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r0tzbua

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About r0tzbua

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    Platoon Leader

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    Male
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    Austria

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    http://www.r0tzbua.net
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    guenni-ptd

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  1. Some stuff that was made with it, so you know what you get: Desert Marpat texture made by Assifuah MARPAT Woodland, if you ask about the front sights, here's your answer. Austrians Some scandinavians with a horrible swedish M90 that needs fixing.
  2. [Free Assets] British Props !!

    Please mind that you most likely have to replace the links inside the assets. So open up the material and re-add the textures, as well as readding the material to the static meshes. Then it should be fine. Very nice job!
  3. Hi everyone! Since a lot of people continue to pester me about it, here it is! It's a Photoshop template for the retexturing of the US models with fancy new camos (Or unfancy new camos – who am I to judge?). I split up the camo at all the seams, tried to get the size to each patch right to make the pattern unified over the whole model and changed some small things. The US flag patch on the shoulder got replaced by some simple velcro. I edited the normal map as well for it. So if you place a patch on it, make sure to edit the normal map as well. To change the camo (currently it is a US Woodland camo by Tounoushi from the Facepunch forums), you have to do the following: Find, and double click the layers (Smart Objects) called "[REPLACE ME]". It will open a Smart Object in a new tab. In there you can place your Camo/Color/Nude Pics and save it. You can now close this new tab, it will automatically replace all the camos with your recently placed ones. Yay! You don't have to make the camo layer visible, it just acts as a template for all the smart objects in the folder with the name of "Don't touch us if you don't have to." Both files have some extras in there for recoloring the plain colored things and other equipment: US_Army_Equipment_Albedo.psd This is a layer for recoloring the coyote/tan plain colored stuff in the original texture. If you want to retain thise, simply set it to invisible. It also has a second smart object for having a different texture for the helmet. If you want the same as in the rest, simply also place the same camo in here. US_Army_Body_Albedo.psd These are recolors of the tan stuff like the boots and the holster. You can simply make these layers invisible (by clicking on the eye, but I guess you know that already) if you want to retain the standard tan versions. There is a Marmoset Toolbag file in there which should theoretically work to give you a quick preview, just replace the missing textures in the materials with you newly created ones. (You may have to export the combined map from the SDK yourself to get a "real" look.) I think that's it for now, if you have any questions, just hit me up on the Modding Discord. Ah, yeah you need a download link, it's on MEGA, because it's huge: https://mega.nz/#!RFNyxQAb!EJq63QkxzhwZeOJL4572IWBQe6Pj2KnTII3r0nahsiE Credits: Offworld Industries for the model and textures, I'm sorry I'm doing this to you. Tounushi from the Facepunch Forums for the M81 Woodland Camo, I'm sorry I misspelled your name in the PSD, but it took a long time to upload it and I don't want to start again
  4. There will be enough mods that will be free, even by devs working on ESC and PS. These are two products that don't define themselves as mods anymore, like other projects did in the past and will continue to do so (Counter-Strike is an example, Rising Storm 2 is heavily built upon RO2/RS's base). There will be different products that see themselves closer to Squad and will continue to be free. I myself am working on ESC, but also will continue working on my free mods as well as provide help, support and ressources to other modders.
  5. The Wrench - January 2017 Edition

    Modders can work on whatever they want, and unless track physics are in the game, modders won't really add quite a lot of tanks. This is a modding recap, not the official dev log.
  6. Post Scriptum : The Bloody Seventh

    Is it not a decision by the teams that build the content? If you are a team building high quality content, why don't they earn the right for themselves to make some money with it that helps development? There will be a lot of free content provided by very talented people, there will be some things that may not necessary be free, it's great that OWI theoretically supports those decisions and helps these hard working peeps to earn something for their work. If you don't want to spend money on something no one will ever force you to do since there is quite a thriving mod community that is also working on free things. One of it you already are enjoying by playing the free Kokan update which was started by a modder and made it's way into the game already.
  7. The Wrench - January 2017 Edition

    To keep things unbiased (lots of the Admin and Moderation team from the Community Discord that are writing this monthly are also on mod teams) we only showcase work that is being sent to us, we don't pick and choose from the community what we see. Post Scriptum has their own channels of showcasing and communication, so they don't partake in The Wrench. We curate the content we get, and what we don't get we don't include @c-pid I just tested it again and it seems to work fine for me …
  8. The Wrench - January 2017 Edition

    Link will be posted once it's out. Will happen soon
  9. Post Scriptum : The Bloody Seventh

    A total conversion is still a mod, yeah. So not standalone, at least from what the header description says
  10. Post Scriptum : The Bloody Seventh

    It's right there in the header description:
  11. new project

    Some basic inputs, which will help people at least gathering some interest: Tell at least roughly what your project is about. Is it a total conversion, is it a faction add-on, is it a new game mode, etc. Is there a team already working on, or are you alone What role would you take, what know-how would you bring into a team What people do you actually need (Mappers, 3d Artists, Blueprint guys, etc.) I don't think that many people feel intrigued by "Hey, got an idea, don't wanna talk about it, but let's join up)
  12. size difference in SDK when opening a map/level?

    The map itself is split into different "layers" for easier editing of the different gameplay layers, so you can easily make a new AAS layer for example. So the AAS file gets streamed into the main level and only contains everything necessary for gameplay stuff, while lighting, statics, landscape etc may be in a whole different (the larger) file.
  13. The American Football Thread!

    Just end this season please.
  14. Why should it be dead? There's no way to release maps right now, so completely fleshing them out and testing with multiple persons will surely be done later.
  15. Community content WIP thread!

    Thanks man, glad you like it! (Even though you already did or will do the same one soon enough I guess ;))
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