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r0tzbua

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Thank you guys for comments, hehe also moving targets no joking i spend a lot just shooting damn thing its kinda relaxing, LoL

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Made few explosive devices for our combat engineer for the FDF mod this week, VP 2010, directional anti-personel mine, and KP 87, off-route EFP anti-tank mine.

 

rend1.png

 

Rend1.png

 

 

Edited by Valapatto

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Looking great Valepatto!

 

I couldn't look at those guys sitting in a green forest any more, so I made them a quick scene to sit around:

highresscreenshot0002poqh1.jpg

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10 hours ago, r0tzbua said:

Looking great Valepatto!

 

I couldn't look at those guys sitting in a green forest any more, so I made them a quick scene to sit around:

highresscreenshot0002poqh1.jpg

Aww, they always look so adorable in their native habitat.

 

Brilliant work!

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3 hours ago, r0tzbua said:

highresscreenshot0003fdp8g.jpg

 

Stuff

Nice one man ! Is that a flash light or a laser pointer ? (or both ? ) , and have made functional ?

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it's a AN/PEQ-15, it has a IR illuminator and infrared as well as a visible aiming laser.

 

No it's not functional (yet).

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AN/PEQ-15 still isn't functional, but the SpecterDR works! 

 

 

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Ive been working on Sarau Desert, inspired by Kashan Desert

FyAlR5s.jpgffe1ac45f4.jpg

 

I just updated the fob and added new main spawns (No meshes near them) added some new splines to the fasp. I may be tweaking the bottom area a bit more of the fasp.

 

New fog on the right

dwfBkkJ.pngfqsaQtt.png

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SpecterDR + AN/PEQ-15 + KAC NT4 = ?

 

No matter what it is, it's Operator AF

 

(As multiple people said the suppressed gun sounds are horrible, yes I know that, I'm not a sound designer, obviously :P)

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What version of 3ds max can be used to model for Squad? List versions please. I'm cautious since BF2PR requires only specific 3dsmax9 version. I'm planning to use 3dsmax2012

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Replied on Reddit as well, but in the end it doesn't matter as long as it can export FBX files. I'm using Max 2018, the team is using Max 2016 afaik.

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thanks, indeed got answers on reddit. Question answered, thank you

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@Banned: this >

On 05/03/2018 at 9:31 PM, r0tzbua said:

 as long as it can export FBX files.

i'm using Lightwave3d 11.something and it's most recent FBX export is 2012 (6 years old!). the only thing LW11 dosn't do is Smoothing Groups but LW's 2018 version don't either. however i can still get smoothed polys without needing 'smoothing groups' - for some reason LW's "smoothed" surfaces export ok.

 

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Hey guys. I work professionally with 3D CAD Software since 2006 and im a trained architect. I´m not working yet on anything, but i´m able to produce new buildingstructures for SQUAD realy fast (like 1 - 4 hours per building, depending on the complexity + some time for refining textures/sounds in Unity). Just give me a shout if u need anything. I´d be happy to help, even though im busy.

Edited by MajorK

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6 minutes ago, MajorK said:

Hey guys. I work professionally with 3D CAD Software since 2006 and im a trained architect. I´m not working yet on anything, but i´m able to produce new buildingstructures for SQUAD realy fast (like 1 - 4 hours per building, depending on the complexity + some time for refining textures/sounds in Unity). Just give me a shout if u need anything. I´d be happy to help, even though im busy.

Would those be proper "game-ready" models, or CAD data based models? Those two things are very different and at my job I have to convert CAD building models to "game-ready" (for hololens display) and it's terrible work. Might as well just make it from scratch ourselves in many cases due to how CAD programs end up duplicating verts/faces and making overall very unoptimized models in general. 

 

If you were referring to making them in Blender/Max/Maya, then ignore the above ^_^

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3 minutes ago, Psyrus said:

Would those be proper "game-ready" models, or CAD data based models? Those two things are very different and at my job I have to convert CAD building models to "game-ready" (for hololens display) and it's terrible work. Might as well just make it from scratch ourselves in many cases due to how CAD programs end up duplicating verts/faces and making overall very unoptimized models in general. 

 

If you were referring to making them in Blender/Max/Maya, then ignore the above ^_^

Hey Psyrus! As i wrote: I guess they will need some refining to be completely Gameready (even though ArchiCad got a new FBX export function). But im willing to try this out. We need to make SQUAD great, so PR can be great again.;)

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