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Weapon Releases / [CUSTOM] HK416 customized
« Last post by Zoldat on July 20, 2018, 02:36:58 PM »
HK416 customized
Customized German assault rifle.

A weapon request by Alex Lindt. It is a HK-416 from Battlefield 4, originally ported to CS:S and fitted with some gadgets(namely, Magpul light stock, EOtech sight with magnifier and PEQ-15 laser pointer) taken from this release and also the vertical grip from MK-18 that I released here on BSNOOCH earlier.
Unfortunately, I had to edit the view model in such a way that older Source engine could even compile it properly and show it in-game, meaning that I removed a lot of details. It looks a bit crappy, but I had no other option  :'( The world model isn't affected by this - it was compiled without problem and works fine in-game  :D
It has two draw animations. It also has a 3D-scope, but this time I did it with some trick: the sight picture isn't static but dynamic one, meaning that it moves and shakes a bit while active(you can see it in a video). I did it with a "LaserPoint" value in weapon_custom file. To be honest, I didn't come up to this myself, but looked how it was done in one old Smod weapon release of FN SCAR  :)

Anyway, I hope you'll like this  :)

Features:
-Real-time scope with dynamic sight picture(make sure you have r_subviewcam set to 1);
-Working world models;
-Has two draw animations;
-Has the weapon icon;

The link: http://www.mediafire.com/file/pykjwd57873hbb7/hk416+custom+for+smod.rar

Credits:

Model: DICE
Textures: BF4/Phale/Sethsamson
Assets extraction and animations: 98B(http://98bcompile.blogspot.com/2017/05/hk416.html)
Magpul buttstock, Eotech with magnifier and PEQ-15 laser meshes: DICE Los Angeles(taken from weapon release made by 98B from here: http://98bcompile.blogspot.com/2017/03/obr556.html)
Vertical grip: Tigg(taken from Left 4 Dead 2 addon' weapon model here: https://steamcommunity.com/sharedfiles/filedetails/?id=596609265)
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Real-time scope materials: Pepsifan04
Porting, rigging, editing and compiling into Smod/Half-Life 2 by me.
2
Weapon Releases / Re: [CUSTOM] FN SCAR-H customized
« Last post by Alex184 on July 17, 2018, 08:46:39 PM »
Thank you very much!
Amazingly executed :)
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Weapon Releases / [CUSTOM] FN SCAR-H customized
« Last post by Zoldat on July 06, 2018, 07:34:15 PM »
FN SCAR-H customized
Belgian-American battle rifle customized with some gadgets.

This is a request from Alex Lindt. It is a Battlefield 4 SCAR-H model port, fitted with some gadgets from other non-related weapon releases, along with BF4's vertical grip.
It is fitted with sniper scope, PEQ-15 laser pointer, bipod, Surefire G2 flashlight and a vertical grip.
It has a real-time 3D scope.

Hope you like it  :D

Features:
-Real-time scope(make sure you have r_subviewcam set to 1);
-Working world models;
-Has distant gunfires sound for NPCs;
-Has the weapon icon;

Link: http://www.mediafire.com/file/4v39d10v9a6i4kt/scar-h_custom_for_smod.rar/file

Credits:

Model, sounds and textures: DICE
Assets extractor: AdrianTheShep(from Facepunch.com forums)
Folded bipod model: Rimuto(taken from weapon model made by Sunshine G aka GraySunshine here: https://www.youtube.com/watch?v=uzQN3207mGk)
Laser PEQ15: Odec3D(taken from Left 4 Dead 2 addon' weapon model here: https://steamcommunity.com/sharedfiles/filedetails/?id=596609265)
Scope model: from America's Army: Proving Grounds M24 model port made by 98B here: http://98bcompile.blogspot.com/2018/03/m24.html
Surefire G2 model: Yogensia(https://steamcommunity.com/sharedfiles/filedetails/?id=381546534)
Animations: DICE (ripped from weapon model of SG-550 replacement ported by 杰老叔 here: http://css-pro.ru/load/models_and_skins/paki_modelej/cs_s_bf4_weapons/51-1-0-10331)
Sounds extraction: 杰老叔(allegedly; from skin pack here: http://css-pro.ru/load/models_and_skins/paki_modelej/cs_s_bf4_weapons/51-1-0-10331) and elementofprgress (http://forum.symthic.com/battlefield-4-general-discussion/6591-bf4-audio-files/)
-------
Real-time scope materials: Pepsifan04

Porting, rigging, editing compiling into Smod/Half-Life 2 by me.
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SMOD & SMOD2 / Re: Dive move for SMOD?
« Last post by TheZec on June 21, 2018, 12:02:17 PM »
^Interestingly, cl_playermodel "models/player.mdl" only works for SMOD40, at least for me. When I used it with Redux V5, it didn't work. However, disabling locational damage in RV5 did solve the issue. Entering "smod_player_locationdamage 0" in Redux Final solved the issue without deleting the models you specified. Finally, diving and bullet time. Thank you so much for taking the time to reply, man. Gonna take this for a spin later today.
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SMOD & SMOD2 / Re: Dive move for SMOD?
« Last post by Onemanshow on June 21, 2018, 07:20:10 AM »
^Not to sound ungrateful, truly, but that didn't work either. Tested on various SMODs where I added smod_player_deathcam 0 to the autoexec.cfg, or manually entered it into the console before starting a map, as well as entering in game and entering the next map.

Just did some testing and I can confirm that command isn't the cause. Rather, it seems to be the player model itself. I can't say what it is (I suspect it's how SMOD handles hitboxes on player models) but I think I know how to fix it. The player model needs to be set to "models/player.mdl" to stop this from happening. This is the default HL2 model used for the player and when I set it as player model, the issue no longer occurred. Dump this line into an autoexec or type it in console:

Code: [Select]
cl_playermodel "models/player.mdl"
If you want to use this in Redux Final it's a bit different as this model was replaced with the new Gordon model, as HL2 automatically precaches this mesh and using it helped stop hitching on level load. If you want to stop this bug happening in Redux Final, you'll have to delete the six player model files included in the models folder: player.mdl, player.dx80.vtx, player.dx80.vtx, player.sw.vtx, player.phy, player.vvd. The HL2 default should be restored after that, and you won't need to set the player model since Redux already uses it. Keep in mind you'll also be out of locational damage on the player since the HL2 model isn't set up for it, if you care about that.

Hope this fixes the issue for good. :)
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SMOD & SMOD2 / Re: Dive move for SMOD?
« Last post by TheZec on June 20, 2018, 05:37:18 PM »
^Not to sound ungrateful, truly, but that didn't work either. Tested on various SMODs where I added smod_player_deathcam 0 to the autoexec.cfg, or manually entered it into the console before starting a map, as well as entering in game and entering the next map.
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SMOD & SMOD2 / Re: Dive move for SMOD?
« Last post by Onemanshow on June 20, 2018, 05:37:31 AM »
^I finally got around to testing this. Unfortunately, setting smod_player_deathcam to 0 does not stop bullets from stopping the player while diving or jumping. I tested this in SMOD Redux 5, Redux Final, as well SMOD40.

It won't apply until the next map if you typed it in while in-game. I suggest you put the command in your autoexec.cfg to ensure it'll stick when you load a new map in.
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Weapon Releases / Re: [CUSTOM] Ohio Ordnance HCAR
« Last post by Alex184 on June 19, 2018, 06:35:42 PM »
Super cool and rare DMR!
3 odd 6 is quite a caliber :)
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Weapon Releases / Re: [CUSTOM] HK G3 FSK
« Last post by Alex184 on June 19, 2018, 06:34:34 PM »
Beautiful as usual!

Thank you!
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SMOD & SMOD2 / Re: Dive move for SMOD?
« Last post by TheZec on June 19, 2018, 11:07:01 AM »
^I finally got around to testing this. Unfortunately, setting smod_player_deathcam to 0 does not stop bullets from stopping the player while diving or jumping. I tested this in SMOD Redux 5, Redux Final, as well SMOD40.
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