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A key point: please attempt to use your brains. What is mild humour to you may well be deeply offensive to others. While we have no intention of acting as politically-correct "thought police", we are on the lookout for those things that can cause offense and, in some cases, are actually still illegal in some jurisdictions.
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Examples:
So people get the idea, some examples that would be considered offensive, numbered as above:
  1. "Hitler", "Beria"
  2. "NKVD Blocking Detachment", "Einsatzgruppen"
  3. This one should be pretty obvious...
  4. So should this - and it includes calling all Germans "Nazis" and all Soviets/Russians "Commies". It got boring 50 years ago, so stop it.
  5. Use of swastikas, fasces, SS-runes and so on for the Axis.
  6. There is actually very little overt symbolism from the Stalinist era; the hammer-and-sickle isn't offensive per se.
A simple rule-of-thumb: many Europeans find Nazi symbolism of any sort offensive; many Americans still find Soviet symbolism offensive. Engage your brain before using.




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Half-Dead's Random Replacement Release Thread

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  • #61
    Another (and probably final for now) update for Modern Warfare weapons

    -Added Shotgun (It's a spas due to lack of a proper model)
    -Added Combat Shotgun
    -Added MP5M
    -Fixed sights on the 9mm
    -Fixed sight angle and lighting issue (hopefully) on M4
    -Updated the texture on the 9mm

    Anyways i'm going to take a break from MW weapons to work on some other projects. Stay tuned!
    Last edited by Half-Dead; 05-02-2012, 04:09 AM.
    My Replacement Releases
    [url]http://forums.tripwireinteractive.com/showthread.php?t=77924[/url]

    Comment


    • #62
      thanks for this thread and all of your work, half-dead. i really enjoy the mw3 weapons for a change and also that several people work together to get the best out of this like firewarriors skinjobs and gartleys mut. just shows once more (and that's something i really like about these forums) that people can be creative just for fun and without having an attitude about it that weirdens everyone out. despite the fact that there are some waldorf and statlers on here i think most of the players are rather thankful than b-i-ew-tch-ey (who's your daddy, censorship?), they just don't express it all the time. keep up the good work (@ all the fellow modders, mappers & skinners too)!

      Comment


      • #63
        Originally posted by Half-Dead View Post
        Another (and probably final for now) update for Modern Warfare weapons

        -Added Shotgun (It's a spas due to lack of a proper model)
        -Added Combat Shotgun
        -Added MP5M
        -Fixed sights on the 9mm
        -Fixed sight angle and lighting issue (hopefully) on M4
        -Updated the texture on the 9mm

        Anyways i'm going to take a break from MW weapons to work on some other projects. Stay tuned!
        Dang. Just when I finished downloading the first one.

        Oh well, downloading again.
        "Is it dead, Jim?"

        Comment


        • #64
          I don't quite sure that, it is for me only or not,
          but the m4 still has a little rotated sight and the dark when idle on certain height though ..
          can anyone confirm this ?

          edit: just to make it clear

          M4203 idle on ground ..
          Spoiler!

          M4 idle on ground ..
          Spoiler!

          M4 idle on fence ...
          Spoiler!


          and here's something else that i notice ...

          M4 on fence, reloading (look on the model near the hand, something shows up).
          Spoiler!

          M4203, the same 'thing' shows up during the firing ...
          Spoiler!


          I thought that these are something that should let you know

          thanks for the replacements anyways, nice jobs !
          Last edited by mooarchanox; 05-02-2012, 11:00 AM.

          Comment


          • #65
            I can cofirm that the M4 still has a rotated sight and lighting issues, the combat shotgun also seems to have a funny sight, but i cant pin point what it is. Other than that things seem fixed. I hope to see your new work soon and good luck. =D

            Comment


            • #66
              Originally posted by Gartley View Post
              I haven't no. Tell you what, you get the 3rd person models into a package and I'll do the rest.
              Sure thing. Give me a little time as I got a busy two weeks at work (this and next) plus im also doing my G36C project.

              Whoever possible, could you send me the 3ds max models so I could do it for you? I only ask to save me time doing it all myself. Cheers in advance

              www.fluxiservice.com - Friendly, supportive game server host awaiting your arrival.
              >> My Custom Content Archive <<

              Comment


              • #67
                Not to be rude

                But the EBR screenshot is titled "M14 ERB" So as not to be a complete jerk, I tried to shop the image a bit. Granted, this would be a lot easier (and not sloppy) with the original file.

                Spoiler!

                Comment


                • #68
                  Not to be rude

                  But the EBR screenshot is titled "M14 ERB" So as not to be a complete jerk, I tried to shop the image a bit. Granted, this would be a lot easier (and not sloppy) with the original file.

                  Spoiler!

                  Comment


                  • #69
                    hey is there any way to only use a select few skins from the pack? id love to get the original Handcannon back, but i love all the other skins, awesome job dude!
                    [URL="http://www.youtube.com/user/calltheambalamps/videos"][IMG]http://s.ytimg.com/yt/favicon-vflZlzSbU.ico[/IMG][/URL] DOSH RULES EVERYTHING AROUND ME

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                    • #70
                      I fully converted his MW3 pack to work server-side with 3rd person models, custom sounds, and Static Meshes. The only problem is certain static meshes like the Bullpup and Shotgun will ALWAYS have the default texture no matter what I do

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                      • #71
                        Originally posted by forrestmark9 View Post
                        The only problem is certain static meshes like the Bullpup and Shotgun will ALWAYS have the default texture no matter what I do
                        What you mean? You need to use a custom static mesh to do this as it's the only way to change them.

                        www.fluxiservice.com - Friendly, supportive game server host awaiting your arrival.
                        >> My Custom Content Archive <<

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                        • #72
                          Originally posted by FluX View Post
                          What you mean? You need to use a custom static mesh to do this as it's the only way to change them.
                          I do use a custom static mesh, but after I set the material it shows up in the KF SDK but in-game it appears as the default texture

                          Comment


                          • #73
                            Originally posted by forrestmark9 View Post
                            I do use a custom static mesh, but after I set the material it shows up in the KF SDK but in-game it appears as the default texture
                            Ah this is weird as im now having this problem with a weapon im porting over. There must be something in the weapon file doing it.

                            www.fluxiservice.com - Friendly, supportive game server host awaiting your arrival.
                            >> My Custom Content Archive <<

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                            • #74
                              Originally posted by FluX View Post
                              Ah this is weird as im now having this problem with a weapon im porting over. There must be something in the weapon file doing it.
                              is this for the pickup file?

                              if so, make sure in your weapon file, it points towards your pickup class.

                              also, with pickup classes, it is better to extend from the original class and not a weapon class.

                              can one of you post you pickup class, so we can see if there is an issue?
                              [CENTER][URL="http://steamcommunity.com/profiles/76561197989157704/myworkshopfiles?appid=1250"][SIGPIC][/SIGPIC][/URL][/CENTER]

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                              • #75
                                Originally posted by braindead View Post
                                is this for the pickup file?

                                if so, make sure in your weapon file, it points towards your pickup class.

                                also, with pickup classes, it is better to extend from the original class and not a weapon class.

                                can one of you post you pickup class, so we can see if there is an issue?
                                Sadly mine is just the first person model but also when I import my idle animation, it only moves the hands and not the gun...grrrrr im tempted to give up my work for this weapon lol.

                                www.fluxiservice.com - Friendly, supportive game server host awaiting your arrival.
                                >> My Custom Content Archive <<

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