Jump to content
Sign in to follow this  
topas

September 1939 Mod

Recommended Posts

Overhaul continues.

I'd say that on the visual front I pretty much reached a satisfying level of detail. Most notable, when compared to yesterday's pictures, new _smdi textures produced thanks to Max Power's brilliant tutorial, _as produced using the same method, improved _nohqs and, most importantly - using Mondkalb's wisdom* I learned how to make detailed shadow lods,

.

What's visible below is pretty much, officialy, the new W39 quality standard to achieve on everything we've shown you on the previous pages. Ther rather won't be any new additions to the content, "only" the visual / technical overhaul will be made fron now on - there's still some fixes needed in terms of what's not visible on screens. (hence the unavoidable decision to aim at ArmAIII once it's there).

http://imageshack.us/a/img195/2348/buldozer201301250250486.jpg

http://imageshack.us/a/img266/163/buldozer201301250250590.jpg

http://imageshack.us/a/img502/38/buldozer201301250300179.jpg

http://imageshack.us/a/img593/7439/buldozer201301250239257.jpg

http://imageshack.us/a/img545/3892/buldozer201301250213557.jpg

http://imageshack.us/a/img171/6581/buldozer201301250213449.jpg

http://imageshack.us/a/img28/6361/buldozer201301250213225z.jpg

http://imageshack.us/a/img221/3194/buldozer201301250212332.jpg

http://imageshack.us/a/img825/4225/buldozer201301250213086.jpg

http://imageshack.us/a/img707/7564/buldozer201301250213179.jpg

http://imageshack.us/a/img855/6990/buldozer201301250239590.jpg

http://imageshack.us/a/img812/6794/buldozer201301250141306.jpg

And again, a comparison to once more show the difference made:

buldozer201301250241495.jpgarma2oa2011072914300254.jpgbuldozer201301250241495.jpg

Cheers guys,

PS: Read those tutorials linked, it's worth ;)

Edited by topas
Links to 800x600 picsreplaced with hi-res 1920x1080 versions

Share this post


Link to post
Share on other sites

Looks great, do RVmats determine the glossiness or like the object "properties" (metal,wood or plastic and so on) ?

Share this post


Link to post
Share on other sites

I think it will become a kind of epic mod in Arma. If the full release will be kept for ArmaII or ArmaIII, we can't tell as a third party. It's developer's final decision of course. Personally, I wish to see some beta release in advance in case the full mod is decided for ArmaIII. Just like the way of pacific war mod...

Share this post


Link to post
Share on other sites
Looks great, do RVmats determine the glossiness or like the object "properties" (metal,wood or plastic and so on) ?

Yes and no, Normal maps show the 'texture', bumps, scratches and such (Or more specifically, how light is reflected and such), Specular maps define the shininess, while RVMat's from my understanding, combine all this info so Arma can read it and can modify how specular maps are displayed in game.

Share this post


Link to post
Share on other sites
I think it will become a kind of epic mod in Arma. If the full release will be kept for ArmaII or ArmaIII, we can't tell as a third party. It's developer's final decision of course. Personally, I wish to see some beta release in advance in case the full mod is decided for ArmaIII. Just like the way of pacific war mod...

Well, the Pacific mod mentioned is a different pair of shoes, as there's a whole team, devoted and active, involved. Without a team to speak of there's a slim-to-zero chance for W39 to perform equally. A3 is the logical choice, as it'll give time to iron out the bugs hiding in the models, take care of everything with no haste.

Our ModDB site has some pics documenting my latest (although not the newest) efforts in fighting reslod0, cargoview, shadows and pretty much every other aspect of our models, including new textures. The German tanks and some vehicles have been made since the update, will post it soon.

There's still a lot to be done for the 'technical' lods though, as one need to go over the properties and selections (much of this was originally done by our former modellers with ArmA I in mind, and as I gather the names have changed since then, so that's the reason (one of) for missing functionalities too (like damage textures)). For a pro, who knows what needs to be done and how, this would be a faster and easier task, but as I was always merely a 2d guy in the team, I first need to learn a lot (thanks Vilas for tips), and then do it (some things I already know and understand, but still am a bit in the dark as to some vital areas, e.g. configs...)

Well, having said that, ArmA III for sure.

edit:

some progress on new textures/materials/new shadowLods

+ Abs' M35 ADGZ finally ingame (although as a static object without materials yet)

Still, it's not all final yet - it's all part of the learning process for me; as you can see on the Ambulance's wheels :P

http://imageshack.us/a/img818/9609/buldozer201302112041429.jpg

http://imageshack.us/a/img716/7492/buldozer201302112034310.jpg

http://imageshack.us/a/img849/2021/buldozer201302112033371.jpg

http://imageshack.us/a/img600/7145/buldozer201302102218487.jpg

http://imageshack.us/a/img6/4444/buldozer201302102155461.jpg

http://imageshack.us/a/img842/4602/buldozer201302102155396.jpg

http://imageshack.us/a/img812/3475/buldozer201302091945593.jpg

http://imageshack.us/a/img845/3673/buldozer201302091945486.jpg

http://imageshack.us/a/img801/4202/buldozer201302091945323.jpg

http://imageshack.us/a/img12/8215/buldozer201302091945237.jpg

http://imageshack.us/a/img94/3076/buldozer201302091945121.jpg

http://imageshack.us/a/img716/9808/arma2oa2013021201001484.jpg

http://imageshack.us/a/img826/8716/arma2oa2013021200592472.jpg

http://imageshack.us/a/img835/3664/arma2oa2013021200585246.jpg

http://imageshack.us/a/img593/8548/arma2oa2013021200582125.jpg

http://imageshack.us/a/img51/6803/arma2oa2013021200475045.jpg

http://imageshack.us/a/img571/5686/arma2oa2013021113513510.jpg

http://imageshack.us/a/img195/8541/arma2oa2013021113500718.jpg

http://imageshack.us/a/img855/6990/arma2oa2013021111365570.jpg

http://imageshack.us/a/img5/7007/arma2oa2013021111155298.jpg

http://imageshack.us/a/img268/2903/arma2oa2013021101022287.jpg

http://imageshack.us/a/img850/9877/arma2oa2013021100350809.jpg

http://imageshack.us/a/img849/3554/arma2oa2013021100334668.jpg

http://imageshack.us/a/img834/8656/arma2oa2013021100325508.jpg

http://imageshack.us/a/img803/9281/arma2oa2013021100320430.jpg

http://imageshack.us/a/img831/1744/arma2oa2013021014424893.jpg

http://imageshack.us/a/img12/9665/arma2oa2013021014215378.jpg

http://imageshack.us/a/img713/7426/arma2oa2013021014173846.jpg

http://imageshack.us/a/img14/6601/arma2oa2013021002535865.jpg

http://imageshack.us/a/img839/5048/arma2oa2013021002570931.jpg

http://imageshack.us/a/img43/1697/arma2oa2013021013592635.jpg

http://imageshack.us/a/img441/6549/arma2oa2013021014160966.jpg

http://imageshack.us/a/img607/1333/arma2oa2013021014163416.jpg

http://imageshack.us/a/img17/3941/arma2oa2013021014164974.jpg

http://imageshack.us/a/img26/9774/arma2oa2013020917203988.jpg

@skeligandrew

http://img69.imageshack.us/img69/1503/fiat621tekstury.jpg (802 kB)

Sorry for a late reply;

This is what the .rvmat reads and combines (besides the fresnel and .dt values among others)

Four textures complementing each other, containing different detail and responsible for different things (shine, matte, glossines, shadow, bumps). BIwiki has the topic covered, check it out.

Edited by topas

Share this post


Link to post
Share on other sites

Stunning work!

I feel that your approach is really paying off, the overhaul is quite evident particularly when comparing to older progress screens.

Share this post


Link to post
Share on other sites

Magnificant stuff Topas!

I really like how that M35 came out.

Have considered getting Ndo2? If not you should really watch the feature videos on their website. I'm still amazed of what it's capable of when I use it.

Share this post


Link to post
Share on other sites

I actually followed your suggestion and gave it a try. It really seems to be a brilliant tool, but is it really applicable in addonmaking? So far I have made some quick tests and determined TexView2 refusing to open 24 or 32bit nohq tga's made with Ndo 2. Saving those as .paa in Photoshop and than re-saving in TexView works though... Well, for what it's worth it at least seems to be an enormous help in creating normal maps for uniforms and other fabric-based stuff with gentle/soft folds and wrinkels. Will surely try to make a test uniform nohq during the weekend :) Thanks for showing me this.

@belgerot,

thanks, that's highly motivating. I'm glad the difference is already visible.

Share this post


Link to post
Share on other sites

It would not be a complete picture of the September'39 defeat without these enriching the scenery, so....

http://imageshack.us/a/img16/2552/arma2oa2013021600554424.jpg

http://imageshack.us/a/img819/820/arma2oa2013021600491450.jpg

http://imageshack.us/a/img163/7360/arma2oa2013021600334092.jpg

http://imageshack.us/a/img844/6946/arma2oa2013021600290462.jpg

http://imageshack.us/a/img827/1592/arma2oa2013021600282707.jpg

http://imageshack.us/a/img171/9650/arma2oa2013021601005446.jpg

http://imageshack.us/a/img90/3423/arma2oa2013021523304352.jpg

http://imageshack.us/a/img541/756/arma2oa2013021523202614.jpg

http://imageshack.us/a/img542/3150/arma2oa2013021600404751.jpg

http://imageshack.us/a/img690/3548/arma2oa2013021600380733.jpg

http://imageshack.us/a/img152/9164/arma2oa2013021523173616.jpg

http://imageshack.us/a/img853/9101/arma2oa2013021600364668.jpg

http://imageshack.us/a/img96/6549/arma2oa2013021600341007.jpg

http://imageshack.us/a/img32/1582/arma2oa2013021523401815.jpg

http://imageshack.us/a/img853/9946/arma2oa2013021523380660.jpg

Made over a year ago with intent of swapping the models after destruction of a vehicle; as it failed it has been abandoned.

Now I have came back to it and decided to have them in-game after all; as static objects. Still need proper shadowLods, but can already provide for cover etc.

(managed to bring them ingame by copying the config of our buidlings.pbo and replacing the model paths; a crude solution, but with my config knowledge - or lack of it - it's sufficient for now)

Edited by topas

Share this post


Link to post
Share on other sites

Really nice use of the wrecks, curious how you're handling it on the map though, the problem I've had on Omaha wanting to decorate the beach with some wrecks but it kinda screws the map for anything set before hand. Though as Dimitri said it should be relatively simple to get these working as wreck models, what problems were you having? I'm pretty sure we have wrecks working in I44 (though most still need a wreck model, more for the to do!) there's at the least the Cromwell's wreck Macolik setup so I'm sure we can make sure it doesn't go to waste :)

Share this post


Link to post
Share on other sites

@Pac / Dimitri

Honestly, I do not have any idea what was the issue back then. It was just reported by the modeller who's not with us anymore (actually the co-founder of the mod) that he's having trouble implementing it and it just got forgotten over time.

Share this post


Link to post
Share on other sites

New content being worked on :)

Two buses to operate between towns on our 10x10map.

I'm especially proud of these as they're an effect of my recent Oxygen learning - the buses were created by merging parts of models that already exist in our mod and the GAZ 03 bus body from OFP Liberation Mod. Still awaiting the remaining 50% of permissions.

http://imageshack.us/a/img266/3379/arma2oa2013022315083610.jpg

http://imageshack.us/a/img4/8271/arma2oa2013022315151377.jpg

http://imageshack.us/a/img708/374/arma2oa2013022321425754.jpg

http://imageshack.us/a/img62/3867/arma2oa2013022321413531.jpg

http://imageshack.us/a/img401/6373/arma2oa2013022320544257.jpg

http://imageshack.us/a/img23/3831/arma2oa2013022315422628.jpg

http://imageshack.us/a/img35/3594/arma2oa2013022320314187.jpg

http://imageshack.us/a/img841/9175/arma2oa2013022321140192.jpg

Inspiration:

http://www.genealogia.okiem.pl/foto2/albums/userpics/10431/normal_tmpDDC.jpg

http://www.genealogia.okiem.pl/foto2/albums/userpics/10431/normal_tmpDDD.jpg

And, finally, some transport means for the Germans;

I always found the Blitz overused in games and wanted an other truck in the mod, but the Opel will be included too.

http://imageshack.us/a/img692/4453/arma2oa2013022500513073p.jpg

http://imageshack.us/a/img594/739/arma2oa2013022501030640.jpg

http://imageshack.us/a/img59/3606/arma2oa2013022501020043.jpg

http://imageshack.us/a/img850/984/arma2oa2013022501013122.jpg

http://imageshack.us/a/img18/2937/arma2oa2013022501004038.jpg

http://imageshack.us/a/img845/9623/arma2oa2013022500534255.jpg

http://imageshack.us/a/img526/3241/arma2oa2013022500532035.jpg

Some veterans may recognize the original model to be the same Blitz that appeared originally in the OFP Liberation Mod. Yes, It is the same one.

Made by evilpit, who gave us the most generous permission to use and rework the model for W39.

Lots of work still needs to be done on this one, but the screens prove that the mesh itself is holding up very nice in ArmA II ;) We'll breathe some new life into this one soon.

PS: The bigger one is of course from Invasion'44 - I was just comparing the sizes

Edited by topas

Share this post


Link to post
Share on other sites

You took it one step further by including these buses, it's great to see something you're inspired by appear in game as nicely as it does.

Nice work on the Opel Blitz, nice to see an old favorite revived :)

Share this post


Link to post
Share on other sites

Thank you for yet another encouraging post belgerot.

The Blitz is far for being revived though, what I managed to do so far is just a new UV and quick replacement of the most eye-hurting texture parts. The model itself needs refreshment - wheels and several other parts that are too low-poly for current standards need to be replaced. The body itself looks surprisingly decent and will do even better once new textures and materials appear. What's the most flawed aspect of the Blizt now is functionality. As it is now it's ZERO. It's merely a static object you can walk through, selections are not working, it's not even drivable. It only moves when fired upon -> once hit by a bullet it dettaches from the ground and slowly floats high above the clouds until it's completely gone, seriously :)

I will do the minor model corrections, elements replacements and of course visual upgrades myslef, but will need to have someone experienced to actually make it a working addon... I have an idea and will need to approach PacUK for this one, I think.

Same goes for the other vehicles I plan to bring over, like this Opel Kapitan staff car

- still need permission, and above all, finding out who the original author was though....

Share this post


Link to post
Share on other sites

comparison1t.jpg

comparison2copy.jpg

Pimping the LibMod-Blitz by EvilPit, stage 1 complete - model enhancements* and diffuse textures. Stage 2 -> _as / _nohq / _smdi / .rvmat / shadowvolume1, if time allows, soon

Shovel, axe, mirrors, door and bed-sides hinges, windshield wipers, modelled steering wheel instead of a steering wheel-alpha-texture etc. added

Edited by topas

Share this post


Link to post
Share on other sites

I really like your mod. I see you put your heart into this project. As a historian i see few mistakes but nothing very important just details. I know it's only game :). I'm from Poland and i'm proud of your job, greetings !

Share this post


Link to post
Share on other sites

It's really a very very big project in terms of a third-party Mod. I wish you could get more in help.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×