchyFrog
Nov 12 2002, 11:51
Dont extend the buttstock, or the the gun gets to long
DO extend the buttstock!
makes the weapon looks much cooler... and the normal m16 works fine, too... though it has a pretty big buttstock
Major Fubar
Nov 12 2002, 12:28
Will it use AK mags?
@<hidden>: I was told by brsseb that even original OFP uses about 750 polys for 1st person weapon view. This weapon is pretty high right now, but I'm pretty sure I can get it down to 850-900. If I find out that it's way too much, I can take it down some more (remove backup sight maybe).
@<hidden> Fubar: Yeah - that's exactly what it was made for.
CrunchyFrog
Nov 12 2002, 13:32
http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wow.gif7--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (pang @<hidden> Nov. 12 2002,14http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wow.gif7)</td></tr><tr><td id="QUOTE">DO extend the buttstock!
makes the weapon looks much cooler... and the normal m16 works fine, too... though it has a pretty big buttstock[/QUOTE]<span id='postcolor'>
No dont extend the buttstock, since it would then go into the soldiers arm... which looks incredible stupid.
And, if you make the gun accept original AK47 mags, it will turn into a original AK47, just with your model.
Nice. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
If "And, if you make the gun accept original AK47 mags, it will turn into a original AK47, just with your model." is true then:
Making it accept AK-47 mags and it at least becomes a "useful eyecandy". If you use special mags it will be "useless" eyecandy since the point of it accepting 7.62x39 will not be of any use in OPF.
Scorpio
Nov 12 2002, 15:34
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (earl @<hidden> Nov. 12 2002,07:54)</td></tr><tr><td id="QUOTE">http://www.baconbomb.com/img/sr47_00.jpg[/QUOTE]<span id='postcolor'>
nice model... is that bottom pic a render or a rl pic?
Scorpio, you give me too much credit! The lower one is a real pic for comparison.
Jotte & Crunchyfrog: I'm not yet familiar with OFP's weapon config files, but if it works as you say it does, then it will definitely have to use the standard AK47 mags. Can you explain to me how that works Crunchyfrog? Can't I change any of the ballistics values, or at least the weapon view to use the scope?
CrunchyFrog
Nov 12 2002, 17:57
You can with the scope, but not with the 'ballistics values' etc.
That doesnt look like way too many polys to me, I bet you could leave it and it would be fine. All these guys always whine about poly counts when its not that big of a deal anymore, I say as long as it runs good on your computer is what matters. Well as long as your arent running like 20,000 in one gun.
I guess it's acceptable if the gun turns into AK (in ballistics of course, Aimpoint's red dot remains), just blame BIS for that.
DO EXTEND the butstock, even if it gets into soldier's arm, That's 2:1, CrunchyFrog http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wink.gif
The M4 has a variable length buttstock - I'll find a happy medium that looks good. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wink.gif
Major Fubar
Nov 13 2002, 00:30
I think it would be good to use the ingame AK-47 mags.
Even though it will fire just like an AK-47, it will use your scope, and if it didn't use AK mags it would sort of defeat the purpose of the weapon.
Eviscerator
Nov 13 2002, 00:44
the SR-74 version would probably be more useful in ofp, unless youre playing against nam pack or resistance units http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
Miles Teg
Nov 13 2002, 01:05
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (CrunchyFrog @<hidden> Nov. 12 2002,15:32)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (pang @<hidden> Nov. 12 2002,14<!--emo&http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wow.gif)</td></tr><tr><td id="QUOTE">DO extend the buttstock!
makes the weapon looks much cooler... and the normal m16 works fine, too... though it has a pretty big buttstock[/QUOTE]<span id='postcolor'>
No dont extend the buttstock, since it would then go into the soldiers arm... which looks incredible stupid.
And, if you make the gun accept original AK47 mags, it will turn into a original AK47, just with your model.[/QUOTE]<span id='postcolor'>
I'm sure he'll work out how far to extend the butt-stock. I've seen one M4 addon with a fully extended butt-stock that looked very nice as it was actually realistic in size (the stock OFP M16's are way too fat).
As for it using AK-47 mags, that's exactly what it was designed for so I think it should DEFINITELY use the standard BIS AK47 mags. That should be simple enough to do.
The difference will be that it has a scope. Perhaps it could be made with less recoil? Or is that a characteristic of the ammo used? Whatever the case I hope it will allow you to pick up AK47 mags (NOT AK74 mags) off of dead resistance soldiers and use them.
Chris G.
aka-Miles Teg<GD>
I'll clarify what I am planning to do.
I'm going to make an SR-47 that uses BIS AK47 mags. Once I figure out config.cpp's I'll know more about additional changes I can make, but at least it will have an aimpoint scope, so it will be better than the the standard AK47 in that respect.
I'm also going to make an SR-74 to include in the addon, which I think will be more popular because the usual opponent in OFP uses 5.45x39mm ammo. It will use the BIS AK74 mags. I will probably give it an aimpoint as well, but possibly an ACOG 4x - something to add a little diversity.
Upgraded the aimpoint model, since that's mostly what you will be looking at in 1st person view.
http://www.baconbomb.com/modworks/screens/sr47_02.jpg
Could you please do both an Aimpoint and an ACOG version of the SR-74? http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
That shouldn't be a problem. I like the way OFP works - you only have the weapons that the mission creator wants to have.
I have a habit of not making too many versions from my RS/Ghost Recon modding, where all guns appear in the weapon menu - I never like mods that have 19 different M4's. OFP is good because I can make a few versions and let you guys choose which to use.
ACOG versions as well then.
I'd love to see that M68 in game. I remember Fliper's 'probably-will-not-be-released' Aimpoint attached to his M4, I guess yours is at least as good as his.
Bergmania
Nov 14 2002, 17:03
I fail to see the real life advantages with this weapon.. Russian army ammo is at best poor.. And if I had been a SF guy humping around in Afganistan I would have a kalashnikov instead to be able to blend in better.. with this weapon you would get noticed fairly quickly..
Anyhow.. the 3d model looks good..
Bosniarat
Nov 14 2002, 21:05
Bergmania
The Advantage to this weapon is how accurate it is. The AK-47/74 are highly inaccurate because they dont have rifled barrels. With Rifled barrels the Range is increased as well as the punch is as well increased. Without Rifled barrels the rate of fire is Increased, as well as the Cookoff rate is decreased ie Rounds going off in the chamber due to heat. Rifled barrels tend to be hotter than Smooth Bore weapons.
But the Main reason is Logistics. A logistics team has a very hard time trying to resupply a SF team because they tend to move a lot. And I mean A LOT. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/tounge.gif
HOOOAAH!
Rangers Lead the Way!
Bergmania
Nov 15 2002, 09:50
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">The AK-47/74 are highly inaccurate because they dont have rifled barrels[/QUOTE]<span id='postcolor'>
AK47 / 74 smoothbore.. I don't think so.. they are rifled.. Nobody have made smoothbore smallarms since the flint-lock muskets.. (with exception for shotguns..) .. Nah.. The AK aren't THAT inaccurate.. I hit a mansize target with 3 rounds at 200 m.. but the grouping sucks..
The AK47 data
Rifling Grooves
4
Rifled Bore, mm
378
AKS-74
Number of rifling grooves
4
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">With Rifled barrels the Range is increased as well as the punch is as well increased. Without Rifled barrels the rate of fire is Increased, as well as the Cookoff rate is decreased ie Rounds going off in the chamber due to heat. Rifled barrels tend to be hotter than Smooth Bore weapons.[/QUOTE]<span id='postcolor'>
Hmm are you serious?
Bosniarat
Nov 15 2002, 22:38
Never mind my comment on the Rifling of the barrels, I stand corrected. But With that the More rifling you have in the Barrel the Hotter the rifle will get due to Friction that is caused. while the Ak has a 4 twists to it (as i found out, sorry B.) the M-16 and the M-4 Have a 1 in 7" twist which tends to melt barrels faster than the Ak. So I was incorrect on my comment about the Ak. But as for accuracy the M-16 and its varients Smoke the Ak, but when most engagments in a combat area tend to be 50 to 100m Who cares about accurecy the SR-47 Is mostly For Weight the Ak Weights in at nearly 10 lbs, while the SR-47 Should (now should be i can not confirm this) weight in at about 5 lbs freeing up 5 pounds. in Theory Only. In All honestly the Weapon fully loaded problebly weights in at 7 pounds, because 7.62 is much heavier than 5.56
Well anyways Who cares Its just a game http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/tounge.gif
Great Model Earl Keep up the Good Work!
HOOOAAAH!
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">
Great Model Earl Keep up the Good Work!
[/QUOTE]<span id='postcolor'>
You bet. I'll have to get around to texturing soon - it'll be quite a process preparing all the textures for this thing.
Now I think I will release 4 weapons in this addon. SR-47 and SR-74, two versions of each: Aimpoint and Trijicon ACOG 4x scope. Here's the ACOG (TA01NSN):
http://www.baconbomb.com/modworks/screens/sr47_03.jpg
http://www.baconbomb.com/modworks/screens/sr47_04.jpg
Bergmania
Nov 16 2002, 16:31
earl
Hmm after 700-800 polys the weapon stop making a shadow on ground.. "My" Galil ARM have to many polys right now but your marvelously model looks even more complex..
Just a thought..
That isn't a problem... just make a "shadow lod" a distance lod with less than 300 faces... make it using simple shapes.. boxes etc... http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif and put in the higher faced lods
Name : lodnoshadow
Value : 1
In the properties box http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
but make sure the distance lod you use to make the "shadow lod" is pretty far away
Miles Teg
Nov 16 2002, 18:16
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Bosniarat @<hidden> Nov. 16 2002,00:38)</td></tr><tr><td id="QUOTE">Never mind my comment on the Rifling of the barrels, I stand corrected. But With that the More rifling you have in the Barrel the Hotter the rifle will get due to Friction that is caused. while the Ak has a 4 twists to it (as i found out, sorry B.) the M-16 and the M-4 Have a 1 in 7" twist which tends to melt barrels faster than the Ak. So I was incorrect on my comment about the Ak. But as for accuracy the M-16 and its varients Smoke the Ak, but when most engagments in a combat area tend to be 50 to 100m Who cares about accurecy the SR-47 Is mostly For Weight the Ak Weights in at nearly 10 lbs, while the SR-47 Should (now should be i can not confirm this) weight in at about 5 lbs freeing up 5 pounds. in Theory Only. In All honestly the Weapon fully loaded problebly weights in at 7 pounds, because 7.62 is much heavier than 5.56
Well anyways Who cares Its just a game http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/tounge.gif
Great Model Earl Keep up the Good Work!
HOOOAAAH![/QUOTE]<span id='postcolor'>
I don't know about barrels melting. I've fired a hell of alot of rounds through the M16A2 and never had any serious problem with the barrel getting too hot.
The main advantage of the SR-47 is simply that it has good accuracy and can use ammo commonly found in most theatre's of operation. It was used by some SF in Afghanistan simply because they found 7.62mmx39mm ammo all over the place there. U.S. Army Special Forces (also known as the Green Berets) tend to operate far away from supply channels. In addition, resupply can be chancy depending on the altitude they are operating at and the weather. With the SR-47 they are able to use magazines and ammunition scavanged from the battlefield off dead Afghan bodies or from local friendly militias. So, for their purpose, the SR-47 makes perfect sense. Russian ammo (which I've used) is actually not all that bad except for some of the older stuff that has corrosive powder (you simply need to clean the rifle well after usage with water and then after drying with regular gun cleaning oils).
As far as blending in goes, the SF guys generally wear uniforms that stick out like a sore thumb. In other words they generally haven't been dressing like locals except for a few here and there. I've mostly only seen CIA paramilitaries dressed up like locals and even those guys still stick out even when they grow out their beards (aside from a few hispanic guys who might pass for Middle-Easterners).
Also, I can tell you for a fact that accuracy matters greatly! The combat distances you quote are from the Vietnam War. Combat distances in Afghanistan tend to be a bit farther then that. You have to have a well maintained and well made Ak-47 and be a decent shot to hit 200 meter man size targets with an AK.
With a SR-47 (which from what I hear is similar in accuracy to the M-4) you should be able to easily hit 200 meter targets especially with an optical site on the weapon. I assume 300 meter targets shouldn't be much of a problem either as the rifle also has a free-floating barrel design. The compensator on the end should also help prevent the muzzle rise that you get alot of on Ak-47's also although I'm not sure how the silencer effects this.
In an engagement, the ability to rapidly put your sites on a target and accurately deliver rounds onto the target can make a big difference. However in close range combat such as in heavily wooded areas or in urban areas, the AK-47 probably has an advantage as it very rarely jams. Assuming the SR-47 uses a similar gas system as the M16A2, it will and can jam on occasion...something which can mean death in a close quarters battle. In those situations, reliability, a high rate of fire, and magazine capacity become the dominant concerns.
That's probably one reason why a lot of the CIA guys in Afghanistan carry around AK's of various sorts as they generally operate in urban areas there. The stock Russian-made AK-47 is also I think a very comfortable weapon that is well balanced, not overly heavy, and just highly reliable and effective at close ranges. However the main reason for it's inaccurate fire is because of poor part tolerances in the manufacturing specs. Often for example the bolt may be loose in the receiver or other parts may not fit really well together. All of these things add to innaccuracy. But usually it's accuracy was "good enough" for Soviet style of combat in which infantry depended more on maintaining a heavy volume of fire rather then accuracy. However these days the Russians are making their rifles (like the AK-103) to be more and more accurate while trying to keep the reliability of the older AK-47/74's.
But at any rate, in real life, you use what's best for the mission (when possible). In OFP, this addon will allow users to pickup the AK mags from dead resistance soldiers (or any other addon units who use the Ak-47) while using nice aim dot sites for better accuracy. So it will be a very good weapon to have for SF missions.
Chris G.
aka-Miles Teg<GD>
madmedic
Nov 19 2002, 08:08
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Bosniarat @<hidden> Nov. 16 2002,00:38)</td></tr><tr><td id="QUOTE">Never mind my comment on the Rifling of the barrels, I stand corrected. But With that the More rifling you have in the Barrel the Hotter the rifle will get due to Friction that is caused. while the Ak has a 4 twists to it (as i found out, sorry B.) the M-16 and the M-4 Have a 1 in 7" twist which tends to melt barrels faster than the Ak. So I was incorrect on my comment about the Ak. But as for accuracy the M-16 and its varients Smoke the Ak, but when most engagments in a combat area tend to be 50 to 100m Who cares about accurecy the SR-47 Is mostly For Weight the Ak Weights in at nearly 10 lbs, while the SR-47 Should (now should be i can not confirm this) weight in at about 5 lbs freeing up 5 pounds. in Theory Only. In All honestly the Weapon fully loaded problebly weights in at 7 pounds, because 7.62 is much heavier than 5.56
Well anyways Who cares Its just a game http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/tounge.gif
Great Model Earl Keep up the Good Work!
HOOOAAAH![/QUOTE]<span id='postcolor'>
You stand corrected here also ....LOL http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif
The rifling in a barrel does NOT make it hotter.
OLD M16A1 barrels sometimes melted with extended full auto fire because they were very skinny (less surface area means it does not disperse heat well) that problem was resolved a long time ago. (now they are actually THICKER than AK barrels).
Different barrels are rifled to different twists based on the calibre and weight of the bullet fired.
M16/AR15 barrels are available in various twists. The first M16A1s were designed to fire 55grain ammo (M193BALL) so they had twist rates of 1in14, and later changed to 1in12.
Current M16A2 has a 1in7 twist so that it can stabilize the M855 62grain ammo, AND the M856 tracer (the latter of which is quite long and heavy)
Most civillian AR15s have 1in7, 1in8, or 1in9 twist barrels (1in9 reliably stabilizes 55grain, AND 62 grain ammo...and heavier)
AK47s/74s also are rifled for the particular weight ammo they shoot.
The reason an M16 is inherently more accurate than an AK is that AK variants are built to much looser tolerances (hence THIER inherent non-stoppable reliability), and they have remedial "notch and post" sights.
An AK74 is built on a stamped metal reciever, with the barrel pressed into a steel trunnion block that is riveted into the reciever.
M16s are precision milled from forged aluminum.
Each has its advantages/disadvantages.
BTW Knights Armament is located about 30 min. away from me (they are the ones who were building the SR-47)
Last I heard though...production of the rifle was cancelled.
Miles Teg
Nov 19 2002, 14:45
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (madmedic @<hidden> Nov. 19 2002,10:08)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Bosniarat @<hidden> Nov. 16 2002,00:38)</td></tr><tr><td id="QUOTE">Never mind my comment on the Rifling of the barrels, I stand corrected. But With that the More rifling you have in the Barrel the Hotter the rifle will get due to Friction that is caused. while the Ak has a 4 twists to it (as i found out, sorry B.) the M-16 and the M-4 Have a 1 in 7" twist which tends to melt barrels faster than the Ak. So I was incorrect on my comment about the Ak. But as for accuracy the M-16 and its varients Smoke the Ak, but when most engagments in a combat area tend to be 50 to 100m Who cares about accurecy the SR-47 Is mostly For Weight the Ak Weights in at nearly 10 lbs, while the SR-47 Should (now should be i can not confirm this) weight in at about 5 lbs freeing up 5 pounds. in Theory Only. In All honestly the Weapon fully loaded problebly weights in at 7 pounds, because 7.62 is much heavier than 5.56
Well anyways Who cares Its just a game http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/tounge.gif
Great Model Earl Keep up the Good Work!
HOOOAAAH![/QUOTE]<span id='postcolor'>
You stand corrected here also ....LOL http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif
The rifling in a barrel does NOT make it hotter.
OLD M16A1 barrels sometimes melted with extended full auto fire because they were very skinny (less surface area means it does not disperse heat well) that problem was resolved a long time ago. (now they are actually THICKER than AK barrels).
Different barrels are rifled to different twists based on the calibre and weight of the bullet fired.
M16/AR15 barrels are available in various twists. The first M16A1s were designed to fire 55grain ammo (M193BALL) so they had twist rates of 1in14, and later changed to 1in12.
Current M16A2 has a 1in7 twist so that it can stabilize the M855 62grain ammo, AND the M856 tracer (the latter of which is quite long and heavy)
Most civillian AR15s have 1in7, 1in8, or 1in9 twist barrels (1in9 reliably stabilizes 55grain, AND 62 grain ammo...and heavier)
AK47s/74s also are rifled for the particular weight ammo they shoot.
The reason an M16 is inherently more accurate than an AK is that AK variants are built to much looser tolerances (hence THIER inherent non-stoppable reliability), and they have remedial "notch and post" sights.
An AK74 is built on a stamped metal reciever, with the barrel pressed into a steel trunnion block that is riveted into the reciever.
M16s are precision milled from forged aluminum.
Each has its advantages/disadvantages.
BTW Knights Armament is located about 30 min. away from me (they are the ones who were building the SR-47)
Last I heard though...production of the rifle was cancelled.[/QUOTE]<span id='postcolor'>
That's interesting. I wonder if the Special Forces decided to just use AK's or take their risks with resupply issues and stick with the M4's?
Chris G.
aka-Miles Teg<GD>
madmedic
Nov 19 2002, 16:05
They are sticking with the M4.
Progress report -
http://www.baconbomb.com/modworks/screens/sr47_05.jpg
This is some very nice work Earl, Keep going like this.
if you need any support on getting the weapons ingame or the textures need to be converted just ask me and i hope to be able to answer http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
I didn’t expect less from this guy. Great work.
Thanks!! I'm pretty excited about how it's turning out. I threw a texture on the ACOG really quickly, but it looks almost good enough to leave it as is --
http://www.baconbomb.com/modworks/screens/sr47_06.jpg
Vixer - thanks for the offer. I'm actually having a bit of trouble getting the textures to display. I remember reading that when O2 imports 3DS models, it uses the material name as the texture filename. My texture name is sr47.tga, so I called the material sr47. Now when I merged the weapon, it had a few strange problems, and the texture did not appear immediately.
In my buldozer folder, I have a folder called SR47 with a subfolder called Texture.
I think when I made my RPK texture work I had to do the following process:
- Attach all objects into a single object in 3DSmax
- Collapse modifier stack
- Import into O2
- Select all faces, changed texture assignments to *.paa in texture\ subfolder
- Open TGA with texview and convert to PAA and place in texture\ subdir.
Then I think it will work. I was going to ask for help but I guess I just worked it out for myself. I had trouble last night with the SR47, but I forgot that I had to reassign the textures from within O2.
Next I just have to figure out config.cpp files. I've had some people offer to help already, and someone even sent me their AN-94 config.cpp to use with my AN-94 model (sorry, i forget who right now) so I will take a good look at that and at the commented config.
Then I think all I have to do is add the helper points, muzzle flash/smoke, and export it into the game... right?
Will there be a version w/o the KAC suppressor? It is quick-detachable...
Will there be a vertical grip to the texture? (I realize that it won't look that great, since there aren't any animations... yet, but still)
Although I'm sure you've fixed this by now, but on the old pics of the Aimpoint, the top part of the mount wasn't present -- that Aimpoint would be sliding off the QD mount real quick like that. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
One *glaring* problem -- the buttstock. The endcap of the buffer tube is visible with the stock fully extended -- it should not be. Otherwise, when you slide the stock forward all the way, the buffer tube will still be sticking out.
This is looking to be a really nice job. Looking forward to it.
contraz0rz
Nov 28 2002, 22:27
nice model dude!
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Edgie @<hidden> Nov. 29 2002,00:16)</td></tr><tr><td id="QUOTE">Will there be a version w/o the KAC suppressor? It is quick-detachable...
Will there be a vertical grip to the texture? (I realize that it won't look that great, since there aren't any animations... yet, but still)
Although I'm sure you've fixed this by now, but on the old pics of the Aimpoint, the top part of the mount wasn't present -- that Aimpoint would be sliding off the QD mount real quick like that. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
One *glaring* problem -- the buttstock. The endcap of the buffer tube is visible with the stock fully extended -- it should not be. Otherwise, when you slide the stock forward all the way, the buffer tube will still be sticking out.
This is looking to be a really nice job. Looking forward to it.[/QUOTE]<span id='postcolor'>
I suppose it's not much trouble to make a non-suppressed version.
I'm not going to make a vertical foregrip, it adds too many more polys and has no visible function in the game. If it was an integral part of the weapon, I would.
I modeled the aimpoint from a pic with the full mount. Once it is textured it will make sense to you, but the diameter of the cylinder there includeds the mounting bracket (top and bottom). The flange where the bracket is bolted together is actually just a box extruded though the cylinder, I can post a wireframe later tonight, but rest assured the aimpoint is in fact fully attached to the mount which is connected to the gun. Our poor operators will not find themselves short one optical device when they take aim.
Thanks for the tip on the buttstock - though I disagree that it's glaring with asterisks. Is there simply an empty cylinder there when the buttstock is extended?
madmedic
Nov 28 2002, 23:43
On that type of buttstock, there is a hole left there when it is extended.
That is actually the end of the buffer tube.
I will post a picture of one that is on one of my AR15s if you like, (extended, and collapsed)
http://www.edgie.com/images/sopmod3.jpg
That's a picture of my M4 w/ a Aimpoint QD mount (the one you are modelling) and, obviously, an Aimpoint (Comp M XD, which is no longer produced). http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
I have a spacer in the mount, so that the scope will clear the front post -- otherwise the scope takes up a good portion of the view. This is something I don't think anyone has ever correctly reproduced -- all the weapon addons I've played with that utilize a reddot or scope (on weapons with flattop receivers, like the M4) never take that into account. Even though on the models, the scope visibly does not clear the front post.
The rear sight is a ARMS #40 flip-up sight, which is used as part of their new SIR (Selective Integrated Rail) system. This sight is also integrated as part of their #38 SWAN sleeve rails (which I also own). Now, going back to the spacer, the scope does not *completely* clear the front post, but leaves enough so that if I need to use the iron sights, I can -- without removing the Aimpoint.
As someone else already pointed out, the sliding stock itself is hollow. When the slide is fully extended, you cannot see the buffer tube endcap unless you're looking into the stock itself. It would be visible if the stock was fully compact, however.
Hope all this helps. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
madmedic
Nov 29 2002, 02:49
This is the new style M4 buttstock, your model has the old one, but the part in question is the same.
Here it is collapsed:http://www.ezshots.com/members/madmedic/images/madmedic-12.jpg
and here it is extended: http://www.ezshots.com/members/madmedic/images/madmedic-13.jpg
Cool, thanks for the help guys. There's certain things you can never understand unless you get to play with the real thing.
Hmm, I got Oxygen to import the texture with the 3DS model finally, but now when I view it in game, it has no texture at all! I guess the path must be wrong somewhere, I remember reading a warning about that in a tutorial, but how can I fix it now?
I have all my files in a directory called "sr47", no subdirectory for textures.
This looks okay (needs more work, and has to be darker)
http://www.baconbomb.com/img/sr47_07.jpg
But this just isn't acceptable! http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/tounge.gif
http://www.baconbomb.com/img/sr47_08.jpg
My texture image is 512x512 right now - could that be the reason? I thought OFP only supported 256x256 px, but Buldozer displays the texture on the model.
Nevermind, it's all under control.
Visit http://www.baconbomb.com/modworks for in-game screenshots.
Minor detail I hadn't noticed before, but:
The SR-47 was/is produced with the newer fiberrite stock (the one with the ribs, no sling passthru on top, just the central one, sling pin on the bottom of the stock, and the end is shaped at a slight curve).
http://www.quarterbore.com/kac/sr47.html
Again, not a big deal just a minor quibble.
CrunchyFrog
Dec 3 2002, 09:15
OFP support up to 4096x4096 textures...
madmedic
Dec 5 2002, 04:37
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Edgie @<hidden> Dec. 03 2002,11:13)</td></tr><tr><td id="QUOTE">Minor detail I hadn't noticed before, but:
The SR-47 was/is produced with the newer fiberrite stock (the one with the ribs, no sling passthru on top, just the central one, sling pin on the bottom of the stock, and the end is shaped at a slight curve)[/QUOTE]<span id='postcolor'>
Yes, it has the "new" M4 buttstock, as it is a "new" rifle.
It is the same buttstock pictured on my rifle a few posts up.
Mr. Snrub
Dec 5 2002, 16:11
That's one big freakin' gun in that picture! http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wow.gif
Looking very impressive indeed - can't wait to have a crack at it in-game http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
Just 1 question - what sort of sounds are you going to use in-game? Both the standard M16 and AK47 sounds are a bit weak I think, and having a "beefier" (for the lack of a better word) as in Fliper's M4's, certainly makes weapons nicer to use http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
I believe I'm constrained to use original sounds, because I have to use original AK47 mags (and it seems all weapon data is attached to the magazine).
Eviscerator
Dec 5 2002, 19:46
as you are using a silencer i would ditch that idea and either make a completely new mag, or make new AK-47/74's both with and without silencers, as otherwise your weapon will seem like a unsilenced gun to the ai
Actually, I think I am able to change the sounds regardless of magazine type. So that's not a problem. I don't think the suppressor would be that effective, I don't the bullets would be slowed to subsonic speeds, so the suppressor only reduces the flash and some of the sound, it wouldn't be "silenced". If anyone else has info to offer about this, please do.
I know that the Russians manufacture 7.62x39 and 5.45x39 ammo with subsonic loads, so standard ammo must still break the sound barrier. If this is the case, it shouldn't act as a silenced weapon to the AI.
Eviscerator
Dec 5 2002, 21:46
ah well, that was just a ploy to get you to use your talents on new ak-47/74's http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/tounge.gif
"Drats, foiled again! And I would have gotten away with it too, if it weren't for those..."
http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wink.gif
Uhm, well, I'm planning to make a Russian weapon addon - it's not just going to be a few weapons - I want to make LOTS!
Once you make one AK receiver, you can make just about any Russian weapon without a lot of extra work.
Here are some of the weapons that are on my mind:
AK47
AKMS
AK74
AK74M
AK104
AK105
AKS74U
AN94
RPK
RPK74M
PKM
SVD
SVDS
SVDK
SVUA
SV99
SV98
V94
KSVK
VSS
AS Val
Groza (system)
9A91
VSK94
and...
uh..
maybe some more too. But this isn't about Russian weapons, there's a whole other thread for that. This is about an American weapon that wishes it was Russian http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wink.gif
I thought I could finish the re-texturing tonight, but I'm not quite there yet, so here's a few progress shots (mostly to show Edgie his new fiberite buttstock). Turns out I found better texture for it than I had of the old style anyway, so all around it's a great improvement. Also note the buffer tube is no longer visible.
http://www.baconbomb.com/img/sr47_09.jpg
http://www.baconbomb.com/img/sr47_10.jpg
http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/tounge.gif
Very nice. No sling pin?
Nice work! Perhaps an idea for the silenced sound issue...maybe make some mags specifically for the weapon which are subsonic rounds and have full silenced effect...soldiers could get these from their crates...but like the real life version of this gun...when they are in a fix regualar AK mags could be used which would not have the FULL silenced effect as stated by yourself above since they are not specifically subsonic rounds and come from fallen enemy AKs which are not silenced weapons. That way a soldier could start out with his subsonic round but still have the available scavenge rounds from fallen enemies in a pinch just like its true like counterpart. Very nice work on this again! Kepp it up!
@<hidden> - no sling pin. I'm already getting heartburn over the poly count - I decided to leave it off.
@<hidden> - sounds like a good idea, but how will it work when you have 2 mag types in your inventory? Will it make it seem like 2 weapon types for the same gun (use spacebar to switch between SR47 ammo and AK47 ammo) or can you have the option to "reload" the weapon like HEAT/Sabot on a tank?
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (earl @<hidden> Dec. 06 2002,18:47)</td></tr><tr><td id="QUOTE">@<hidden> - sounds like a good idea, but how will it work when you have 2 mag types in your inventory? Will it make it seem like 2 weapon types for the same gun (use spacebar to switch between SR47 ammo and AK47 ammo) or can you have the option to "reload" the weapon like HEAT/Sabot on a tank?[/QUOTE]<span id='postcolor'>
No. You change them by the menu in lower right corner, just like you change between tank rounds. You can look at the g8 from the hk pack. It have three different mag types.
exactly...I would say the switching between magazines as your would in a tank would be the best option in my oppinion. Im not exactly sure how the dammage models work, but under this system you would alos be able to slightly decrease damage and long range acuracy in order to simulate the subsonic round...I am not a gun expert and Im not 100% sure how the dammage and accuracy would be effected when using subsonic vs. other types of rounds, but I thing having the different types of magazines would most certainly help to drive the point home that this weapon is a multi-ammo type weapon as well as highlight its ability to use the scavanged ammo from the field...I can already foresee a player saying... "damn...if only I hand not used all of my subsonic ammo I could have taken out those guards silently". Im really looking forward to trying out the weapon when you have it completed!
Great!!! I didn't realize you could do that. That also means that I can make an RPK74 that can pick up 30-round AK74 mags, but start with more appropriate sized 45-round mags.
That will really make this a great weapon then, because as you say, you can try to conserve subsonic ammo, but use regular AK mags when required.
I'm still not very familiar with weapon config files, can I have different sounds for different mags then? (subsonic vs. supersonic ammo?)
Haven't had much time to work on the SR-47, but I came across these extraordinary images that are really going to make a great texture.
SR-47 left (http://www.planetrainbowsix.com/armm/images/sr47-left.jpg)
SR-47 right (http://www.planetrainbowsix.com/armm/images/sr47-right.jpg)
Credit goes to Ogre_h, who simply asked KAC for some hires shots of the weapon. Go figure!!
Things aren't going as quickly as I expected - I'm still working on the basic SR-47. I've remapped all of the textures, and used the new images shown above for the model though, and aside from a few minor fixes, the SR-47 is complete.
I still need to uvmap and texture the optics, the AK74 mag, and the muzzle flash. I think I'm going to use the burnt orange mags for the SR74, I think it will look really good.
There are some renders of the latest SR47 progress here:
http://www.baconbomb.com/modworks
The SR-47 addon is getting very close to a beta release - here are some thumbnails for the full screens that can be seen at Baconbomb Modworks (http://www.baconbomb.com/modworks), these ones aren't linked:
http://www.baconbomb.com/modworks/screens/sr47_t19.jpg http://www.baconbomb.com/modworks/screens/sr47_t15.jpg http://www.baconbomb.com/modworks/screens/sr47_t20.jpg
Scorpio
Dec 22 2002, 09:17
wow...that thing looks extremely proffesional. A very nicely done job...i especially like the look of the scope. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
Miles Teg
Dec 22 2002, 13:51
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (earl @<hidden> Dec. 22 2002,07:06)</td></tr><tr><td id="QUOTE">The SR-47 addon is getting very close to a beta release - here are some thumbnails for the full screens that can be seen at Baconbomb Modworks (http://www.baconbomb.com/modworks), these ones aren't linked:
http://www.baconbomb.com/modworks/screens/sr47_t19.jpg http://www.baconbomb.com/modworks/screens/sr47_t15.jpg http://www.baconbomb.com/modworks/screens/sr47_t20.jpg[/QUOTE]<span id='postcolor'>
Outstanding work!!! I can't to get started using it. Now if only we had some good U.S. Special Forces addons with desert uniforms like those worn in Afghanistan. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/sad.gif
At least we have Christoph's Middle East soldiers with those turbans and beards to simulate Taliban/Al-Quaeda forces.
Chris G.
aka-Miles Teg<GD>
SR-47 and SR-74 addon [beta] is released.
Baconbomb Modworks (http://www.baconbomb.com/modworks)
Webmasters, feel free to host the file.
Very nice work! I especially like the scope...extremely well done. I am, however, receiving an error...when I place the soldier equiped with the weapon into the editor I get:
cannot load texture sr47\editorpics\w_rs47_acog_sup.paa
...this happens with both
I look forward to the new sounds and new handling as you continue this project! Keep up the great work!
RalphWiggum
Dec 24 2002, 06:30
wow..the scope looks fantastic.
but one question. when i tried to have fun with in in mission editor, it says there is a file missing. i think it is the one in the briefing menu notebook, showing picture of the gun in gears section. i wonder if my error is only happening to me.
edit: guess not http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif
great job http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
Sorry guys, I forgot to check the inventory images - they weren't sized right, and were never converted to PAA properly. AKM74 e-mailed me to notify me of the error, so it's fixed now.
You'll have to download it again to get rid of the error message - luckily it's a small file.
http://www.baconbomb.com/modworks/files/sr47beta.zip
Mr. Snrub
Dec 24 2002, 11:59
Great stuff there earl, absolutely terrific work, and the sight view is far better than any previous ACOG sights...it would've been good to have a different firing sound, but then again it's probably a problem with the default AK-47/74 sounds, which aren't too good.
I'm looking forward to using these with some good Desert special ops troops - Tora Bora here we come! http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
this gun looks so sweet http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
i hope you manage it soon to make it silenced... not only from the sounds but also for the enemy.
so long, lets wish mankind puts down their guns and starts to calm down by playing war only in virtual reality... my xmas wishes for all of us.
greetings and merry xmas
-pang http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/xmas.gif
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