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So upon another special request, we have a nice short sleeve button-up shirt to throw in as well:

 

3WFGJWS.png

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Okay, here's a suggestion seeing as it looks like sahio can produce almost anything... low profile plate carrier UNDER a button up shirt. ?? 

I've been doing several low profile VIP missions in Iraq in the past few weeks, where I need to be low profile, as in shirt over the top of covert body armour.

it just makes you look more bulkier, but the overall idea is that you're "blending In" more

I wore something like this, with a shirt over the top, not tucked in.

https://www.uktactical.com/p-11501-covert-plate-carrier-black.aspx

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3 hours ago, Siege-A said:

So upon another special request, we have a nice short sleeve button-up shirt to throw in as well:

 

*Image snip*

Oh my he actually did it! Can't wait to go to a luau in ArmA. :yay:

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So, technical question here regarding textures and the like.

 

With assets like the uniforms, is each component (shirt, pants, boots, gloves, etc) going to be an independent selection and have an individual texture file, (shirt_mc.paa, shirt_ranger.paa, pants_mc.paa, etc), or are they going to be combined onto one texture plate for each "uniform" set (cryeg3_mc_orig.paa, cryeg3_mc_arid.paa,   pcu_mc_grey.paa, etc)?

 

I know there are benefits to each method, but I feel you could potentially cut down on overall mod project size by individualising the parts of a uniform/clothing set, especially if you're going to house a lot of models and the like for this package. This is something I've picked up through my own ventures into retexturing and modding.

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32 minutes ago, shadeops21 said:

I know there are benefits to each method, but I feel you could potentially cut down on overall mod project size by individualising the parts of a uniform/clothing set, especially if you're going to house a lot of models and the like for this package. This is something I've picked up through my own ventures into retexturing and modding.


If you're adding separate textures, for 3 different items, top/bottom/footwear, as opposed to a single texture, it would increase the size of the addon, what you need to also bear in mind is that the performance on the CPU/GPU would also have a slight impact, instead of loading 1 texture, it needs to load 3.

Throw in the same model, using hidden selections, with multiple patterns and camo's and it's bound to increase the addon size.

I don't see how taking one texture and turning it into 3 would reduce the overall size if you're also using 2-4K textures, that's been my own observations, on the multiple textures issue, keeping it down to a road map is far better, because as I'm seeing here, the more and more request that come in, the end produce gets pushed further and further and further to the right.

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10 minutes ago, road runner said:


If you're adding separate textures, for 3 different items, top/bottom/footwear, as opposed to a single texture, it would increase the size of the addon, what you need to also bear in mind is that the performance on the CPU/GPU would also have a slight impact, instead of loading 1 texture, it needs to load 3.

Throw in the same model, using hidden selections, with multiple patterns and camo's and it's bound to increase the addon size.

I don't see how taking one texture and turning it into 3 would reduce the overall size if you're also using 2-4K textures, that's been my own observations, on the multiple textures issue, keeping it down to a road map is far better, because as I'm seeing here, the more and more request that come in, the end produce gets pushed further and further and further to the right.

 

You can compensate for that by making the individual texture files smaller in both size and resolution. Why have a 2048x2048 plate for a shirt, pants, boots and gloves, when you could have a smaller shirt texture at, say, 1024x1024 that also allows you to texture each sleeve on its own and not have to mirror.

 

No offense to some texture artists out there, but not every little detail has to be added/shown, and not everything has to be 2-4K/super high resolution either. That's just my opinion on the manner drawn from my own experiences. I'm purely a retexture artist, but I found that whenever I used a mod that had separated texture selections for clothing (like Military Gear Pack by Adacas) as a base, the overall workload was a lot less and the pack was actually smaller than when I worked on an all-in-one texture like the vanilla stuff or the RHS G3s, whilst not sacrificing quality or functionality.

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2 minutes ago, shadeops21 said:

 

You can compensate for that by making the individual texture files smaller in both size and resolution. Why have a 2048x2048 plate for a shirt, pants, boots and gloves, when you could have a smaller shirt texture at, say, 1024x1024 that also allows you to texture each sleeve on its own and not have to mirror.

 

No offense to some texture artists out there, but not every little detail has to be added/shown, and not everything has to be 2-4K/super high resolution either. That's just my opinion on the manner drawn from my own experiences. I'm purely a retexture artist, but I found that whenever I used a mod that had separated texture selections for clothing (like Military Gear Pack by Adacas) as a base, the overall workload was a lot less and the pack was actually smaller than when I worked on an all-in-one texture like the vanilla stuff or the RHS G3s, whilst not sacrificing quality or functionality.

You could, but surely you want the best quality out there? Going down to 1024 x 1024 would make the game look like Arma 2, I personally only used 2K, but for quality gear such as being produced here, I believe 1024 x 1024 would be doing it an injustice ;)

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Just now, road runner said:

You could, but surely you want the best quality out there? Going down to 1024 x 1024 would make the game look like Arma 2, I personally only used 2K, but for quality gear such as being produced here, I believe 1024 x 1024 would be doing it an injustice ;)

 

Okay, so by 2K do you mean 2048x2048 or a larger plate? It's just that I've seen some kit (cough vanschmoozhin cough) at 4096x4096 with no real noticeable benefit...

 

(All jokes aside, Van's kit is pretty damn nice too. Just wish his packs weren't so huge as far as datasize goes).

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More separate texture files = more model "sections" = more draw calls

Overall file size/memory usage and texel density might be similar; but you're asking the graphics API to process more files every time it draws the scene, when it could get the same result from processing 1 texture file (+1 file for each material file in the .rvmat)

 

Ranking things that will cause bad performance in Arma:

  1. High poly shadow LODs
  2. High section counts (you want as few texture+material sets as possible. Object Builder will sometimes make duplicate sections when copy+pasting model parts, so have to check section count and re-merge them occasionally)
  3. Poly count (really it's the number of vertex normals) - game will switch LODs to save performance if you make them properly
  4. Texture resolution - game will mip-map textures to save performance (4k textures mip-map more readily than 2k because they use more memory)

 

Large texture resolution only really compounds performance issues if one already has the problem of many model sections. Otherwise it's perhaps the least of concerns

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What is planned on the Gloves side of things?

 

A lot of gear that was recently released has Mechanix gloves or other thinner glove types, while thats fine and everything for "normal" Operator, I always thought that it looks off for the ones with special tasks like breacher and specialised DA Forces in general. Those are the kind of things were Oakleys or other thicker, padded gloves would look a lot better.

 

On the topic of DA Forces, do you have protective Overalls planned for Police SF Units? 

 

Kind of like this.

 

 

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5 hours ago, shadeops21 said:

With assets like the uniforms, is each component (shirt, pants, boots, gloves, etc) going to be an independent selection and have an individual texture file, (shirt_mc.paa, shirt_ranger.paa, pants_mc.paa, etc), or are they going to be combined onto one texture plate for each "uniform" set (cryeg3_mc_orig.paa, cryeg3_mc_arid.paa,   pcu_mc_grey.paa, etc)?

 

Well everything is still WIP, so haven't made a final call on how everything will be setup in the end. But the plans for now are to combine texture files anywhere possible, that makes sense. For uniforms, will probably have the Shirt/Pants on a single tex file (either 2k/4k) then have the gloves/boots on their own tex file (either 1024/2k). Vests, have all the components of the base vest on a single tex file (2k/4k), then have all the pouches/accessories on a separate file (1024/2k). Same with helmets, base components on 1 file, accessories on separate. 

 

I mean I'm no expert in these things, but I strongly agree with the professional advice of Da12thMonkey. I wanna keep it so a model isn't reading off of many different tex files, and try to compile them as much as possible...since in my mind it does make more sense that it would cause more performance issues if a model had to read off of numerous files, even more so than using high resolution textures. I'm not gonna go for the 'Everything has to be 4k' thing, because in my experience as well, sometimes a 2k file is sufficient enough. No point making the mod size excessively large for no reason. But in the end, this mod is already shaping up to include alot of content, I'm hoping with the modular nature of it though (and using hiddenSelections for the models), we can keep the overall size down...but we'll just have to wait and see how fast it grows as more things are added. 

 

And while we're on the topic about performance, I also wanted to mention a bit on that. One of the main things that takes me so long getting these models ingame/textured/ready, is I do go through each model and do edits, removing faces/vertices that aren't necessary, and overall reducing the polycount wherever possible (such as faces against the body, or hidden). So even when we show these pics of the vests having all kinds of details, even in places you'll never see, that's mainly just for looks and presentation, because there's no sense in eating up performance on pieces of the model that aren't even noticeable ingame. For the most part, Sahio has done an excellent job at making the majority of these models at a very reasonable polycount, so it does make things a bit easier on me, but there are still plenty of edits that need to be made with every single one to ensure we are getting the maximum performance we can, and still offer the quality people expect. And this is the explanation on why you don't see me pumping out texture pics as fast as Sahio pumps out models, there's alot more involved on this end than just UV mapping and textures. Good news is (if this is good news), I have a habit of jumping around alot...so if I get irritated or bored with what I'm working on, I switch it up. Granted that takes longer for one item to get done, but it moves other items closer to completion as well.

 

5 hours ago, road runner said:

 the more and more request that come in, the end produce gets pushed further and further and further to the right.

 

No worries there bud, even though adding more and more models to the pack will definitely increase the wait time for the end product, we still have every intention of making alpha releases for items as they become game ready. The biggest part of all of this is getting all of our templates and things made that will increase the speed we can do other items, so I got a feeling once we start pushing releases out, things should start flowing pretty steadily from there.

 

35 minutes ago, Flari said:

What is planned on the Gloves side of things?

On the topic of DA Forces, do you have protective Overalls planned for Police SF Units? 

 

Currently we just have one glove model (size). And we've kept it pretty void of details, just like the boots, so that we may use textures/normals to create various different kinds. Still have plans to make a fingerless variant of the gloves model (maybe even one with just the trigger finger cut), but nothing outside of that so far. I was always interested in making a nice thick pair of Nomex gloves, but the problem there is if you go too thick, then it looks funky as hell ingame when holding a weapon. As for the coveralls, yes we actually do have a pair of those planned, something along the lines of the Crye FieldSuit FR, CombatSuit FR, or the FlightSuit FR. Those were actually part of our last model list, but it was swapped for something else at the last minute. So you can definitely expect to see a coveralls model at some point.

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Buuuuuut speaking of textures, I guess I could show off just a little tease of what I started work on recently (kinda hopped right on this one once I received it):

 

1mlAWwd.pngdLtem8i.png

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That is dope AF. I love the high texture, which makes mods look good. 

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Apologies if this suggestion is a tad broad, but some Task Force Black/Task Force Knight gear would be awesome to see - Paraclete RAV's, irregular mix-and-match uniforms in DPM/DDPM/UCP/DCU, more tactical pouches and kneepads than you can shake a stick at, all that good stuff (pics attached). If this doesn't fit with the theme you guys are going for, ignore my U.K bias and keep making the awesome gear you already have planned. I'm super hyped regardless, the stuff you've shown off already is insane.

a few reference Images:

http://www.eliteukforces.info/images/gallery/uksf/sas-task-force-black.jpg

http://www.eliteukforces.info/images/gallery/uksf/special-air-service.jpg

http://www.eliteukforces.info/images/gallery/uksf/sas-group.jpg

https://i.pinimg.com/originals/45/64/1d/45641d2066b203de18e539d995549ce7.jpg

 

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53 minutes ago, JalepenoJim said:

Apologies if this suggestion is a tad broad, but some Task Force Black/Task Force Knight gear would be awesome to see - Paraclete RAV's, irregular mix-and-match uniforms in DPM/DDPM/UCP/DCU, more tactical pouches and kneepads than you can shake a stick at, all that good stuff (pics attached). If this doesn't fit with the theme you guys are going for, ignore my U.K bias and keep making the awesome gear you already have planned. I'm super hyped regardless, the stuff you've shown off already is insane.

a few reference Images:

http://www.eliteukforces.info/images/gallery/uksf/sas-task-force-black.jpg

http://www.eliteukforces.info/images/gallery/uksf/special-air-service.jpg

http://www.eliteukforces.info/images/gallery/uksf/sas-group.jpg

https://i.pinimg.com/originals/45/64/1d/45641d2066b203de18e539d995549ce7.jpg

 

Very cool, it would be unique to have those uniform combinations.

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Things just keep getting better and better. Here we go with yet another special request (our boy is on fire folks):

 

Mystery Ranch 3DAP (3 Day Assault Pack)

5hPC40n.pngocgXKks.png

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Ooh, are the models going to be baked/setup for easy camo swaps/texture templates?

That would be so baller, because there's gonna be that one guy who goes ham and uploads a pack loaded with every camo in the history of man in the workshop.

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1 hour ago, Victruso said:

Ooh, are the models going to be baked/setup for easy camo swaps/texture templates?

That would be so baller, because there's gonna be that one guy who goes ham and uploads a pack loaded with every camo in the history of man in the workshop.

 

Totally going to be that guy, not even joking... I've done it twice with some packs I made for a group I roll with. Last count... 20+ kinds of camo?

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are they going to be radio versions of the back packs that are TFAR compatible? 

 

 

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On 4/21/2018 at 1:26 AM, road runner said:

Okay, here's a suggestion seeing as it looks like sahio can produce almost anything... low profile plate carrier UNDER a button up shirt. ?? 

 

Sure thing, we should be able to do something like that. I'm thinking just tuck the LVS we have under the button up shirt, then do some molding around the shirt to give it that 'bulky' impression. In the end, the LVS can be removed and only leave the top part that would show at the collar area.

 

8 hours ago, JalepenoJim said:

Apologies if this suggestion is a tad broad, but some Task Force Black/Task Force Knight gear would be awesome to see - Paraclete RAV's, irregular mix-and-match uniforms in DPM/DDPM/UCP/DCU, more tactical pouches and kneepads than you can shake a stick at, all that good stuff (pics attached)

 

Sounds good, we'll have a look through some of that and see what we can throw on the list. Always looking to spread the diversity.

 

9 minutes ago, kilo-bravo said:

are they going to be radio versions of the back packs that are TFAR compatible? 

 

You can bet on it. We will be messing a bit with some of the open-source TFAR radio models to get all that incorporated as well. So there's a good chance we can come up with some radio versions of some of our own packs as well. 

 

 

Here's my last teaser for the night. Got a little further with the S&S PlateFrame, and while I was playing around with some of the camo patterns and designs, I did this one up and just had to post some pics:

MVlkPFb.png

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This MOD pack is turning into the RHS of personnel gear. RHS for equipment and this for personnel gear. 

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