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RedOps - Update v5 (21.mar)

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DURLI
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RedOps - Update v5 (21.mar)

Postby DURLI » 24.10.2011, 01:14

Image


RedOps is first-person shooter that combines next-gen graphics and beautiful gameplay into one game. It copy CoD - Battlefield style.

Free Positions - Level Designer.

PS: In this place, I would like to say that weapon models are NOT my work. I re-made them from
Counter-Strike:Source format, with agreement of key authors. All credits goes to their respective authors. Full credits list will be available at release.

Image

Image

M4A1 (Model: Thanez; Texture: Millenia, Durli; Animations: Durli)

Image

AK47 (Model: Twinke Masta; Texture: Millenia, Durli; Animations: Durli)


Image

Image
Last edited by DURLI on 21.03.2012, 09:54, edited 7 times in total.
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raiko
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Re: RedOps

Postby raiko » 24.10.2011, 01:26

Nice Screens.

Will it be SP and MP?
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musicfreakai
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Re: RedOps

Postby musicfreakai » 24.10.2011, 01:43

Id love to see some footage, Red Ops looks promising :D
Las Vegas Mod Coming Soon
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DURLI
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Re: RedOps

Postby DURLI » 24.10.2011, 08:46

Thank you guys ! Game is Multiplayer-only.

Image
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.gametime.
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Re: RedOps

Postby .gametime. » 24.10.2011, 10:29

great start. and respect: you got the weapon in game with custom arms and all aligned up properly.

two questions: where did u get the blops arms from

but more importantly: can u make a video tutorial explaining how to get custom arms in game.

cheers
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modsuki
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Re: RedOps

Postby modsuki » 24.10.2011, 10:41

Too long gun lol

I think camera make the problem. :P
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THEAWESOMEKZONE
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Re: RedOps

Postby THEAWESOMEKZONE » 24.10.2011, 11:39

looks promising.
good luck
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DURLI
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Re: RedOps

Postby DURLI » 24.10.2011, 11:40

@gametime: the fp arms Im using are agent_fp that comes with FreeSDK. I changed only material.
However, exporting your own shouldnt be problem.
- Open agent_fp.max from SampleAssets,
- inserts your modelled arms
- scale your arms to fit the bones
- delete original agent_fp arms mesh
- reset Xform
- rig your mesh to original bones (This part is really difficult at least for me, I cant rig it properly, it always looks weird.)

Once you export your arms, check it in character editor (setup material, etc...).
Load some default weapon(SCAR), and add your arms as Skin Attachments (like default arms). Check for deformations while reload animation running. if you are not happy with a result ( you probably wont, after first export), edit your rig.

If you are creating whole new weapon, then dont care about weird deform on SCAR. When u are animating your own weapon, u will see immediatly in max how it will looks like ingame, so you can quicky adjust rig.

Finnaly, if I remember correctly, Fortran made some custom arms, but the download link is broken. I was asking people here on crymod for upload, no answer.

Hopefully I helped u.
DURLi
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frozenwifi
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Re: RedOps

Postby frozenwifi » 24.10.2011, 11:57

what gun is that and how did you get it
Image

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General Kaboom
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Re: RedOps

Postby General Kaboom » 24.10.2011, 12:37

M16 (RIFLE 5.56-MM, M16)...and he did it by himself...know what that is, work? That's something that needs to be done if you want to mod anything.
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.gametime.
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Re: RedOps

Postby .gametime. » 24.10.2011, 12:45

DURLI wrote:@gametime: the fp arms Im using are agent_fp that comes with FreeSDK. I changed only material.
However, exporting your own shouldnt be problem.
- Open agent_fp.max from SampleAssets,
- inserts your modelled arms
- scale your arms to fit the bones
- delete original agent_fp arms mesh
- reset Xform
- rig your mesh to original bones (This part is really difficult at least for me, I cant rig it properly, it always looks weird.)

Once you export your arms, check it in character editor (setup material, etc...).
Load some default weapon(SCAR), and add your arms as Skin Attachments (like default arms). Check for deformations while reload animation running. if you are not happy with a result ( you probably wont, after first export), edit your rig.

If you are creating whole new weapon, then dont care about weird deform on SCAR. When u are animating your own weapon, u will see immediatly in max how it will looks like ingame, so you can quicky adjust rig.

Finnaly, if I remember correctly, Fortran made some custom arms, but the download link is broken. I was asking people here on crymod for upload, no answer.

Hopefully I helped u.
DURLi


you very much did so.

question tho is the xml and text code editing stuff. idk how to apply that correctly. and yes the weighting is horrible. i never get the thumb right -.-
its a long and frustrating process.

and correct me if im wrong, but fortrans arms are for ce2. idk if you can just copy the arms over. bc i think that they use an old rig.

ps: and i really thought that these arms aren't the sdk arms, cause they look so crapy, maybe the rigs for the weapons are just bad.
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DURLI
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Re: RedOps

Postby DURLI » 24.10.2011, 14:55

Well, M4 is not only my work, take a look at first post for credits

@gametime : Yes, he´s arms are from CE2, but you can use whatever bone structure, if you make all weapons using it. Even CS:S.
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DURLI
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Re: RedOps

Postby DURLI » 24.10.2011, 15:56

Game Screenshots Updated
- Added AK47
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.gametime.
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Re: RedOps

Postby .gametime. » 24.10.2011, 16:24

really great work. maybe make the ak a bit less specular or certain parts via spec map.

cant wait to see the animations.
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DURLI
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Re: RedOps

Postby DURLI » 25.10.2011, 00:40

Working on Search & Destroy gamemode.

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