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DackBlack's OpenSpades Armoury

Posted: Sat Oct 12, 2013 1:38 pm
by DackBlack
Hello!

I've been playing OpenSpades for the past month and have come to some conclusions:

1) The rifle sucks.
2) The crosshair sucks, and a red dot sight is more efficient.

DB Semi 120 7.92×57mm Mauser:

Image
Image

Download: http://www.mediafire.com/download/m8zsj ... mi_120.zip

DB LMG X1 5.56mm:

Image
Image

Download: http://www.mediafire.com/download/fe6dj ... LMG_X1.zip

DB Light Tactical Shotgun A1 12 Gauge:

Image
Image


Download: http://www.mediafire.com/download/7h75o ... hotgun.zip

~~~~~~~~~~~~~~~~~~~~~~~~~~~

Feedback - I love having feedback on my weapons, cross-hairs, and or anything else.

Requests - I don't mind making requests for people; which means finished weapons will be posted for others.

I don't believe in multiple versions of ONE weapon. Because too much choice is a problem. If you want a modified variant, ask.

Installation: or use: http://buildandshoot.com/viewtopic.php?f=38&t=5696
Spoiler:
Simply navigate to your OpenSpades directory, for example - mine is located in C:\Users\DackBlack\Desktop\OpenSpades your's might be similar or in a different place.

So navigate to your OpenSpades folder, you should now see this: Image

Then, open up the Resources folder; resulting in this: Image (Note: learn_more made a build, so you won't see these in the yvh build. Nor is slab6.)

Create two folders, Models, then inside Models, create Weapons: Image
Now, if you happened to look at the file path, you'll see that it goes: OpenSpades -> Resources -> Models -> Weapons

The final stage is to download the weapons!

Once they have downloaded, using the built-in Windows zipfile viewer, OR WinRar OR 7zip, drag the Rifle, SMG or Shotgun folder into the Weapons directory. It should then look like this: Image (Except mine are pre-done, this is just an educational example on where the folder's should go.)

Now load OpenSpades on a random server: your custom weapons should be in place.

Enjoy!

Re: DackBlack's OpenSpades Armoury

Posted: Mon Oct 14, 2013 6:07 am
by bullets
This looks pretty cool, I may use some time, a few suggestions:
Make DB Semi 120 7.92×57mm Mauser and the DB LMG X1 5.56mm Fatter, they looks to skinny
Make some colours more bright by changing the palette or change RGB, it looks a little bit gloomy.
Beside that, you did a pretty good job with this pack ^.^

Edit: You should put how to install into a spoiler so your page doesn't look unnecessarily over sized, and if you need I got a thread for how to install OpenSpades mods: http://buildandshoot.com/viewtopic.php?f=38&t=5696

Re: DackBlack's OpenSpades Armoury

Posted: Mon Oct 14, 2013 10:26 am
by Commando_Ghost
These look really amazing gj

Re: DackBlack's OpenSpades Armoury

Posted: Mon Oct 14, 2013 11:14 am
by extra
They look really nice!

Re: DackBlack's OpenSpades Armoury

Posted: Mon Oct 14, 2013 1:42 pm
by CommieBuffalo
Very nice mods! :)

Re: DackBlack's OpenSpades Armoury

Posted: Mon Oct 14, 2013 3:07 pm
by DackBlack
bullets wrote:
This looks pretty cool, I may use some time, a few suggestions:
Make DB Semi 120 7.92×57mm Mauser and the DB LMG X1 5.56mm Fatter, they looks to skinny
Make some colours more bright by changing the palette or change RGB, it looks a little bit gloomy.
Beside that, you did a pretty good job with this pack ^.^

Edit: You should put how to install into a spoiler so your page doesn't look unnecessarily over sized, and if you need I got a thread for how to install OpenSpades mods: http://buildandshoot.com/viewtopic.php?f=38&t=5696
Ah didn't know. I happen to prefer tactical modern-y weapons, in place of the WW2 style ones. Not to mention I may make a WWI style one. Vicker's Machine Gun anyone?
EDIT of 16:10 GMT+0 14/10/13: Added link and spoilered main post.
Commando_Ghost wrote:
These look really amazing gj
extra wrote:
They look really nice!
CommieBuffalo wrote:
Very nice mods! :)
Thanks! I didn't expect much from the community at first, as I announced it on #buildandshoot.

Anyways; I have a Thompson SMG waiting to go, just need some finishing touches.

EDIT of 16:35 14/10/13:
Thompson:
Spoiler:
Image
Image

Re: DackBlack's OpenSpades Armoury

Posted: Mon Oct 14, 2013 7:26 pm
by Electrix
Nice mods, Dack!

Re: DackBlack's OpenSpades Armoury

Posted: Thu Oct 17, 2013 7:09 pm
by Yoman282
Nice modifications you got there, keep it up. ;)

Re: DackBlack's OpenSpades Armoury

Posted: Sun Oct 20, 2013 11:57 am
by CaptainCake
Nice to see OpenSpades modding is becoming a sport!
too bad i cant run it :<

Re: DackBlack's OpenSpades Armoury

Posted: Sun Oct 20, 2013 3:07 pm
by DackBlack
CaptainCake wrote:
Nice to see OpenSpades modding is becoming a sport!
too bad i cant run it :<
I also know the basic requirements to RUN OpenSpades; Pentium 4, 2GB of ram, 512mb (OR 1gb) Video RAM, OpenGL 2.1.2 or above - I am on the basic requirements. Another note is that Intel HD 2000 WILL RUN OPENSPADES.

Yeah, modding OpenSpades has a bit more flexibility for one reason: it takes 3 kv6 files to do one weapon - which just so happens to be faster than making a 800x600 png sight. Green_Sunglasses1

There's just one thing that winds me up about FLABBY6 - everytime I save into my working directory, and then use L to change folders, I find that I end up in the last folder's place with save as; this should be fixed.

Re: DackBlack's OpenSpades Armoury

Posted: Sun Oct 20, 2013 3:59 pm
by Commando_Ghost
DackBlack wrote:
CaptainCake wrote:
Nice to see OpenSpades modding is becoming a sport!
too bad i cant run it :<
I also know the basic requirements to RUN OpenSpades; Pentium 4, 2GB of ram, 512mb (OR 1gb) Video RAM, OpenGL 2.1.2 or above - I am on the basic requirements. Another note is that Intel HD 2000 WILL RUN OPENSPADES.

Yeah, modding OpenSpades has a bit more flexibility for one reason: it takes 3 kv6 files to do one weapon - which just so happens to be faster than making a 800x600 png sight. Green_Sunglasses1

There's just one thing that winds me up about FLABBY6 - everytime I save into my working directory, and then use L to change folders, I find that I end up in the last folder's place with save as; this should be fixed.
There is also no voxel limit to the player model.