View Full Version : I was just curious but
shadow fox
02-01-2003, 10:50 PM
is the colt commando modeled after the m4 carbine, or the CAR-15 (both scaled down versions of the m16, with modifactions)
it looks like it's modeled after CAR-15, but not einough people know about it to make that assumption. And both have many of the same features but the m4 is shorter and the CAR-15 has more muzzle flash.
for a visual picture see black hawk down the CAR-15 was used by the delta operators (or go to google go to images and put in either m4 or car-15
if someone could please clear this up i may be able to get some sleep again
please save the insults images/icons/smile.gif
SkavenRMD
02-02-2003, 01:55 AM
Colt Commando is a special version of the M4/CAR-15 carbine meant for paratroopers. The key difference is that it has a shortened barrel (to allow easier handling in confined spaces, like a drop plane passenger cabin).
Colt Commando is an actual, real, existing firearm designation. The name isn't pulled out of a hat. Check Jane's Guns if you need confirmation.
A quote from world.guns.ru (http://world.guns.ru/assault/as50-e.htm):
Current Colt Commando carbines (Colt still called these Submachine-guns) are based on either M16A2 or M16A3 receivers, and had 11.5 inch (292 mm) barrels with M16A2-style flash suppressors, and available in either 3-round bursts or full-auto versions. Colt Commando carbines are used by various US Special Forces and by some foreign forces, including Israei ISAYERET.
From the technical point of view, the Colt Commando is similar to contemporary M16 rifle, having same light alloy, two parts receiver, direct gas operated, rotating bolt action, with non-reciprocating charging handle at the rear of the receiver. The telescoping buttstock is made from metallic tube. Due to recoil spring, located inside the butt, the Commando cannot be equipped with side- or underfolding stock withouth some redesigning. Currenly Colt Commando assault carbines are issued with standard M16-type 30 round magazines, but any other M16-compatible magazine can be used, including the 100-rounds Beta-C dual drums. <font size="2" face="Verdana, Arial">
shadow fox
02-02-2003, 01:33 PM
the colt commando in the pictuer is a lot smaller than in the game
SkavenRMD
02-05-2003, 07:06 AM
If you haven't noticed, the guns that lie on the ground, and the guns that people wield are also not the same size either. This is called artistic scale liberty. Objects are scaled, not based on their real-life counterparts, but on how good they look.
Take a look at the level geometry in Max Payne. If a real-life building was built with the same scale as a Max Payne level, it would look mighty odd.
biXen
02-06-2003, 04:33 PM
Originally posted by Co11:
how do you mean skaven? <font size="2" face="Verdana, Arial">He means that a room with a normal height of 2m should be something like 3,5-4,25m tall in Max Payne. It's because it's a third-person camera view, which requires the size proportions to be a bit bigger than real-life sizes. (things look smaller from some meters above a persons head and tilted at a special angle) Marvel (one of their mappers) mentioned something like 125% bigger than real-life sizes in most situations.
[ 02-06-2003, 04:41 PM: Message edited by: biXen ]
Joonas
02-07-2003, 04:41 AM
Marvel (one of their mappers) mentioned something like 125% bigger than real-life sizes in most situations.
<font size="2" face="Verdana, Arial">Don't you mean 25% bigger...? images/icons/wink.gif
biXen
02-07-2003, 08:49 AM
Originally posted by Joonas:
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial"> Marvel (one of their mappers) mentioned something like 125% bigger than real-life sizes in most situations.
<font size="2" face="Verdana, Arial">Don't you mean 25% bigger...? images/icons/wink.gif </font><hr /></blockquote><font size="2" face="Verdana, Arial">No, I mean 125%. That's not for everything, but things like room height, and perhaps door sizes. Mostly heights, because of the camera. You really just have to see what I mean, try making a room exact normal sizes, then try making them bigger, from 50-125%, depending on what it is. Like my Office room, fancy office, would be something like 2,5m in real life, the height... I built it 4m, and I think that was the least I could use, because you need the camera a bit above Max to get the best view of the room, and it still won't look odd, because of the angle. Objects shouldn't be oversized THAT much though, you gotta see that a bit, do some playtesting of the level after your first few objects... images/icons/smile.gif
FreDsom
02-08-2003, 09:32 PM
there are a couple of standard scales you have to use in MP to make it look good..
the should be a distance around 4m between the floor and the ceiling.
and the door should be 2.5m high and 1.75 wide.
then you adjust the rest of your level inventory and object after those scales.
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