Left 4 Dead 2

Left 4 Dead 2

MW3 PM-9 (for Uzi)
38 Comments
Alex_D #NoWar  [author] 27 Jan, 2022 @ 8:19am 
Because I don't want every version I ever made of my every mod to be on Steam. When you have hundreds of them, it is a NIGHTMARE to manage and update them.
Lord Bloodfart 27 Jan, 2022 @ 7:16am 
ayo, why aint the one handed version on steam?
JHY 12 Apr, 2021 @ 2:50am 
omg.. really niceeeeee
Alex_D #NoWar  [author] 11 Apr, 2021 @ 12:23pm 
This link is inaccessible
ayami 25 Jan, 2020 @ 4:55am 
so cute !!!!!!
ebiks 17 Aug, 2019 @ 8:24am 
love ur mods man
<3
plap 5 Sep, 2018 @ 6:58am 
Ah I see, thanks
Alex_D #NoWar  [author] 5 Sep, 2018 @ 5:26am 
@III-PRO, I have recompiled it and slowed the framerate, so the reload time matches the default.
plap 5 Sep, 2018 @ 5:23am 
When? since the bolt racking was cut in depriv3d's release I thought this one too would be shorter
Alex_D #NoWar  [author] 5 Sep, 2018 @ 12:28am 
@III-PRO, after an update, yes.
plap 4 Sep, 2018 @ 6:54pm 
Does the reload time match with the default one?
Alex_D #NoWar  [author] 22 Jun, 2018 @ 11:22pm 
@supremeworthy, I'll most likely upload the alternative version(s) on Gamemaps.
Lord Wormy 22 Jun, 2018 @ 8:18pm 
You need to Update the Animation on this like the Suppresed one you did.
Lord Chanka 27 Dec, 2017 @ 12:43am 
Any HUD icon for this lad? Also MW3 MP5 for CSS MP5 would seem nice
Tööttieläin 17 Dec, 2017 @ 6:14am 
@ Alex_D_Vasilkov: Yeah. I'd say you're getting there.
Alex_D #NoWar  [author] 17 Dec, 2017 @ 12:49am 
@Tööttieläin, do you think I'm heading in the right diresction?
https://steamhost.cn/steamcommunity_com/id/Alex_D_Vasilkov/screenshot/921414885158054338
SkyNote( -10 °C) 13 Dec, 2017 @ 7:39pm 
Thank you! Very nice gun. MW3 MP5 for supressed smg but without supressor :steamhappy:
Tööttieläin 13 Dec, 2017 @ 2:44pm 
@ Alex_D_Vasilkov: No problem :)

Your first impression wasn't that far off. I pretty much did edit lightness and contrast and add random scratches :D (Funny fact: I usually use the "scratch" brush to paint spider webs)

The model shouldn't be that difficult to fix. You can just mark sharp edges in edit mode and add edge split modifier (with only sharp edge).
https://docs.blender.org/manual/ko/dev/modeling/modifiers/generate/edge_split.html
Alex_D #NoWar  [author] 13 Dec, 2017 @ 2:31pm 
Wow. Thanks a lot. This'd look amazing if not for all the smoothing issues your shaders reveal. I'll update the mod with your normals when I manage to fix the model.

Also, at first it looked like you simply changed the "levels" of the base texture and added a few scratches to make the normal map alpha, but I tried doing so, and it seems you did something more sophisticated and put a certain amount of effort into it.
Tööttieläin 13 Dec, 2017 @ 12:50pm 
@ Alex_D_Vasilkov: I accidentally added earlier version of the normal map alpha. This is the improved one:

https://quickfileshare.org/5R5/Normal_map_alpha.png

other files should be ok.
Tööttieläin 13 Dec, 2017 @ 12:40pm 
@ @ Alex_D_Vasilkov: Merry Christmas, I guess :D

I don't have Dropbox, so I had to find a way to share files without making account to anything
These links should bring up download option for the files:

https://quickfileshare.org/5R2/mtl_weapon_uzi_m9.vmt
https://quickfileshare.org/5R3/mw3_uzim9_n.png
https://quickfileshare.org/5R4/Normal_map_alpha.png

I added vmt, normal map(with phongmask) and the phongmask as separate image, so you can sort of see how I set it up. You'll just need to convert them into vtf format and add into the mod.
Alex_D #NoWar  [author] 13 Dec, 2017 @ 12:32pm 
You are too kind. That's presumably just the Christmas spirit, though.

And yes, I'm still at a very "llama" level at model smoothing. The models from MW series aren't exactly known for being incredibly high-poly, and when extracted, most of the polygons are completely detached from the rest. The stick magazine in this one had 20 vertices, and after welding the number fell to 8. Your shaders are pretty much overkill =D
Tööttieläin 13 Dec, 2017 @ 12:19pm 
@ Alex_D_Vasilkov: The normal map does it's job well enough. I didn't use phong exponent texture, only the phongmask in normal map (and the base texture as it was obviously).

I'll see if i can find a way to send the texture files back, so you can implement and/or study them.

Btw, I noticed some shading errors in the side of the gun that you could fix in the model itself (you can see the error in the screenshot. Because the normal map is height map based instead of baked from high poly model, you'll have to fix it in the model. Just select the flat surfaces that need fixing and add flat shading to them (or alternatively use edge split modifier, if you know how to use it).
Alex_D #NoWar  [author] 13 Dec, 2017 @ 12:09pm 
So, the normal map is alright? And is the "spc" map necessary? How much wits do I need to have to acquire a similar result?
Tööttieläin 13 Dec, 2017 @ 12:07pm 
@ Alex_D_Vasilkov: :D

The normal map is still the same, but I changed the alpha channel to quick conversion I made from base texture.
Alex_D #NoWar  [author] 13 Dec, 2017 @ 12:05pm 
Dude, I...

I want that monitor...
Alex_D #NoWar  [author] 13 Dec, 2017 @ 7:39am 
@Tootti, https://www.dropbox.com/s/3wrszd22c6549p5/uzi_m9_nml.dds?dl=0
Carefully exported to PNG and drag-n-dropped into http://cpetry.github.io/NormalMap-Online/ , and setting the Strength to 1, this is the result:
https://www.dropbox.com/s/uw41d5l5mg5uukc/NormalMap.png?dl=0
Tööttieläin 13 Dec, 2017 @ 7:16am 
@ Alex_D_Vasilkov: Is there a way you could link the normal map texture for me? I'd like to see it.

Also, this is from my rk-62 addon. You can use it to test out the textures if you want.

"VertexLitGeneric"
{
"$baseTexture" "models\v_models\RK62/rk62_dA"
"$bumpmap" "models\v_models\RK62/rk62_n"
"$color2" "[.8 .8 .8]"
//"$alphatest" "1"
//"$nocull" "1"

//"$phongexponenttexture" "models\v_models\RK62\rk62_s"
"$phongexponent" "35"
"$phongalbedotint" 3
"$phong" "1"
"$phongboost" "1"
"$phongfresnelranges" "[1 2.15 1.75]"

"$envmap" "env_cubemap"
"$normalmapalphaenvmapmask" "1"
"$envmaptint" "[0.04 0.04 0.04]"
"$envmapfresnel" "1.7"
}


$Phongboost: affects strength of the reflection

$Phongexponent: Reflections glossiness or size. Small number means bigger reflection, bigger number means smaller, glossier reflection

$color2: I use it to darken the texture. "[1 1 1]" is the default. (you can simply comment it out).





Alex_D #NoWar  [author] 13 Dec, 2017 @ 6:44am 
@Tootti,
1. There is a texture that calls itself "something_something_spc", which has an alpha channel. I set it as a $phongexponenttexture.
2. Base texture has an alpha channel, but it is used for camouflaging. Therefore, my basetexture is already camo'd and has no alpha.
3. The height map converted to the normal map retained its alpha channel.

In my VMTs, both $normalmapalphaphongmask and $normalmapalphaenvmapmask are True.
Tööttieläin 13 Dec, 2017 @ 5:38am 
@ Alex_D_Vasilkov: Ok. How did you set up phongmask? In source you have 3 options.
1. Separate phongmask texture (i think it doesn't work with normal map)
2. Alpha channel of basetexture
3. Alpha channel of normal map (the default setting if normal map is defined in vmt)

If you added the converted normal map without editing alpha channel, it's most likely full white (aka full reflection), which pretty much makes the material boring, clean, plastic looking.
Alex_D #NoWar  [author] 13 Dec, 2017 @ 5:12am 
@Tootti, the major issue is that the CoD games prior to Black Ops 2 use a gray "height map" instead of the more familiar blueish normal map. I used the "Normal Map Online" thingy to convert it. That, and I'm still a n00b with phong parameters and values.

If you check my BO1 FAL or XM177 (the PSG is still not updated) phong stuff, you'll probably see what I'm doing wrong, as I'm trying to use the same values for MW2/MW3 guns.
Tööttieläin 13 Dec, 2017 @ 5:03am 
@ Alex_D_Vasilkov: What kind of issues you had with the phong?
Mundfish 12 Dec, 2017 @ 11:59am 
Ah, I see. Carry on then.
Alex_D #NoWar  [author] 12 Dec, 2017 @ 11:53am 
@RWBY, I have considered multiple animation variants. I was just pleasantly surprised when the first compile attempt was made with good scaling and positioning, so I kinda declared it complete.
Karr4x 12 Dec, 2017 @ 11:42am 
Thank you very much ! I love japanese weapons !
Mundfish 12 Dec, 2017 @ 10:52am 
Eyy, the PM-9. This is one of my go-to SMGs in MW3. But, in order to be like from MW3 is to have Krycek's Killing Floor-styled SMG animations (one-handed). Not being nitpicky, just pointing the diffrences.