Pros: 2 animation options, Stoke and Havoc (I love Havoc's)
2 Skin options.
Skins are mostly lit dynamically for extra realism.
Sounds are good, but the firing sound is a cut above. Was very impressed with it (you can hear the bolt movement)
Alignment is PERFECT. The gun is pointing exactly at the crosshair, unlike so many other replacements that are actually pointing away from center (Note, I only tested that with Havoc's anims).
Cons: Can't think of any really.
Improvements: A few things.
1) The phong on the damaged texture set is kind of odd. See Akaru's video a couple posts down. Extra detail could have been put here so the damaged parts were more or less shiny then the rest of the gun, instead of a uniform shine throughout. It works well on the clean gun, but the damaged one can use improvement.
2) On a different replacement with the same animations I've used before, the bottom side of the 2nd mag had some extra normal's detail put on it to make it less boring and flat. These texture sets don't have that which makes the extremely flat surface of the mag an eyesore.
3) Might be just me... but the textures seem somewhat blurry for some reason. More importantly though, the normals for both texture sets are auto-generated and actually mostly identical. The damaged one could really use stronger normals that, preferably, are not auto-generated.
4) Not sure what can be done here, but the bolt pull (again only on Havoc's animations) is super fast on the draw (thats okay) but super slow on the reload. I assume this is to make up for the Galil's slow reload time... but it just seems odd in-game.
5) I've noticed that there are missing triangles on the... I don't know what it's called... receiver cover?... The silvery part in the ejection port that you pull and release to load the first bullet of a fresh mag. You can see the missing triangles in the 2nd and 4th screenshot and also in the video posted below.
Notes: I've been using an AK47 with Havoc's animations for a long time now because I love them. Sure flipping the mag over every time doesn't make sense... but... I don't care, it looks awesome and sounds great.
I put together a little something to try and make a point about phong. How too much shine can take away from the detail of a texture, and how phong lighting can really bring out the bump/normal mapped details on a model.
Note that in all these screenshots, the same lighting and same animation frame was used. Only the textures were swapped.
Please see Image 1
That's how the gun looks with the provided textures.
Image 2
Here, I have boosted the strength of the normal maps. See how this adds a lot of detail thanks to the phong lighting doing it's job. However, the whole gun seems so shiny that the base texture is washed out.
Image 3
Here, I modified the specular levels such that most of the gun is less shiny, but the parts that should be shiny are still just as shiny or more shiny. This adds much needed contrast.
Also, here is a look at it using the damaged textures
Image 1
How it looks when you download it.
Image 2
Here, I haven't touched the normal map, but I modified the specular levels to add contrast. Note that the bright parts retain their brightness but the rest of the gun gets darker. Besides, this one is supposed to be old and worn and damaged, so why would it be shiny except for the recently scratched areas or.... something.
Compare the flat area near the back of the gun in image 1 and 2. See how all those scratches (part of the base texture) are much more visible in image 2?
Image 3
Lastly, I boosted the strength of the normals again. The boost on the magazine is much greater then the rest of the gun. The magazine was too flat so I boosted it more, thats all. Compare this image to the original and tell me which one looks damaged/old/worn. What I did here might be too bumpy, but I just wanted to show how much detail you could have.