Back2Fronts is an extensive mod that will overhaul your Call of Duty 2 game to a next level. This mod brings more variety, intensity, realism and battle-like experience. Try new weapons, fight new enemies, fulfil new missions and explore new options. Mod is SP and MP friendly (although primary part is SP).
LOD models for the Nagant's worldmodel.
Worldmodel LODs...
This is an actual ingame render. Btw you can note a slightly changed color of the metal and a lowered polycount on high model (I found unnecessary polys in it).
Might I ask, what program do you use to model weapons, and what do you use to animate them in?
More so, would you have any idea which would be a good program to model NPCs and a player (1p/3p) at all?
you actually have more options depending on what you wanna do.
1. maya 6.0/7.0/8.0/8.5/2009
- full support for cod2 is in 6.0
- full support for cod4 is in 7.0/8.0
- full support for codwaw is in 8.0
- full support for codbo is in 2009 (32/64bit)
- basically when you have maya you have the largest support because you can use reference files from developpers.
- good thing is that you can use for example codwaw tools for cod2 but if you do - then you have to edit all your exported models into cod2 standard because cods newer than cod2 have changed format. if you dont do it, then all your models will be black.
2. blender
- static models
- simple animated models (weapons, vehicles...)
- simple animations for maps (spinning wheel for example)
- theoretically also complex animated models (uniforms/heads/hands) but there are no blender files with reference skeletons for that purpose as far as I know
- NOT for 1st person animations because again there are no reference skeletal files for that
3. milkshape
- static models
- simple animated models (weapons, vehicles...)
- simple animations for maps (spinning wheel for example)
- NOT for uniforms/heads/hands and 1st person animations (although I saw one guy who animated tommy gun in it but it must have been awfully complicated to do it in this program)
Can't wait for the video~
video here: Moddb.com
Awesome! Good Job :)
What about the damage of this thing?
damage is average when compared to other handguns of era. 7,62x38R wasn't particularly powerful cartridge.
Isn't that 7,62x25?
No, Nagant 1895 has its own proprietary ammo.
en.wikipedia.org/wiki/7.62×38mmR
picture: Upload.wikimedia.org
7,25x25 is for Tokarev pistols and PPSh/PPS submachine guns and is a pretty powerful cartridge, especially in penetration department.
I thought it's also 7,62 TT hahaha :D
The Nagant 1895 round has a bullet placed completely inside the cartridge, AFAIK to avoid gases from breaking out from between the cylinder and the barrel.
IIRC that also makes Nagant able to use the silencer, the "BraMit Device" as it was called.