News - September 2005

1st September 2005
BG2

The Development Process of a Hand Weapon - PTRD Anti-tank Rifle

Welcome to another Battlegroup 2 update!

In this update, we are showcasing our PTRD anti tank rifle that will be used by the Soviet forces. Our bipod system will be featured on all anti-tank rifles, to help with realism as well as gameplay and balance.

Before that we'll like to show the process for getting an object into game. We plan on doing this every once in a while for various pieces of equipment so our fans can get a sense of what goes into actually developing a weapon.


1. References

First, our modellers use either real life references or photographs from the internet. Google is a great reference for material, as well as gunpics.net. Collecting proper reference pictures can take a few hours.


2. Modelling

As our modellers gets the basic shape of the PTRD, they will post their works of progress in our small arms section of the forum. Our resident small arms expert, Majestic Moose (AKA Hotshot), then points out any flaws and they are corrected. This back and forth process usually takes a few days.

 

 


3. Unwrapping

After being given the final OK by Moose, it is sent to one of our various unwrappers. Here the PTRD is given UV coordinates, which basically means that each face is flattened out onto a map inside 3D Studio Max that will resemble the texture. As it is unwrapped, the unwrapper makes sure to use a checker pattern to eliminate any texture stretching that may occur. This is a vital step, as any texture will look horrible if it is stretched to any degree. After exporting the texture (generally 1024x1024 for handweapons), it is sent to the skinner. At this point the object is ready to go into game, so it is also sent to the person who will export the weapon into the editor and game. Unwrapping is an easy skill to grasp, but patience is needed. The time it takes to unwrap something varies on what it is, and the skill of the unwrapper.

 

4a. Skinning

Skinning (Texturing) is a skill that usually develops after a few months. Our skinners skin their texture into the appropriate area of the map, while making sure they know what face they are skinning by selecting the face they want to skin and seeing where it is on the texture map. Skinning can take a few hours or a few days depending on what it is.


4b. Exporting

While an object is being skinned, the weapon is exported into the game for the animator. After resizing the PTRD to be the proper length, the scene is set up with the proper hierarchy and is exported. The weapon is given a "backbone" of coding so it can be used ingame. It is then ready to be animated. This step is fairly fast and can be done in under 10 minutes.

 


5. Animating

Before this step begins, the animator finds out how the weapon is held, fired, reloaded, and they basically try to learn how the weapon worked. When this is done, the scene is set up and progress on the animation is made. After many hand movements in front of the monitor, the animators will want to see how it looks so far. They then export the animation and look at it within the editor. The animator will also edit the necessary code, such as fire delay for grenades, reload time, and the animation.inc files. Creating proper and accurate 1P animations averages at about 5 to 7 hours over the length of a day or two.

 


6a. Sounds

After step 5, videos of the animations are sent to the sound developer. Here they are given accurate sounds for reloading, firing, and anywhere else that they need it. This step is usually a lengthy process, as the sounds must be made or recorded.


6b. Coding

After the animation is complete, the PTRD is handed over to Moose to be given the proper firing deviation, recoil, and handling one would expect in real life. Thanks to the Battlefield 2 editor, this process is now much quicker than it was in Battlefield 1942


7. News Posting

PTRD

Caliber: 14.5mm
Length: 78.7in (2m)
Weight: 38lb 2oz (17.3kg)
Barrel: Eight grooves, right hand twist
Feed System: Single shot
System of Operation: Rotating bolt, hand operated
Muzzle Velocity: 1,012 MPS
Penetration: 40mm at 300m

Two anti-tank rifles were employed by the Red Army during WWII. The Degtyarev single shot PTRD and Simonov 5 shot, semi automatic PTRS. Both were designed after receiving the task to develop anti-tank rifles in the shortest amount of time possible around a 14.5mm cartridge. One month later the rifles were tested but neither was substantially better than the other; therefore, both were adopted in 1941. Contrary to the belief that anti-tank rifles were completely useless, lightly armoured vehicles did not suddenly disappear, and the rifles were able to prey on them. The PTRD appeared simple, but it was actually rather complex. The barrel was allowed to recoil into the stock and during this process, the bolt rode on a cam which rotated it and then unlocked it. At the end of the recoil stroke, the bolt was held in place while the barrel moved back into its position. As the barrel moved forward away from the bolt, the breech was opened and the shell ejected. A new round could then be inserted and the bolt manually closed.

That is all for today's update. Join us in our IRC channel on Gamesurge (#BG42mod) or on our forums to discuss this update. We are always looking for skinners and modellers to join our team. So if you have the ability, contact us through our forums.