[MODEL] FAMAS V2

This forum is related to alpha maps and mods only.

Moderator: Forum Guards

[MODEL] FAMAS V2

Postby clyzm » Tue May 15, 07 5:28 am

Requirements:
Windows 95/98/2000/ME/XP

Description:
The second version of the FAMAS with higher detail model, complete new animations and skins and two versions of the weapon. Custom ammo type and belt icons not included.

Installation:
Put the .U in your system folder, and go to your DeusEx.ini. Find the lines with "EditPackages". Add this line: EditPackages=FAMASV2.

**MAKE SURE YOU DELETED THE OLD FAMAS.U FROM YOUR SYSTEM FOLDER AND REMOVED THE EDITPACKAGES LINE FROM YOUR DEUSEX.INI!**

For more information (such as usage in servers), please read the readme.txt found in the zip.

Use:
Free for use in mods, maps, and anything else. At least provide some form of contact to either me or [A] (for example, posting on our forums.)

Syntax:
For summoning the scoped version:
summon famasv2.weaponfamas

For summoning the regular version:
summon famasv2.weaponfamasnoscope

Bugs and Solutions:
  • - Belt icons and custom ammo type - included in future releases


Credits:
Cataclyzm - modelling, skinning, animating, importing.
John aka -Majin- - beta-testing and criticism.

Screenshots:

Image

Image

Image

DOWNLOAD BELOW
Attachments
FAMASV2.rar
(1.07 MiB) Downloaded 1400 times
Image
User avatar
clyzm
Forum Master God
 
Posts: 16023
Joined: Sun Nov 28, 04 2:48 am
Location: Chiraq

Postby Dae » Tue May 15, 07 6:19 am

Good thing, gotta test it
User avatar
Dae
Alpha
 
Posts: 12086
Joined: Sat Sep 06, 03 4:40 pm

Postby Allan » Tue May 15, 07 6:39 am

I personally preferred the old skin, but this one's good too :D
User avatar
Allan
Alpha
 
Posts: 4545
Joined: Wed Dec 21, 05 1:41 pm
Location: Northamptonshire, England.

Postby VodunLoas » Tue May 15, 07 7:54 am

I love it! Great work! :D
User avatar
VodunLoas
Alpha
 
Posts: 677
Joined: Thu Apr 22, 04 7:16 am

Postby Dae » Tue May 15, 07 1:19 pm

Theres a much better way of handling the scope: make and animate only one model — the one with a scope, but use two different texture files for a gun and a scope. Then make the scope invisible in-game, using masked texture.
User avatar
Dae
Alpha
 
Posts: 12086
Joined: Sat Sep 06, 03 4:40 pm

Postby clyzm » Tue May 15, 07 1:47 pm

Dae[A] wrote:Theres a much better way of handling the scope: make and animate only one model — the one with a scope, but use two different texture files for a gun and a scope. Then make the scope invisible in-game, using masked texture.


That's what I did:

Code: Select all
// taken from the famas no-scope import
#exec MESHMAP SETTEXTURE MESHMAP=famas1stn NUM=5 TEXTURE=FAMASTex2
#exec MESHMAP SETTEXTURE MESHMAP=famas1stn NUM=6 TEXTURE=WeaponHandsTex
#exec MESHMAP SETTEXTURE MESHMAP=famas1stn NUM=7 TEXTURE=FAMASTex1
#exec MESHMAP SETTEXTURE MESHMAP=famas1stn NUM=8 TEXTURE=PinkMaskTex


The last line was set to FAMASScopeTex.

I had to duplicate the models because they all use different meshmaps.

In-game you could see they are technically on the same position, the same size, and they use the same animations.
Last edited by clyzm on Tue May 15, 07 1:50 pm, edited 2 times in total.
Image
User avatar
clyzm
Forum Master God
 
Posts: 16023
Joined: Sun Nov 28, 04 2:48 am
Location: Chiraq

Postby The RZA » Tue May 15, 07 8:51 pm

fanfuckingtastic. i'll have to test it one of these days.
Image

God Made Dirt, and Dirt Will Bust Yo' Ass!
The RZA
Alpha
 
Posts: 598
Joined: Thu Sep 21, 06 4:12 am
Location: Chicago, Illinois


Return to alpha laboratories

Who is online

Users browsing this forum: No registered users and 1 guest
cron