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[WIP] SOCOM MOD (will include M16A2, rpg, ect...)

Posted: Thu Jun 15, 2006 7:26 am
by SMASH
This is a mod based off the game Socom (3) Navy Seals.

Here's a list weapons and other stuff I am making for this mod:

1. AT-4 Rocket Launcher
2.M16A2 w/M203 grenade launcher
3. Model 18 (Automatic pistol)
4. F90
5. STG
6. IW-80 A2
7. Smoke grenade
8. ALSV (Jeep with mounted gun)(similar to a 2005 version of a warthog).
9. Killing Fields type level (small)(If you don't know Socom, you'll see).

That's about it... I am almost done modeling the M16A2 and pics will be up ASAP. If you are interested in helping out, pm me or post here and we'll see what we can do...

M16A2 w/M203 grenade launcher
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IW-80 A2
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F90
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M82A1A (sniper rifle)
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Killing Fields
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We are also creating a custom biped for it... a Navy Seal :D. We need as much help as we can get... right now it's me and one other person working on it so if you feel like pitching in, send me a pm or AIM me.

Posted: Thu Jun 15, 2006 1:51 pm
by JK-47
Neato, I'd help but I dont have everything I need installed on my laptop to help.

Posted: Thu Jun 15, 2006 3:05 pm
by SMASH
Gotcha, well, if you're going to get it back, your welcome to join us. If not I'm sure we'll still be working on it if and when you get a new computer.

More PICS!!!

F90 Textured
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F90 IN-GAME!!! (But no texture darn it!!! I HATE SHADERS!!!)
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Why do my textures never work in-game??? When making the GBXmodel I chose to make them as a "model" shader and it saves it to my tags... I even checked to make sure that the shaders are being found in the right place in Guirilla at the bottom of the .gbxmodel. Is it cause I'm using the AR as a refence weapon (basically, when I made the weapon, I just took out the models and placed in my own models)... Grrr... makes me want to eat someon over at Bungie...

Posted: Thu Jun 15, 2006 3:56 pm
by FleetAdmiralBacon
when you make the GBX, tool does not make the bitmaps or add them to the shaders.
You have to do that manually.
tool bitmaps [directory]
and then with guerrilla, add them to the shaders as the base map.
Also, good choice with shader_model, nothing else casts shadows, which I have found out the hard way with the Draco... But that's another story!

Posted: Thu Jun 15, 2006 5:32 pm
by FleetAdmiralBacon
EDIT: Stupid PDA...

Posted: Thu Jun 15, 2006 6:44 pm
by SMASH
Nice double post, but anyways... the thing is, is that they aren't bitmaps, they are textures made in 3DS Max.

Posted: Thu Jun 15, 2006 7:54 pm
by FleetAdmiralBacon
sry, dang pda, your max textures will not convert, you have to make TIFFs with the same textures, that's mapping 101

Posted: Thu Jun 15, 2006 8:05 pm
by SMASH
How do I make TIFFs out of my max textures?

Posted: Thu Jun 15, 2006 8:08 pm
by FleetAdmiralBacon
idk, but i would assume some one has done it

Posted: Thu Jun 15, 2006 8:44 pm
by SMASH
Dang it, I tried the bitmap thing but it made the bitmap tags empty even though I custom made the bitmaps as TIFFs, used tool to make them bitmaps, it still didn't work...

I got this error in tool

Code: Select all

skipping bitmap with non-power-of-two dimensions (#100x#100#1)

Posted: Thu Jun 15, 2006 9:33 pm
by FleetAdmiralBacon
they must be 2^x by 2^y
2 2
4 4
128 128
256 512
stuff like that

Posted: Thu Jun 15, 2006 9:38 pm
by maca_ยง
Looking good!
The F90 needs a lot more work though.

Posted: Thu Jun 15, 2006 9:41 pm
by SMASH
Yea, I figured that out... yey... pics will be up in a minute of my newly textured F90.

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:P YEY!!! MY FIRST IN-GAME TEXTURED, SHOOTABLE WEAPON EVER!!!!!

Posted: Fri Jun 16, 2006 6:55 am
by Grave
So which level are you using for the mod Desert Glory is my favoirte level.

Posted: Fri Jun 16, 2006 7:13 am
by SMASH
That's from Socom 2... this is more based off of Socom 3... even though my root are in Socom 2, Socom 3 is what I play most, so we are doing killing fields from Socom 3, which you can see in one of the pictures. The base pictured in those pictures of the bsp is the terrorist side.


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