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Arto

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Arto last won the day on October 3

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About Arto

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  1. Most if not all of these were enabling minimally tweaked paid content for free, which is enough of a reason for those to not return. They are also simply not up to par with the quality I want to release. These days I'll only reuse existing assets from paid skins if I significantly transform them in the process, see the Type 90 "Lucky" mod.
  2. Not bad, simple but clean. I would suggest you use at least 2k resolution textures though, as you can really see the low resolution on the decal edges or the unit symbol (which also is mostly hidden by the smoke grenade banks). I use 4k res to keep my skins' details crisp, but 2k will probably be fine for a simpler one like this.
  3. The difference is that WT is very popular, while the amount of modders in AW can be counted on one hand. The only people that release skin mods with any sort of regularity are Tahax, Tobiichii and me. A few people have released 1-3 bangers before and just... disappeared, but that still falls under 10 creators.
  4. You'll wanna remove these variables in every material you work on.
  5. Looks like you didn't unpack textures_hi, where the remaining texture parts are kept.
  6. I'm not sure you realise how ambitious that is, but don't let me stop you. Here are the tools you need to convert the models to a .dae. You'll need to manually assemble the model in Blender or other software of your choice, delete all the LOD files, in most cases you'll also need to clean up some wonky geometry that breaks the UV mapping. Oh, and sometimes the conversion doesn't fully work, so you'll need to edit the .dae with a text editor and remove orphaned <instance_material> strings, so that they can load. And it also means you'll need to set up materials manually after that. After that you can actually load it up in substance painter. PS. I take offence to the "not many historical skins" when that's the bulk of mine and tahax's releases :V
  7. Not possible. Camos are made as an RGB pattern and the actual colours are defined by the game itself, the values probably locked away somewhere in the encrypted game.pak
  8. I can do you one better - I can upload my own localization mod that I forgot to bundle with it. Includes vehicle name, description, module and ammo changes. Doesn't need updating at any point either, because it uses the a.xml file instead of altering any of the base files. a.xml
  9. It's a cool idea, but the decals really need some weathering, you should use a more accurate font and the stretching on the combat identification panel is... really bad.
  10. Good catch, fixed it alongside a missing paint splotch and updated the link.
  11. Based on a Type 89 from winter excercises in 2018. Download: https://www.mediafire.com/file/5qcit8u1lxyvrqv/Type89_v102.7z/file
  12. Skin for BTR-82A based on a Hungarian KFOR BTR-80A. Download: https://www.mediafire.com/file/v2q6efrlq76wiww/BTR-82A.7z/file
  13. Replaces Leopard 2AX with a Leopard 2A7+ mostly as seen during Eurosatory 2010, using elements of both Duel Ops and Urban configs, as much as ingame assets allowed. Download: https://www.mediafire.com/file/u7egygfcr764x56/2a7plus.7z/file Version without skin: https://www.mediafire.com/file/xxem9aw5t5t4r34/2a7plus_basic.7z/file
  14. Dude does paid mods, that's pretty cringe.
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