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Author Topic: Tommy gun  (Read 4104 times)

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SH@dow 113

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Tommy gun
« on: 10 Jul 2004, 19:22:01 »
I almost finished my model of my tommy gun and was wondering where in hell im gonna get such textures. If anyone could help me whit that?

thx in advance :cheers:

heres a pic.

DBR_ONIX

  • Guest
Re:Tommy gun
« Reply #1 on: 11 Jul 2004, 13:10:13 »
Hmm, the easiest way it to either make them from scratch... *Ahem*
Not the easiest
Or, get some pictures if it (Shouldn't be hard ;)), and make your own textures from that

Or, the hardest way, find a texturer.. ::)
(There's so few, it's easier to learn how to make textures..)

Gd luck

One inprovement, I'd round off the stock bit, as that will be the most obvious bit
Apart from that, looks nice :)
- Ben

SH@dow 113

  • Guest
Re:Tommy gun
« Reply #2 on: 11 Jul 2004, 14:36:43 »
Thx for anwsering  ;D, the textures r alrdy solved, but there ugly as hell. Does anyone know how to make .tga files? cause i cant do it whit paint.
And im kinda stuck whit the config file. Do i just use the M60 or PK config and alter it a bit or what?

thx on advance :cheers:

Quote
I'd round off the stock bit
what you mean by "stock"? the magazine?

SH@dow 113

  • Guest
Re:Tommy gun
« Reply #3 on: 11 Jul 2004, 23:27:57 »
I got the gun ingame (check picture). Verry nice, onley i have to rescale it and i need another config.ccp cause now its like an M21 :beat:. It has to be more like  :gunman:, you know what i mean.
So if anyone could give me the config.ccp from an M60 or PK that would be splendid, or tell me what to change in my config.ccp

Thx in advance  :cheers:
« Last Edit: 11 Jul 2004, 23:28:15 by Sh@dow 113 »

DBR_ONIX

  • Guest
Re:Tommy gun
« Reply #4 on: 12 Jul 2004, 11:54:43 »
Lookin' good mate :)
For scale, Depbo a similar sized weapon, (First select you weapon, and make a new selection out of it, so it's easier to select your weapon) and merge it with your weapon
Then selelt your weapon again, by clicking the selection
Then use the scale 3d thing to shrink it down to the correct size

But if you do that, you have to delete everything from all the other lods and stuff.. So remeber what you scaled it down by, and goto file, new, and then re-open your model, press Ctrl+a, then go into each LOD, press Ctrl, and drag a box roung everything, and do that in each LOD..
Then go to the Scale 3D, and check apply to all LODs (Approx)
Type in what ever you worked out was the correct scale

Hmm, thats a bit long.. :P
Basicly, merge another weapon, find the scale it needs to come down by, and then re-open the weapon, scale it down by that on all lods (Other wise the barrel points screw up)

- Ben
PS, stock = the bit that you put in your sholder
Oh, btw, I'll look out a weapon CPP for you today

SH@dow 113

  • Guest
Re:Tommy gun
« Reply #5 on: 12 Jul 2004, 20:37:43 »
Thx  ;D, and lol what a explanation on mergin  ;). But i got it quit right the scaling, i just need to scale down the "stock". Il ad a screenie soon.
And thx for looking out for the config.ccp, i dont get anything of it :-[.

- Sh@dow 113 :toocool: out

SH@dow 113

  • Guest
Re:Tommy gun
« Reply #6 on: 12 Jul 2004, 21:37:29 »
Heres that screenie  ;D ;D ;D
   l l
   l l
   l l
  vv

DBR_ONIX

  • Guest
Re:Tommy gun
« Reply #7 on: 14 Jul 2004, 11:01:43 »
Looking really good ;D
- Ben
PS, Will get the cpp today :)

SH@dow 113

  • Guest
Re:Tommy gun
« Reply #8 on: 14 Jul 2004, 13:01:44 »
Quote
PS, Will get the cpp today :)
Thx  ;D

DBR_ONIX

  • Guest
Re:Tommy gun
« Reply #9 on: 14 Jul 2004, 17:08:40 »
Here is my LSW config.. It's the closes I can find :
Code: [Select]

// some basic defines
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define true 1
#define false 0

// type scope
#define private 0
#define protected 1
#define public 2

#define WeaponNoSlot        0//    dummy weapons
#define WeaponSlotPrimary      1//    primary weapons
#define WeaponSlotSecondary      16//    secondary weapons
#define WeaponSlotItem        256//    items
#define WeaponSlotBinocular      4096//    binocular
#define WeaponHardMounted      65536



class CfgPatches
{
  class ChechLSW
  {
      units[] = {"ChechLSWSoldier"};
      weapons[] = {ChechLSW};
      requiredVersion = 1.75;
  };
};



class CfgModels
{
  class Default{};
  class Weapon: Default{};
  class ChechLSW: Weapon{};
};


class CfgAmmo
{  
  class default {};
  class BulletSingle : Default {};
  class ChechLSWSingle: BulletSingle
  {
      hit=8
      indirectHit=1
      indirectHitRange=0.100000;
      visibleFire=0.7500;
      audibleFire=0.7500;
      visibleFireTime=2
      tracerColor[]={0,0,0,0.005000};
      tracerColorR[]={0,0,0,0.005000};
  };
};

class CfgWeapons
{
  class Default  {};
  class MGun: Default {};
  class Riffle: MGun {};
  class ChechLSW: Riffle
  {
      scopeWeapon=public;
      scopeMagazine=public;
      model="\Chech_LSW\ChechLSW.p3d";
      picture="\Chech_LSW\p_lsw.pac";
      modelOptics="\Chech_LSW\optika_LSW.p3d";
      displayName="L86 LSW";
      drySound[]={"weapons\M16Dry",0.003162,1};
      magazines[]={"ChechLSWmag"};
      opticsZoomMin=0.74;
      opticsZoomMax=0.74;
      distanceZoomMin=400;
      distanceZoomMax=80;
      flash="zalesh";
      flashSize=5;
      initSpeed=938;
      opticsFlare= true;
      modes[]= {"Single","Full"};
      class Single
      {
        ammo="ChechLSWSingle";
        multiplier=1;
        burst=1;
        displayName="LSW Single Shot";
        dispersion=0.0008000;
        sound[]={"\Chech_LSW\lswfire.wav",1.000000,1};
        soundContinuous=0;
        ffCount=1;
        reloadTime=0.0100000;
        recoil="rifflesingle";
        autofire=0;
        aiRateOfFire=0.10000;
        aiRateOfFireDistance = 200;
        UseAction=0;
        useActionTitle="";
      };
      class Full
      {
        ammo="ChechLSWSingle";
        multiplier= 1;
        burst= 1;
        displayName= "LSW Full Auto";
        dispersion=0.0008000;
        sound[]={"\Chech_LSW\lswfire.wav",1.000000,1};
        soundContinuous=0;
        reloadTime=0.100000;
        ffCount=3;
        recoil="riffleBurst3";
        autoFire=1;
        aiRateOfFire=5.00000;
        aiRateOfFireDistance=200;
        useAction = 0;
        useActionTitle="";
      };

  };
  class ChechLSWmag: ChechLSW
  {
      ammo="ChechLSWsingle"
      scopeWeapon=public;
      scopeMagazine=2;
      displayNameMagazine="LSW 5.56 Mag";
      shortNameMagazine="5.56 Mag";
      picture="\Chech_LSW\pm_lsw.pac";
  };
};
class CfgNonAIVehicles
{
  class ProxyWeapon {};
  class ProxyChechLSW: ProxyWeapon {};
};

class CfgVehicles
{
  class All{};
  class AllVehicles:All{};
  class Land:AllVehicles{};
  class Man:Land{};
  class Soldier:Man{};
  class SoldierWB:Soldier{};
  class SoldierWSniper:SoldierWB{};
  class SoldierWSaboteur:SoldierWB{};
  class SoldierWSaboteurPipe:SoldierWSaboteur{};
  class SoldierWSaboteurDay:SoldierWSaboteurPipe{};

  class ChechLSWSoldier: SoldierWSaboteurPipe
  {
      displayName="Black Op (L86 LSW)";
      vehicleClass="Chechnya Mod - Men";
      accuracy=1000.000000;
      nightVision=1;
      sensitivity=2;
      camouflage=0.0700000;
      weapons[]={ChechLSW,Ingram,NVGoggles,Throw,Put};
      magazines[]={ChechLSWmag,ChechLSWmag,ChechLSWmag,ChechLSWmag,IngramMag,IngramMag,IngramMag,IngramMag};
  };
};

You'll get a black-op with a Tommy gun, under the west side :P
You need to find and replace ChechLSW with what ever you want (Like ShadowTommy or something), then just check theres no more instaces of the word Chech, and it should be fine
- Ben

SH@dow 113

  • Guest
Re:Tommy gun
« Reply #10 on: 14 Jul 2004, 17:38:03 »
Many thx  ;D

cheers :cheers: mate ;)

DBR_ONIX

  • Guest
Re:Tommy gun
« Reply #11 on: 14 Jul 2004, 20:31:38 »
I take it it worked! ;D
When you releasing it :P
- Ben

Offline Wildebeest

  • Contributing Member
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  • The time the wildebeest ruled the Earth.
Re:Tommy gun
« Reply #12 on: 22 Jul 2004, 10:48:09 »
Weeee...

SH@dow 113

  • Guest
Re:Tommy gun
« Reply #13 on: 22 Jul 2004, 14:29:49 »
wow this is nice  :wow:, mine looks good to but yours :wow:, keep up the good work ;D

Offline Wildebeest

  • Contributing Member
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  • The time the wildebeest ruled the Earth.
Re:Tommy gun
« Reply #14 on: 22 Jul 2004, 16:40:41 »
Thx man! Yours looks great. When i first read this topic and looked at the first pic I was like "what the heck? Is that my model? lol".. kinda spooky there for a sec. Which model are you making? I'm making the M1928. First I was planning on making the M1927 - since it's longer - but then I discovered that the 1927 only has semi firing mode... boooring :)

Here's a link for the Thompson brochure 2004 if you wanna have a look...

http://www.goatsgotohell.com/~karl/Stuff/T_brochure2004.pdf
Weeee...

SH@dow 113

  • Guest
Re:Tommy gun
« Reply #15 on: 22 Jul 2004, 17:07:44 »
I think mine is from 1927 (around the 30's). I didnt actually pay muc attention to it, i just think the gun is cool  ;D. But i do got custom sounds and stuff like that.

Offline Wildebeest

  • Contributing Member
  • **
  • The time the wildebeest ruled the Earth.
Re:Tommy gun
« Reply #16 on: 22 Jul 2004, 17:45:32 »
Yeah, it's no biggie whether it's a 27 or 28 or 21 or whatever.. I bet there are different versions of each too but I'm not sure... cool I got some sounds to.. but I've got some more texturing to do before mine is finished  :)
Weeee...

Victor78

  • Guest
Re:Tommy gun
« Reply #17 on: 05 Aug 2004, 21:11:24 »
Not bad at all shadow but I might make one suggetion. Make the trigger seperate from the main body of the gun like the other guys tompson. right now yours looks a little messy around the trigger,no offense ment. Overall a good job though.

Marss911

  • Guest
Re:Tommy gun
« Reply #18 on: 16 Aug 2004, 10:37:26 »
hehe I also made a Tommy gun some time ago...


DBR_ONIX

  • Guest
Re:Tommy gun
« Reply #19 on: 16 Aug 2004, 12:38:59 »
:wow:
What program is that in? 3dSM?
V.v. impressive!
- Ben