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5 hours ago, Dedmen said:

I know it prooobably won't happen. But how about also publishing a seperate low quality variant with 2k textures for the people who are concerned about size? Packing 4k down to 2k can be automated quite easily so time-wise it shouldn't be that bad.
Though I can understand that, that might cause complaints about "low quality" from some people who can't read.

 

I reduced the 4k textures of some backpacks in TFAR to 2k and more than halved the download size of the mod, with only a imperceptible quality difference. And I prefer quantity to quality in Arma. With my unit I often play many factions so we need a very broad choice of gear. And yeah, in cool screenshots you might drool over how sexy your stuff is, but in combat, I care more about the number of bandages hidden in my inventory than the number of pixels on my gun.

 

Most of the vanilla gear has 2k textures and that's more than enough to play with. 4k really is a huge performance hog if you have a large unit to play with.

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17 hours ago, Dedmen said:

I know it prooobably won't happen. But how about also publishing a seperate low quality variant with 2k textures for the people who are concerned about size?

 

Filesize is always a concern with a mod of this scope, using various packs or pbos should eliminate the need for a big one time download. We are currently working on that, and progress will be noticable in future updates.

 

12 hours ago, Fros7bite said:

Most of the vanilla gear has 2k textures and that's more than enough to play with. 4k really is a huge performance hog if you have a large unit to play with.

 

That fully depends on your videocard, available vram and settings. Most if not all videogames these days are tailored towards the newer end videocards.
If your videocard is anything remotely modern, you should have no concern using 4K textures on your assets.

 

Furthermore, does USP use 2K texture files with the exception of various textures where we realized that it saved more space and vram using a 4K texture instead of multiple smaller ones.

We concluded this before working on the items, mainly to ensure that they are all of reasonable equal quality.

 

__________

Thus, ultimately, leading us to conclude that we will continue the usage of 4K textures where necessary in order to save having to load in multiple (2K) texture files at the same time. Which performance wise should be more noticable than single 4K textures.

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22 hours ago, Dedmen said:

And I prefer quantity to quality in Arma.

 

I think we most definitely have the quantity part covered pretty well, maybe a little too much so. But the aim even from the beginning has always been to deliver both quality and quantity.

 

17 hours ago, Fros7bite said:

Most of the vanilla gear has 2k textures and that's more than enough to play with. 4k really is a huge performance hog if you have a large unit to play with.

 

There are several gear mods out there already which stick within those boundaries, and may be better suited for certain groups of people. We never said we could please everyone with our choices. Just as @markoef has mentioned, not all of our items are textured in 4k, and actually the majority of them are 2k currently. But we do combine multiple 2k sheets into 4k where it makes sense and is possible, in order to reduce performance loss from having to process more files at once. Mostly we only do items that can benefit from the increased detail in 4k, such as uniforms.

 

 

And to give a perfect example of the difference 4k can make for certain items, here's a sneak peek at one of our newest additions (WIP) that has entered its final touches. Surely you all remember the Crye G3 uniform that Ardy has been working on, shown in this thread previously in its early stages. Well it's not quite complete yet, but we do have the first half of it ready to implement. So we will be pairing it with some of our tops, with Cunico's G3 shirt as a placeholder until the new one is ready. 

 

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19 hours ago, Fros7bite said:

Most of the vanilla gear has 2k textures and that's more than enough to play with. 4k really is a huge performance hog if you have a large unit to play with.

in fact, and i have tried this on 2 different GFX cards (gtx 780ti and gtx 1070 FE), unless the textures are set to ultra, the game will mipmap to 2k and actually lower anyways.

from a performance pov, a single 4K sheet is easier/faster to handle than 4x 2k sheets by RV engine

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4 hours ago, Siege-A said:

And to give a perfect example of the difference 4k can make for certain items, here's a sneak peek at one of our newest additions (WIP) that has entered its final touches. Surely you all remember the Crye G3 uniform that Ardy has been working on, shown in this thread previously in its early stages. Well it's not quite complete yet, but we do have the first half of it ready to implement. So we will be pairing it with some of our tops, with Cunico's G3 shirt as a placeholder until the new one is ready. 

 

 

 

Daymn, they look crisp af. Super nice, though I feel like I need sunnies to look at them for longer periods of time. I’m assuming that the texture used is still being tweaked for brightness (that or Arsenal lights everything up like a photoshoot set).

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7 hours ago, shadeops21 said:

 

Daymn, they look crisp af. Super nice, though I feel like I need sunnies to look at them for longer periods of time. I’m assuming that the texture used is still being tweaked for brightness (that or Arsenal lights everything up like a photoshoot set).

 

Yep, textures/materials are still getting tweaked. This was simply the first look at it ported ingame with the base texture on it, and now the fun begins to get it color matched with the MC we are using on most other items.

 

 

EDIT: As matter of fact, here's a look at how the pattern matching is coming along:

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On 8/2/2019 at 11:34 AM, Siege-A said:

 

Yep, textures/materials are still getting tweaked. This was simply the first look at it ported ingame with the base texture on it, and now the fun begins to get it color matched with the MC we are using on most other items.

 

The texture doesn't match the environment very well, either because of the lack of noise, high saturation, or perhaps even how high resolution the texture is compared to it's surroundings?

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10 minutes ago, Fros7bite said:

 

The texture doesn't match the environment very well, either because of the lack of noise, high saturation, or perhaps even how high resolution the texture is compared to it's surroundings?

 

Perhaps that is why it's still being tweaked, and later switched out for scanned materials once they are completed. Hopefully then there will be no issues concerning your accuracy about textures anymore.

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2 hours ago, markoef said:

 

Perhaps that is why it's still being tweaked, and later switched out for scanned materials once they are completed. Hopefully then there will be no issues concerning your accuracy about textures anymore.

 

Can't wait! I really hope your tweaking absolutely nails the look.

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5 hours ago, Fros7bite said:

The texture doesn't match the environment very well

 

The above color matching had nothing to do with 'matching to the environment', it was to color match our MC patterns that we were already using on other items (just as I had mentioned before that, only a post above yours). You do understand the concept of WIP, correct?

 

5 hours ago, Fros7bite said:

or perhaps even how high resolution the texture is compared to it's surroundings?

 

Attempting to further prove a point that we have already answered and stated our decisions on, isn't getting you anywhere, whether you refer to it directly or indirectly. 

 

2 hours ago, Fros7bite said:

Can't wait! I really hope your tweaking absolutely nails the look.

 

Don't worry, we will. 

 

 

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cOOvSS9m83kqD5rPnKs-t7E03ZzkdnjCOrvZUmUN

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1 hour ago, Siege-A said:

 

The above color matching had nothing to do with 'matching to the environment', it was to color match our MC patterns that we were already using on other items (just as I had mentioned before that, only a post above yours). You do understand the concept of WIP, correct?

 

I am familiar with this concept! What I am communicating to you is that even if all the other gear is color matched with each other, it doesn't mean that it 'fits' into the world's color tone, saturation, or even style. Your gear 'pops' out of the environment like it doesn't belong there for the reasons I mentioned.

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3 minutes ago, Fros7bite said:

 

I am familiar with this concept! What I am communicating to you is that even if all the other gear is color matched with each other, it doesn't mean that it 'fits' into the world's color tone, saturation, or even style. Your gear 'pops' out of the environment like it doesn't belong there for the reasons I mentioned.

 

You'll be able to forward retexture requests once the gear is finished. You can do so by messaging us through Reddit or Discord. We will evaluate the request and get back to you.

As mentioned before, we will eventually have scanned materials. Which we do not wish to alter due to the colour schemes of some maps.

 

Reddit:
www.reddit.com/r/UnderSiegeProductions/

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1 hour ago, Fros7bite said:

I am familiar with this concept!

 

That is good to hear, I was getting a bit concerned that it wasn't the case. It's a concept that so many overlook these days.

 

1 hour ago, Fros7bite said:

What I am communicating to you is that even if all the other gear is color matched with each other, it doesn't mean that it 'fits' into the world's color tone, saturation, or even style.

 

Ah, now I see. Thanks for clearing that up, but the good news there is our current MC pattern that we are replicating for everything has been tested and confirmed to be matching excellent in many of the environments it would be used within the game. Which is why we have chosen to match with that color scheme.

 

1 hour ago, Fros7bite said:

Your gear 'pops' out of the environment like it doesn't belong there for the reasons I mentioned.

 

I think what you mean to say is; in your opinion it does, possibly since you are so used to using 2k textures. But as far as the broader opinion goes from the larger portion of the feedback we have received from those who have actually tested our content ingame, and have used the MC patterns we are color matching with, there has been no issues whatsoever with 'popping' out of the environment as you have mentioned. But, if this is a problem for you, I offer the same advice as above that there are other gear packs available which may not 'pop' out so much for you. Alternatively, you could also follow the method in which @markoef has mentioned, and fix things up the way you would prefer.

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43 minutes ago, markoef said:

 

You'll be able to forward retexture requests once the gear is finished. You can do so by messaging us through Reddit or Discord. We will evaluate the request and get back to you.

As mentioned before, we will eventually have scanned materials. Which we do not wish to alter due to the colour schemes of some maps.

 

Do you plan on scanning Multicam/Scorpion patterns?

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3 hours ago, Fros7bite said:

Do you plan on scanning Multicam/Scorpion patterns?

 

At this point your trolling has gotten a bit too far, you have had the chance to read our explanations on what our plans are above. I will not repeat myself over and over again.

I see the baiting that you like to do, and the one that you did on the Steam workshop page. I decided not to bring it up, as I like to approach things as fair and open as possible.

 

Unfortunately you have nothing else to do with your time but commenting on this thread. Which is fine, I appreciate your efforts and interest.

From now on I will refrain from replying to your messages regarding the textures or Multicam variants. You know the answers, you can find them above.

If the BI moderation staff will not do anything about your petty baiting, then I will in form of ignoring it.

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6 minutes ago, Fros7bite said:

Do you plan on scanning Multicam/Scorpion patterns?

My $20 in wardens wallet are assured of this

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1 minute ago, markoef said:

 

At this point the trolling has gotten a bit too far, you have had the chance to read your explanations on what our plans are above.

 

How is asking you if you are planning on scanning the Multicam pattern a bait?

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One other new model that is being worked in currently, is the all new Navboard for our Kagwerks S9 Mount. And as an added bonus, we've thrown in a little AVS porn to go with it. Everything shown is still WIP and subject to change. For more images, please visit our subreddit linked in the OP or the Google WIP album.

 

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Are you planning to add hip holsters to all the vests?

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5neFz-trSE5-2GEcjNIPtka654IsD1uAmlMJJCoF

 

The kneepad on the left has dark seam/border while the one on the right has a white seam. Is there any chance that the latter will be made darker later on?

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7 hours ago, Shanil said:

Is there any chance that the latter will be made darker later on?

Yep.

 

7 hours ago, Shanil said:

Are you planning to add hip holsters to all the vests?

Yes, to the ones it would make sense to.

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Can't wait to see the new vests/uniform! This pack is stellar.

 

Also, not to be "that guy", but any idea on when we might see the Haley D3 rig released? I've been itching for a good chest rig for a long time.

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On 8/3/2019 at 1:48 PM, Fros7bite said:

 

I am familiar with this concept! What I am communicating to you is that even if all the other gear is color matched with each other, it doesn't mean that it 'fits' into the world's color tone, saturation, or even style. Your gear 'pops' out of the environment like it doesn't belong there for the reasons I mentioned.

 

Please stop commenting on stuff you have no clue about, it isn't useful. When the patterns are final they will be color corrected to reflect the real life patterns in various materials and in some cases worn/dirtied slightly. If they still stick out at that point then you'll probably have to just play a different map or use an alternate MC pattern.

 

 

On 8/3/2019 at 2:36 PM, Fros7bite said:

 

Do you plan on scanning Multicam/Scorpion patterns?

 

On 8/3/2019 at 2:41 PM, LJH_1 said:

My $20 in wardens wallet are assured of this

 

Nice meme. In regards to the MC scans, there have been a number of set backs. Lighting the material is difficult, getting accurate solve points is difficult, having the software not confuse itself because of the MC pattern is difficult... and there are a number of other things like angles with which the photos are taken that cause errors in the texture of the material etc.... 

 

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Needless to say I will find a way to do it eventually, but I only do these pattern scans when my bluescreen setup is taken down. Lately it has been up as I have been getting the scan process for helmets nailed down, which if you check the reddit page and compare the new scans to the old ones you will notice they are significantly better all the way down to the embossed size label on the inside of the opscores... all of this takes a lot of trial and error. For further updates and info I post fairly often about this side of the mod here.

 

dLZExZa.png

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11 hours ago, Shiloh said:

Also, not to be "that guy", but any idea on when we might see the Haley D3 rig released?

 

No clue, stuff gets released when it's ready and we feel happy putting it in. There is no saying in when specific stuff gets in, and even if we knew we wouldn't go in on it.
We're hoping to release more stuff soon (remember everyone has a different impression of 'soon'). But we have a lot of work ahead in fixes as well as other stuff that we want to implement in terms of compatibility.

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23 hours ago, markoef said:

Yep.

 

Yes, to the ones it would make sense to.

One more question if you don't mind. Are there any plans to add retention lanyard to the pants?

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